[PFS] Season 0 run, mixed with Dragon's Demand

Game Master Irish202


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Silver Crusade

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Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

Fort: 1d20 + 10 ⇒ (8) + 10 = 18(Phew!)

Testudo and Roshi, having backed away from the hole, turn and face their enemy as he comes up the trap.

ELULIA! CHARGE ROSHI!

With blinding speed the two rush at the monk..

+1 Lance Charge: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 3d8 + 57 ⇒ (7, 1, 7) + 57 = 72BET THAT HURTS YOU SON OF A ***********

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

With the creature closing in, Locke steps 5ft away, draws the bow and shoots at it.

Shot, PBS: 1d20 + 8 ⇒ (9) + 8 = 17 Dmg, PBS: 1d8 + 1 ⇒ (1) + 1 = 2


Dice Rolling:

AoO vs. Kegan: 1d20 + 17 - 3 ⇒ (3) + 17 - 3 = 17
Melisande Will: 1d20 + 6 ⇒ (7) + 6 = 13
Magic Missile: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13
Channel: 4d6 ⇒ (4, 4, 3, 5) = 16
Attack vs. Testudo: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18

Kegan wrote:
Is this a different disease effect than last time? If so, I will use Charmed Life again.

It is the same one. You made the previous fortitude save, so you have not yet contracted it.

Kegan wrote:
Knowing he can do nothing against Kanjougas, Kegan attempts to tumble over and help against the griothes. He apologizes as he does so. “Sorry, could we put this on hold so I can fight the real enemy?”

The monk attempts to punch the swashbuckler as he tumbles away, but Kegan's luck manages to hold out as Kanjougas misses his target. As Kegan lands next to the grioth, his stab with the rapier hits and leaves the otherworldly creature barely standing!

Testudo wrote:

ELULIA! CHARGE ROSHI!

With blinding speed the two rush at the monk..

The turtle knight's lance strikes the mummy with incredible force, its point puncturing almost entirely through the creature's torso. Yet, somehow, it still remains standing...albeit with a large hole in its body!

Locke wrote:
With the creature closing in, Locke steps 5ft away, draws the bow and shoots at it.

The projectile lands, doing a smidgen of damage.


Botting Tereze and Melisande

Melisande resists the attempt to influence her mind from the grioth. Seeing the extremely injured state of the undead she takes the more cautious approach; stepping back defensively and throwing some magic missiles at the mummy. The three bolts zip towards it, battering away at the monk. Kanjougas staggers as they strike him, seeming to lose much of his strength and bits of his body. As he begins to fall apart, the monk pulls forth a black key that almost seems to shift and swirl in the light. "Yess...the time has come. Close the Dark Window...and fix the mistakes we have made..." Kanjougas rasps as the monk holds the key out in an outstretched hand, his voice fading into nothingness as he finally collapses into a pile of bone ash and dust on the floor; the black key landing on top of his empty robes with a slight thud.

Sorry, Testudo. Kill steal!

Tereze continues to siphon away her life force to heal her allies. She lets loose another burst of positive energy to heal them and herself, excluding the grioths from the healing. Tereze then shifts back to a more defensive position. Everyone heals 16 points, Kegan/Testudo heal an additional 5 points.

The three grioths up close to the group defensively shift back a bit, and then focus their intense gazes on Kegan and Testudo in an attempt to muddle the Pathfinder's senses! The grioth further back makes the extremely stupid decision to blindly charge forward to attack Testudo!

Will need one Will Save from Kegan and two from Testudo; all of them are DC 12 to avoid being confused. In the very unlikely circumstance that the charging grioth still remains alive after Testudo's very likely AoO, it misses with its attack. It has AC 14, 13 HP.

Round 7

Melisande
Tereze (-14)
Testudo (-30, two DC 12 Will Saves to avoid confusion, AoO available)
Locke

Round 8

Kegan (-19, DC 12 Will Save to avoid confusion)
Grioths (Orange -12, Yellow -2)
Melisande
Tereze
Testudo
Locke

Dark Archive

1 person marked this as a favorite.
M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Will save: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Confusion: 1d100 ⇒ 29 Do nothing but babble incoherently.

All your base us belong to!

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Melisande takes a quick step forward and spreads her hands in a fan, unleashing a cone of flame.

Burning Hands: 5d4 ⇒ (1, 2, 3, 3, 3) = 12 DC 17 Reflex from yellow and orange.

Silver Crusade

Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

Fine by me! I was terrified when you said he was still standing!

Will: 1d20 + 6 ⇒ (5) + 6 = 11
Will: 1d20 + 6 ⇒ (19) + 6 = 25
Confusion: 1d100 ⇒ 14

Testudo strikes out with his lance...

+1 Lance AOO: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d8 + 13 ⇒ (7) + 13 = 20

And after skewering the thing, rides by another, attempting to skewer it as well.

+1 Lance Charge: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 3d8 + 39 ⇒ (4, 4, 7) + 39 = 54

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze feels more of her life flow into her companions as more bruses appear on her body.
Life Link Terze -10 HP (-24) Kegan heals 5 (-14) and Testudo heals 5 (-25)

With stubborn will she ignores the pain and watches the monk creature before her turn to dust.
Close ze Wind...

Her eyes go wide as she sees the black key fall on the robes. The without pausing to think she speaks again forcefully.

Varisian:

Still here my tormentor? Then fine! I command you to bring the key to Me!

She points her finger and the same skeletal figure that lifted Roshi from the pit appears where the monk just crumbled. It bends down and grabs the key... Then with the key in hand it turns to Tereze red eyes glowing with hate. It slowly starts to move nearer to her and as it gets close suddenly it lunges screeching Then DIE!!!.

Tereze pales as she barely steps aside from the charging creature, but manages to pluck the key from the creatures hand as it slides by. With an effort she focuses and dismisses the creature before it is able to round on her again.

Cast Mage hand and get the key.


Dice Rolling:
Reflex: 2d20 + 7 ⇒ (20, 18) + 7 = 45
Locke attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 1 ⇒ (2) + 1 = 3

Both grioths dodge half of the fire damage from Melisande's spell, though it is enough to burn up the orange grioth from its previous damage. Meanwhile Testudo skewers the two other creatures two the north.

Botting Locke

Locke fires an arrow at orange grioth, dealing it a bit of damage. The remaining grioth ascends into the air twenty feet, its gaze continued to focus on Testudo to maintain his confusion!

Round 8

Grioths (Yellow -11)
Melisande
Tereze (-24)
Testudo (-25, confused)
Locke

Round 9

Kegan (-14, no longer confused)
Grioth
Melisande
Tereze
Testudo
Locke

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Melisande steps back and fires a bolt of arcane energy from her hands at yellow. Arcane Bolt Ranged Touch: 1d20 + 5 ⇒ (5) + 5 = 10 for force damage: 1d4 + 3 ⇒ (3) + 3 = 6

She shakes her head. That didn't work so well. Maybe I should get a whip...

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

If yellow is still alive...

Kegan advances on yellow, striking out with his rapier.
+1 adamantine rapier: 1d20 + 11 ⇒ (10) + 11 = 21 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (3) + 3 + 6 = 12 6 is precision damage

Sorry, I’m having trouble moving my avatar on the map. Someone please move him adjacent to yellow.


Kegan, the remaining monster is flying 20 feet up. Do you have flight or an alternative plan of attack?

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Locke uses the adhesive spittle on the grioth.
Needs no attack roll, awesome.

It gets to make a DC 18 reflex save, or it will be coming down from the entanglement.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
GM Irish202 wrote:
Kegan, the remaining monster is flying 20 feet up. Do you have flight or an alternative plan of attack?

In the future, if you could please note height. The map shows two Grioths (yellow and orange) still active so I assumed only one of them was flying.

Here is how he handles it if the only target(s) left are flying...

Kegan sheathes his rapier and gets out his bow. He then fires at the remaining monster.
Fire at whichever is most hurt, I badly need the panache

darkwood composite longbow: 1d20 + 10 ⇒ (18) + 10 = 28
piercing damage: 1d8 + 1 ⇒ (3) + 1 = 4

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Blood appears to drip from under Tereze's armor as more of her life force flows into her companions.
Life Link Tereze -10 HP and +5 HP Kegan (-9) and Testudo (-20)

Thinking the others probably have rest of these creatures under control, Tereze takes a moment to stop her bleeding.
Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 2) + 7 = 11
Tereze ends at -23 HP

And then tucks the black key away in her backpack.


Kegan wrote:
In the future, if you could please note height.

I did note the height in my initial post; was not able to update maps before leaving for work this morning. Will annotate future combat maps.

Kegan wrote:
Kegan sheathes his rapier and gets out his bow. He then fires at the remaining monster.

The arrow downs the remaining grioth, causing it to crash to the ground! The confusion afflicting Testudo's mind clears as the last creature dies.

The creature has less than half your level in hit dice, so you will not regain a panache for killing this one.

Out of Initiative.

Lootz:

-Kanjougas: A pile of dust, an amulet bearing the symbol of an open hand, a red leather belt

-Grioths: four masterwork kukris made out a semi-transparent glass-like material called voidglass

Lootz + detect magic + Spellcraft DC 20:
As above spoiler, but the amulet is an amulet of mighty fists +1

Lootz + detect magic + Spellcraft DC 23:
As above spoilers, but the belt is a belt of giant strength +2

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Kegan returns his bow to his back, then gets out his wand of healing and offers it to Tereze. "You have taken much of my injuries onto yourself. It only seems fair I provide the means for you to recover from some of that."

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Taking 10 on Spellcraft: 10 + 19 = 29

Looks like an Amulet of Mighty Fists and a Belt of Giant Strength.
+1 and +2 respectively.

Anything else here in the room? or below?

Perception (+2 additional vs traps): 1d20 + 14 ⇒ (14) + 14 = 28

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

"There might be something in the hidden room. I really didn't have enough time to look around before the fight started."

Kegan will help search.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11


There is nothing else of note in the chamber below or the current room.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze smiles at Kegan.
Zank you Kegan. But save yours, it may be needed later. It is my pleasure to keep you whole. Plus I have a wand of my own.

Sense Motive 10:

She seems perfectly honest about the fact that she does not mind absorbing your the pain even though you have see her flinch many times when it happens. It is almost as if she welcomes the chance even if she hates the pain.

She carefully draws out a wand and goes around tapping Kegan, Testudo and herself to make sure that everyone is healed up.

Cure Light wounds (Kegan): 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light wounds (Testudo): 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light wounds (Testudo): 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light wounds (Testudo): 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light wounds (Tereze): 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light wounds (Tereze): 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light wounds (Tereze): 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light wounds (Tereze): 1d8 + 1 ⇒ (4) + 1 = 5

With that complete she then reestablishes the links between your souls which seems to heal you.

Ok we end at the following HP: Kegan (-1), Testudo (-2) and Tereze (-4) and 38 charges remaining in the wand.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

After getting healed, Kegan hauls the grioth corpse over to the trap door and dumps them down into the small chamber. He then closes the trap door and puts the carpet back over it.

As he is doing this, he suggests "If someone can clean up some of the bloodstains and other obvious signs of battle here, that would be good."

Once the obvious signs of the battle have been cleared, he asks "So, do we go downstairs now, or try to wipe out the rest of the grioths since they are already aware of us?"

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]
Kegan wrote:
If someone can clean up some of the bloodstains and other obvious signs of battle here, that would be good

Locke takes out an unlabeled flask, rips some fabric from one of the dead grioths' corpses, and scrubs away the blood splatter, after which it is thrown down the hatch.

"There."

"I would suggest taking them out first as a precautionary measure. They could easily close the hatch if we go down there and leave them be for the time being."

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

If we are all ready, shall we move on?


Kegan wrote:
Once the obvious signs of the battle have been cleared, he asks "So, do we go downstairs now, or try to wipe out the rest of the grioths since they are already aware of us?"

Taking a quick peek through the door that the grioths burst through, the group will notice that the massive hall that the grioths had been perching in is now empty. While there do appear to be nesting sites up in the rafters, they are now all empty at the moment.

At the moment, all enemies that the group has directly seen (beyond the kobolds) have been dealt with. Areas F6, F7, F8, and F10 inside the building have been cleared. If one would wish to descend to the basement, moving to F13 would be the target. Moving to clear the upper levels of potentially more grioths/lieutents/etc might involve ascending to the 2nd level of the building, which can be achieved by using stairwells in F9 or F14. Not to nudge in one direction or the either, of course.

Dark Archive

Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

A bit of Prestidigitation should help with the cleaning. I find it's wonderful for getting blood out, since I do seem to get blood on my clothes most days. If you do it quickly enough, it doesn't even leave a stain. She smiles wistfully, thinking of her morning's dedication.

In any case, are we going up or down? We had decided on down, my favorite... Melisande winks at Tereze. until that monk so rudely interrupted us. Shall we continue as planned?

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Seeing no grioths, Kegan says "Guess there are none left here. Provided none were sent to report, I think we are good."

"To the basement then?"

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Basement and maybe we pull ze rug over the trapdoor as we leave so that it's harder to see where we went.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Already done! Did that once I got all the corpses down there.

Last sentence of first paragraph.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Oh, I thought we had decided to go down, so we were going to have to uncover the trapdoor again.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

The trap door is to a room by itself. We need to go to a F13 to get to the main dungeon. At least that is the way I understand it.


Back from vacation, thank you everyone for your patience! Work will be a bit hectic for me for the next couple days as I catch up for being gone, so I have engaged in yet another rendition of my 'Choose your Adventure'-style posts to keep things going. Please do not read anything labeled 'Secret Spoiler' unless directed to do so in a previous spoiler. The Battle Map show the current party location in the basement, will update as progress occurs.

The group exits the room to the south, following the hallway further to the south and then turning to the east. After passing through some doors and following Azmur's description of the monastery's layout, the Pathfinders locate a flight of stairs that descends to a cellar room with alcove-lined walls. Each alcove hosts a statue of an athletic man or woman with a long braid, and each figure is in different pose of martial performance. Beyond the stairs that lead back up to the main floor, there is no other apparent exit to this chamber.

Knowledge Religion DC 15:
You identify that the layout of this room is common in sacred places dedicated to Irori. It is typically utilized as part of an obstacle course called an "Aspirant's Path," a trial meant to test the physical traits and prowess that Irori demands of his worshippers on their road to self-perfection. The tasks and trials vary by location, but the first test is always one of perception; most of the time to locate the actual true entrance to the Path itself.

Perception DC 25:
You locate a hidden door on the western side of the chamber. After inspecting it for a moment, you are certain that it is not trapped. If you wish to proceed through, read 'Secret Spoiler A.'

Secret Spoiler A:
Only read if directed to do so by previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet either by quoting or paraphrase as desired:

Advancing through the secret door reveals a room with a fifteen foot-high domed ceiling and no floor except a two-inch-wide ledge that skirts the edges of the room around a deep pit that drops away into darkness. The pit itself appears to be 45 feet wide and 40 foot deep, with a hallway that appears to curve out of sight on the other side.

Utilizing the ledge to circumnavigate the pit requires DC 15 Acrobatics, while climbing down into the pit and back up the other side requires two DC 20 Climb checks (one for climbing down, then up). If you fail any of the aforementioned checks, take falling damage as appropriate. The pit may also be bypassed by other means, if desired. Once bypassed, read 'Secret Spoiler B.'

Secret Spoiler B:
Only read if directed to do so by a previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

The hallway on the other side of the pit curves to the south and continues straight for twenty feet. At this point, the hallway splits in a T-junction; a path opens to turn right to the west into another chamber, or another path continues straight to the south for about thirty feet before turning to the left/east out of sight.

Any Perception checks will reveal that the area does not appear trapped, nor any obvious sounds/signs of differences between the two paths. If you wish to take the right/west path, advance to 'Secret Spoiler C.' If you wish to continue straight/south, advance to 'Secret Spoiler D.'

Secret Spoiler C:
Only read if directed to do so by a previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

Sixteen five-foot-wide alcoves, each containing the crumpled remains of a sparring dummy, fill this room. The room is rectangle shaped, about sixty-foot long north-to-south and twenty-five feet wide. Beyond the entrance that brought you to the chamber to the east, there are no other apparent exits to the room.

There is nothing valuable, useful, or notable immediately within sight. A Perception DC 30 will allow you to read the contents of 'Secret Spoiler E.' There is no apparent danger, so if you wish to leave the room and explore the other path, read 'Secret Spoiler D.'

Secret Spoiler D:
Only read if directed to do so by a previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

The hallway continues to the south, then turns to the left/east and continues for about another sixty feet. The hallway debauches into a long chamber with the majority of it taken up by a large, deep pool of calm water. Irregularly shaped ledges and an artificial
island of stone rise from the waters that appear to be fifteen-foot deep. This chamber is rectangle shaped, about one-hundred and twenty foot long west-to-east and thirty foot wide. The entry platform lies fifteen feet away from the nearest stone island, with the other two islands being about ten more feet further to the east. A visible hallway exits the chamber off of the furthest stone island on the east end of the room.

If you wish to jump (DC 15 Acrobatics for 1st island, then DC 10 to reach either of the two remaining islands) or other supernatural means to cross the islands, please read 'Secret Spoiler F.' If you wish to swim (DC 10 Swim) or wade between the islands, please continue to 'Secret Spoiler G.'

Secret Spoiler E:
Only read if directed to do so by a previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

Your keen senses allow you to locate a hidden door set into the northern wall of this chamber. After determining that the secret door is not trapped, opening it reveals a hallway that stretches straight to the north for about thirty feet, then turns to the east and ends in a door after another stretch of hallway for fifty feet.

If you wish to open the door at the end of this hallway, please proceed to 'Secret Spoiler I.'

Secret Spoiler F:
Only read if directed to do so by a previous spoiler. Additionally, if any party member does not succeed at the requirements to read this spoiler or touches the waters in this room, do not continue further and read 'Secret Spoiler G' instead. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

After advancing past the stone islands amidst the water in this room, you do not notice anything valuable or otherwise noteworthy remaining in this room. You are able to exit out of the chamber via the hallway on the east side of the room, where it advances to the north for about 25 feet. There it opens up into a 25 foot by 30 foot antechamber, that is connected to a similarly shaped chamber to the north by a five foot opening in the north wall. Both chambers have more of the dilapidated and broken fighting dummies, but are otherwise bare. A noticeable door can be seen in the attached chamber to the north, set into the eastern side of that room.

There is nothing valuable or otherwise noteworthy immediately visible in the room. A DC 20 Perception check will allow you to read the contents of 'Secret Spoiler H.' If you wish to advance through the visible door to the north, read the contents of 'Secret Spoiler J.'

Secret Spoiler G:
Only read if directed to do so by a previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

As you begin to move further into the chamber, the waters beneath your feet begin to bubble and churn with an almost life of their own as you touch it. Abruptly, humanoid figures composed entirely of water lurch out of the surface of the liquid!

STOP HERE AND ROLL INITIATIVE.

Secret Spoiler H:
Only read if directed to do so by a previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

Your keen senses allow you to locate a hidden door set into the northwestern side of the northern chamber. You determine that the door is not trapped.

If you wish to advance through the hidden door instead of the more readily apparent door, please read 'Secret Spoiler I.'

Secret Spoiler I:
Only read if directed to do so by a previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

Three fifteen-foot-diameter platforms lie in this room, each rising three feet high. In the center of each platform, a globe-shaped container of murky liquid sits in the embrace of an octopus-shaped brass cradle. Each globe is about two feet across—the two westernmost globes are intact, and a dark, indistinct mass floats in the center of each. The eastern globe has been shattered, and a large stain has spread out around it on the floor. Along the wall near the eastern door sits a tiny wooden cabinet with a message scribbled on its front. A similar one sits beside the western door.

STOP HERE AND ROLL INITIATIVE.

Secret Spoiler J:
Only read if directed to do so by a previous spoiler. After reading, announce the following paragraph to the group if no-one has done so yet by either quoting or paraphrasing:

A tiled pool dominates this chamber, which has a fifteen-foot high barrel-vault ceiling. The waters are clear and three feet deep. Three marble platforms featuring the same mosaic design found in the monastery above rise along the pool’s center, protruding six inches above the water’s surface. Four octagonal, domed alcoves in the corners each hold a marble pillar. Near the southeast alcove, a large hole has been dug in the wall.

STOP HERE AND ROLL INITIATIVE.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

What is with this braided guy decor everywhere?” Kegan asks, gesturing towards one of the statues.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

He looks around a little bit, trying to figure out which way to go.

Dark Archive

1 person marked this as a favorite.
Female CN Aasimar Sorcerer 5/ Evangelist 4 | HP 69/69 | AC 18 T 14 FF 14 | CMB 4, CMD 18 | F+7 R+8 W+7(+4vCharm) | Init +13 | Perc 17(+3vsTrap) SM: +0 | Speed 30ft | Spells: 4th 5/5 3rd 4/7 2nd 7/8, 1st 7/8 | Arcane Bolt 11/11 | Active Spells: Mage Armor, Haste | Active Cond: None|
Spells:
4th Dim Door, 3rd Dispel, Fireball, Fly, Haste, Heroism 2nd Glitter, Invis, Web 1st Identify, Grease, Mage Armor, Burn Hnds, Magic Missile, Liberating Comm, Snowball, Prot Evil

Kn(Religion): 1d20 + 14 ⇒ (17) + 14 = 31
Hmm, this looks like a sacred Irorian space. Often used as part of a series of tests in an 'Aspirant's Path'. From what I recall, the first test is often one of perception, to locate the entrance to the actual path.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

I don't see anything obvious here, but I'm also neither Irorian, nor am I interested in self-perfection. It sounds like entirely too much work with no time at all to play, and I NEED my time to play. She winks at Tereze.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

"The irorans can strive all they want. I doubt there is any such thing as perfection. Excellence and pinnacles, but perfection, unlikely."

Silver Crusade

Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

Testudo looks at the statues for a moment.

I have been through many dangers and dungeons... a room with no exit often hides one... especially with this many beautiful adornments! Perhaps they turn or some such? Anyone want to try?

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

If we want to find ze path of perfection, I suggest we all work together. After all we can all do more together then separate.

So I will examine the statues over here.
Perception aid another: 1d20 ⇒ 16


Dice Rolling:

Perception 2nd Try (Kegan): 1d20 + 9 ⇒ (9) + 9 = 18
Perception 2nd Try (Locke): 1d20 + 11 ⇒ (5) + 11 = 16
Perception 2nd Try (Melisande): 1d20 + 9 ⇒ (7) + 9 = 16
Perception 2nd Try (Tereze): 1d20 ⇒ 20
Perception 2nd Try (Tetsudo): 1d20 + 3 ⇒ (10) + 3 = 13
Perception 2nd Try (Roshi): 1d20 + 9 ⇒ (16) + 9 = 25

Giving a slight nudge...

The Pathfinders spend several fruitless minutes with their searching of the room, but are unable to locate any hidden secrets or doors. Roshi, growing restless and impatient, gives Testudo significant side-eye and waddles over to the western wall. The turtle head-butts a previously insignificant-seeming decoration on the wall, causing a secret door set into that area of the wall to crack open slightly!

Advancing through the secret door reveals a room with a fifteen foot-high domed ceiling and no floor except a two-inch-wide ledge that skirts the edges of the room around a deep pit that drops away into darkness. The pit itself appears to be 45 feet wide and 40 foot deep, with a hallway that appears to curve out of sight on the other side.

The contents of 'Secret Spoiler A are now available for reading.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Acrobatics, take 10: 10 + 12 = 22

Kegan slowly moves along the thin ledge to get past the pit. Once he can see further down the hall, he tells you “Looks like we have a choice, straight or to the right. Any preference?

While he is there, he checks for any traps.

No need to roll because we are already told it will not find anything.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze goes over and pats Roshi after he finds the secret door.

Well that shows just who is the smartest one here.

Then she bends down to look the turtle in the eye and continues more softly.
Remind me to get you treats when we get out of zis place.

Later as they stand at the pit and Kegan works his way around the narrow ledge Tereze leans close to Melisande and comments in a stage whisper.
Have you noticed what ze way Kegan is tip toeing around ze ledge does to his legs? Then she stands there with a small smile just watching as he makes it all the way around.

Turning to Roshi she cracks.
Well can you do zat too?

OK I'm guessing some of us can't do the ledge thing. Any suggestions for getting across? My thought: Assuming someone else also has a rope, I could levitate Roshi and tie two ropes to him. (Keeping one on this side and tossing the other to Kegan.) So with people pulling him from both sides we could use him a ferry and ride him across one by one.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

I do. I'd have retrieved it after the fight was over.

Perception, overhearing the whispering?: 1d20 + 11 ⇒ (20) + 11 = 31

Locke chuckles.

Also, Tereze's plan sounds awesome.


The ferry turtle option is successful, if people wish to utilize it, bringing the full party onto the other side of the pit. The group now has two paths available to proceed, please see "Secret Spoiler B." Two votes for one direction moves the group forward.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
Quote:
The hallway on the other side of the pit curves to the south and continues straight for twenty feet. At this point, the hallway splits in a T-junction; a path opens to turn right to the west into another chamber, or another path continues straight to the south for about thirty feet before turning to the left/east out of sight.

Since no one has expressed an opinion, Kegan suggests “Chamber to the west?

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

One way is as good as another to me.

Silver Crusade

Oread Fighter 1 Cavalier Beast Rider Gendarme 6
Quick Stats:
HP 66 AC 24, touch 10, flat-footed 24 (+10 armor, +1 natural, +3 shield)Int 1/ Fort +10, Ref +3, Will +6

100% floating turtle ferry!

Roshi grunts happily at the acknowledgment, but wriggles his legs unhappily as he floats across the gap with others on his back.

Testudo nods to Kegan.

Seems like a fine choice to me my comrade! To the west!


Dice Rolling:

Kegan: 1d20 + 9 ⇒ (13) + 9 = 22
Locke: 1d20 + 11 ⇒ (1) + 11 = 12
Melisande: 1d20 + 14 ⇒ (9) + 14 = 23
Tereze: 1d20 + 0 ⇒ (9) + 0 = 9
Testudo: 1d20 + 3 ⇒ (11) + 3 = 14
Roshi: 1d20 + 1 ⇒ (8) + 1 = 9

Contents of Spoiler C...

Entering the chamber to the west reveals a room with sixteen five-foot-wide alcoves, each containing the crumpled remains of a sparring dummy, filling this room. The room is rectangle shaped, about sixty-foot long north-to-south and twenty-five feet wide. Beyond the entrance that brought you to the chamber to the east, there are no other apparent exits to the room. The group searches the room briefly, and locate nothing else of interest in this room.

Contents of Spoiler D...

Returning back to the main path, the hallway continues to the south, then turns to the left/east and continues for about another sixty feet. The hallway debauches into a long chamber with the majority of it taken up by a large, deep pool of calm water. Irregularly shaped ledges and an artificial island of stone rise from the waters that appear to be fifteen-foot deep. This chamber is rectangle shaped, about one-hundred and twenty foot long west-to-east and thirty foot wide. The entry platform lies fifteen feet away from the nearest stone island, with the other two islands being about ten more feet further to the east. A visible hallway exits the chamber off of the furthest stone island on the east end of the room.

If you wish to jump (DC 15 Acrobatics for 1st island, then DC 10 to reach either of the two remaining islands) or other supernatural means to cross the islands, please read 'Secret Spoiler F.' The levitate spell should still be active on Roshi and would qualify, though at least one person will need to cross to anchor the rope on the far side of the room. If you wish to swim (DC 10 Swim) or wade between the islands, please continue to 'Secret Spoiler G.'

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Well, I zink we can all ride across again, if someone can pull Roshi.

Dark Archive

M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste

Kegan looks it over, then states "Shouldn't be a problem."

Acrobatics, take 10 for the jumps: 10 + 12 = 22

He then pulls on the rope to get the floating turtle across.

After advancing past the stone islands amidst the water in this room, you do not notice anything valuable or otherwise noteworthy remaining in this room.

You are able to exit out of the chamber via the hallway on the east side of the room, where it advances to the north for about 25 feet. There it opens up into a 25 foot by 30 foot antechamber, that is connected to a similarly shaped chamber to the north by a five foot opening in the north wall. Both chambers have more of the dilapidated and broken fighting dummies, but are otherwise bare. A noticeable door can be seen in the attached chamber to the north, set into the eastern side of that room.

Liberty's Edge

F Human Grenadier 9
Spoiler:
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]

Looking the place over as they pass,

"This place. Despite the facilities, all empty.
It must have been quite busy in its days."


Dice Rolling:

Kegan: 1d20 + 9 ⇒ (6) + 9 = 15
Locke: 1d20 + 11 ⇒ (13) + 11 = 24
Melisande: 1d20 + 14 ⇒ (15) + 14 = 29
Tereze: 1d20 + 0 ⇒ (19) + 0 = 19
Testudo: 1d20 + 3 ⇒ (12) + 3 = 15
Roshi: 1d20 + 9 ⇒ (1) + 9 = 10

Perception (Locke/Melisande):
Your keen senses allow you to locate a hidden door set into the northwestern side of the northern chamber. You determine that the door is not trapped.

If you wish to advance through the hidden door instead of the more readily apparent door, please read 'Secret Spoiler I.'

**Current Map updated for level explored so far.**

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This is where you may discuss things out of character!

------

Could everyone post a stat bar line I've posted below in the 'race' section of his character's profile? (Or one of the other sections that'll make it appear below your character's name when you post in the Gameplay thread.) That way I can easily and quickly access the stats that are often used during the game.

F Human Swashbuckler (Picaroon)/1 (HP 13/13 | AC:13 | T:13 | FF:10 | CMB:1 | CMD:14 | Fort:+2 | Ref:+5 | Will:+0 | Init:+3 | Perc:+4 | Speed 30) PFS#: 115025-10


StephNyan wrote:

This is where you may discuss things out of character!

------

Could everyone post a stat bar line I've posted below in the 'race' section of his character's profile? (Or one of the other sections that'll make it appear below your character's name when you post in the Gameplay thread.) That way I can easily and quickly access the stats that are often used during the game.

F Human Swashbuckler (Picaroon)/1 (HP 13/13 | AC:13 | T:13 | FF:10 | CMB:1 | CMD:14 | Fort:+2 | Ref:+5 | Will:+0 | Init:+3 | Perc:+4 | Speed 30) PFS#: 115025-10

Done! Except how do I get a PFS# for Vicard? Otherwise, stat block updated!

Edit: We are a pretty soft and squishy party aren't we?


You made an alias called "Vicard Inck", while you instead need a Pathfinder Society Character. If you check my characters you'll see there's a divide. Aliases are used for games that aren't part of PFS.

Go to "My Account" --> "Pathfinder Society". You'll be able to make a character for PFS at that location, and will be able to see its PFS number when you do.

There are indeed some soft and squishy bits in this party, but your number will compensate for that. Level 1 is usually the worst for squishy characters. Even if players drop later in the run, I expect you to have toughened up a bit then.

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1
StephNyan wrote:

You made an alias called "Vicard Inck", while you instead need a Pathfinder Society Character. If you check my characters you'll see there's a divide. Aliases are used for games that aren't part of PFS.

Go to "My Account" --> "Pathfinder Society". You'll be able to make a character for PFS at that location, and will be able to see its PFS number when you do.

There are indeed some soft and squishy bits in this party, but your number will compensate for that. Level 1 is usually the worst for squishy characters. Even if players drop later in the run, I expect you to have toughened up a bit then.

Thank you! Should be done now. Thanks for the assistance. I hope to make it up to you by being a good player!

Maybe we can pay a barbarian NPC to follow us around....

Look forward to playing! When do we actually start?


You've got the "Investigator 1 (Sleuth)" part a bit double now. Check the end of your quick stats and you'll see it :P

And Vicard's PFS number would be 173415-1, as he's your 1st character. 173415 is your own number.

If you check the gameplay thread you'll see I've already made the first post. Your character's set to start, so feel free to make a post! I'll post the next part when everyone's introduced his character there, and has the quick stats ready.

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Yay! I've got the stat bar setup also :) Thanks for the invite!


Am I allowed to say that Ery amused me with the poor guy's waste of a spell?

The Exchange

Female Human 6th Level Brawler | HP 28/55 | AC 19 | T 14 | FF 16 | CMD 28 (G 35/T 32) | Fort +8 | Ref +8 | Will +6 | Init +2 | Perc +11 | MF - 2/6 | KO - 1/1 | PFS #: 13693-7

I will add my PFS number to my stat bar in a bit. Looking forward to the game! Also, with this many characters we don't really need to worry about being squishy.

I will get a post up shortly. Also, Mowque, you get to add a free 1d6 to any Knowledge, Linguistics, and Spellcraft? Check you make as long as you are trained in that skill due to Inspiration.

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1
Gwendallyn wrote:


I will get a post up shortly. Also, Mowque, you get to add a free 1d6 to any Knowledge, Linguistics, and Spellcraft? Check you make as long as you are trained in that skill due to Inspiration.

Ahh good point.

Here is the 1d6 I get for that knowledge local history: (I can't figure out how to edit a post).

Inspiration: 1d6 ⇒ 6

Edit: I also updated mundane equipment/

Thank you Gwendallyn

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Ok, hopefully I got the stat block updated correctly.

Update: Yep I think it worked.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20
Mowque wrote:
Am I allowed to say that Ery amused me with the poor guy's waste of a spell?

Sir, sir. Ery doesn't waste cantrips...they are all utilized for the exact reason they exists. Pres. is used for tea prep and cleaning. Obviously :P

Fiona is lacking an avatar. My sensibilities are wounded! She has no face...

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
Ery wrote:


Fiona is lacking an avatar. My sensibilities are wounded! She has no face...

I don't know it almost seems appropriate for the character.

Poor girl seems list in mist and shadow, unknowable even to herself so far...

Of course with my sense motive I could be getting played pretty easily. ;)

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

Sorry Ery, missed your post calling out for me. Accident. Lost of posts happening before we get firmly started.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20
Vicard wrote:
Sorry Ery, missed your post calling out for me. Accident. Lost of posts happening before we get firmly started.

That's enthusiasm my good sir.

AS for Fiona, Tereza: Game on!

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

Assuming my rolls go ok, I should be able to not only know where Torsen's Maw is, but also own a vacation home there. Considering I rolled a 24 on Knowledge Local about it!

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

One can only hope. Now we laugh and giggle while we design plot around our selves for the ENDLESS gaming experience!

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

Yeah, no...I have the least physical character out of us all...Gwen could likley break Ery's jaw and leave him face down in muck. It would end terribly for this guys...

To appease the Gwen-beast, I have crafted kirby: (>")> Love the kriby.

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

In the Puddles, falling to the ground just might leave you drowned.

I just want to say, I love Absalom as a setting and am really happy to play (at least part) of a game here.

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

I rolled the 24 knowledge local ;P You rolled 16. But one of us should at least know where to go ^^

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1
Urbar Anden wrote:
I rolled the 24 knowledge local ;P You rolled 16. But one of us should at least know where to go ^^

Ah, but I also rolled an extra 1d6 for super Investigator powers. I rolled it here because I couldn't edit the first post. But in any case, I think you are right.

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Very confused here! xD Too many posts I think...

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1
Urbar Anden wrote:
Very confused here! xD Too many posts I think...

Agreed, I'm not going to post again till the GM gets a word in edge-wise. Save his sanity.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

confused?
Just read everything after your last post. its what I do.

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Even then too much is happening :P Most of the games start with a lot of posts but I've never seen this many on a single day. Which of course is a positive thing!

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

We can chalk it up to enthusiasm.


Holy sh**, you posted a lot. (Nice!)

Could Fiona pick an avatar, and replace her nametag on the map with it? :)

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

I hope you'll come to forgive me.


Eryzule, Lord of Tea wrote:
I hope you'll come to forgive me.

Hehe, of course :P

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

Ooh, combat. Not my best forte with an Investigator, but we'll see how it goes.

Grand Lodge

F Human Witch/6 (HP 38/38| AC:11 | T:11 | FF:10 | CMB:0 | CMD:11 | Fort:+3 | Ref:+3 | Will:+5 | Init:+1 | Perc:+6 | Speed 30) PFS#: 12713-4

DM: I'd actually prefer Fiona not to have an avatar at the moment - I completely agree with Tereze with that representing the fact that she's not really on board at the moment (and no avatar seemed to represent that well enough). If anyone is interested, her character page has more information about her backstory and what led her to this state.

Other than that of course, please let me know if me roleplaying her disturbs the game or any of you more that you are willing to tolerate and I will adjust accordingly.

DM, mechanics:
Following up on Fiona's backstory - I mean the episode before she was supposed to be hanged - I'd like to somehow express the fact that she's generally deeply depressed, aloof and in her inner world, but can sometimes wield (often unconsciously) great power. In game terms, I'd be more than glad to skip entire combat turns, for instance, in return for having several actions in a later turn, or having you intervene by some supposedly random strange occurence that repeatedly happens near her. If this seems too complicated or you are unwilling, just let me know and I'll play her by the regular rules.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

If that's how you want to portray the internal struggle she is coping with, by all means, I think we'll be okay. Besides, you and I share many of the same abilities.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Wow I feel like I ended up copying you Ery in combat...

I debated trying to talk through this, but I figured some of us may have just wanted to stick something at some point.

Oh and does anyone know how push pawns around in that Google doc on an iPad or iPhone?
It says that my browser is unsupported. Do we need to get the doc shared with us?

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

I plan to turn Ery into a Dreamheart Necromancer. Charms and Necromancy with a little phantasmal illusion in there for funsies. We'll be fine.

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Google docs generally doesn't work on mobile phones or tables :( The map works for me but I am on a browser currently! If I am on a mobile device I generally ask the group to move me in the direction I wanted to go, with the reason of course. :P

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Ya I can edit the map from my laptop But I don't always bring my laptop with me, so I was trying to think ahead. Sounds like I'll have to do your method when on the road.


@Fiona: I'm fine with your lack of an avatar, as long as you move your name around as your token.

PFS is very strict about the game's rules, because it's an organized play campaign. Players generally move from one GM to another, constantly playing different scenario's. To make this possible, every GM has to abide by the same rules. As such, I can't agree to the mechanics you suggested.

It's up to you if you want to skip turns based on a roleplay decision, but make sure you add something to the party's efforts. Maybe Fiona could stay in the background and use support or ranged tactics, once she gains at least a bit of confidence in herself?

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

@Steph- I once had a game where one player, during a climatic battle scene, chose (instead of vaulting the wall of fire) to sit on the other side, get out a folding chair and melt some cheese to eat.

It was more then a trifle annoying.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Wow. I hope that was in a very casual game.

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1
Tereze Amnell wrote:
Wow. I hope that was in a very casual game.

It was, but is still ruined the mood. It didn't have the RP thing that Fiona is doing, I just couldn't resist telling that story. It is a funny one. It was my first GM attempt with a very established gaming group.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

And now we wait...wait for Gwen to smash face...Using her fists and boots.

The Exchange

Female Human 6th Level Brawler | HP 28/55 | AC 19 | T 14 | FF 16 | CMD 28 (G 35/T 32) | Fort +8 | Ref +8 | Will +6 | Init +2 | Perc +11 | MF - 2/6 | KO - 1/1 | PFS #: 13693-7

Incoming post guys! Sorry about holding you guys back, had something come up yesterday that kept me away.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

Excite!

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Can't wait to get into a fight with Urbar! :) This is the first time I officially use two weapon fighting.

The Exchange

Female Human 6th Level Brawler | HP 28/55 | AC 19 | T 14 | FF 16 | CMD 28 (G 35/T 32) | Fort +8 | Ref +8 | Will +6 | Init +2 | Perc +11 | MF - 2/6 | KO - 1/1 | PFS #: 13693-7

Hey Step, I forgot to ask this earlier. What are your thoughts on the Dan Bong in regards to using while grappling? The item provides a typeless +2 bonus to grapple checks; however, the grappling rules state that if you attempt a grapple maneuver check without both hands free you gain a -4 penalty.

My personal opinion is that the Dan Bong should be an exception to that rule due to the fact that it's made to be used for grappling. I know some GMs agree with my perspective and some say "Nope. Rules say -4 penalty regardless." So, what are your thoughts? I will abide by whatever ruling you decide on without complaint! :)

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

A grappling based char. Gwen? They are fun but tricky to use. I used to play with a guy who had a Tetori monk build. It was crazy powerful but I remember him cursing alot and using flow charts.


@Vicard: A while ago I started a character who was created/born the day the adventure started, and she had to figure out what her sword was for during the first combat. It was fun to roleplay her that way and it set the stage for the character, but I let her get the hang of it pretty quick so she wouldn't be dead weight.

I can see Fiona's reason for doing this at the start, because it makes for some good character development. I do expect her to become an asset as the scenario progresses.

That said, I did let a character of mine sit down and eat sweet rolls during combat several times. The first time we had to split up, and there was absolutely no way for me to help the other. So while he beat the enemies on his own, I was sitting in a cave a mile away and eating sweet rolls. The second time the other player wanted to see if he could beat an entire bandit camp on his own, so I stayed at the camp and ate sweet rolls. (All bandits died, by the way. His character's AC was way too high for the bandits.)

@Gwendallyn: Hmm, it's not the first item to seemingly contradict the rules. Though, to me, the description makes it obvious the dan bong was intended to be used for grappling. I won't give you the -4 penalty.

(After checking the actual weapon out, it seems even more obvious to me.)

The Exchange

Female Human 6th Level Brawler | HP 28/55 | AC 19 | T 14 | FF 16 | CMD 28 (G 35/T 32) | Fort +8 | Ref +8 | Will +6 | Init +2 | Perc +11 | MF - 2/6 | KO - 1/1 | PFS #: 13693-7

@Vicard - Yup! First one too. I read the grappling rules about 10 times before I decided to make this character, then I reread the rules again just to be safe. I also asked quite a few questions on the Messageboards for some assistance on grappling as I really knew nothing about it. It seems like a run thing to play with, but I also want to make Gwen by very versatile. So while I will focus on grappling with her, I do not want her to be a one-trick pony. I love the idea of Martial Versatility and the options it allows brawlers!

@Steph - Thanks for looking over that weapon for me! I completely agree with you about the dan bong being made specifically for grappling. Especially if you watch it in action, which I did to make sure I could see how it was intended to be used.

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

They pushed them over the side?! We'll have a hard time stopping them from falling. Anyone have any ideas?

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

Well crap. Sleep is silly. Okay. I figures i had target intersecring lines as appose to a square. Otherwise hell yeah. Get em all.

Grand Lodge

F Human Witch/6 (HP 38/38| AC:11 | T:11 | FF:10 | CMB:0 | CMD:11 | Fort:+3 | Ref:+3 | Will:+5 | Init:+1 | Perc:+6 | Speed 30) PFS#: 12713-4

@Vicard, @Steph: don't worry, I don't intend Fiona to stay like this for the entire campaign! As the previous PFS games I played on these boards were more like pick-up groups in MMORPG's with little character consistency between games, I figured having a longer game arc would be an opportunity to better develop a more-round character.

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