PFS Silent Tide (Inactive)

Game Master Beckett

Summoned from the far corners of the world, the adventures meet a local PathFinder with a mission, find Yargos and the Codebook, before some great doom returns to the world.


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Shadow Lodge

Barong wrote:
How do I find my Initiative? My generated character sheet says '2' but that doesn't look like the others. Also, since we're not doing the frost fur campaign, can I change my 1st level spell known from Endure Elements to Mage Armor? And what sort of possesions should I start with? I want to make sure I don't make a mistake and ruin the game for everyone else.

Yes you may change your spells know. Your initiative is probably 3 so you type in [*dice]1d20+2[/dice] (without the *).

Similar goes for bold [*b]type in stuff here[/b] or [*i]stuff[/i], etc. . . The other one is [*ooc]For out of character[/ooc].

As far as items, you get 150 gp to spend. I'd just look through the players guide and core book for equipement. A crossbow and staff would be good, rope, backpack, etc. . .


Okay, here are my possessions:
Bedroll, backpack, flint and steel, quarterstaff, light crossbow(with bolts), signel whistle, sack, waterskin, (4)trail rations, traveler's outfit, 88 gold

Initiative: (I hope this is right) 1d20 + 2 ⇒ (3) + 2 = 5


Galdur XXI wrote:
Kobash wrote:
I'd like the game to be legal for organized play.

+1

initiative 1d20+1

I forgot to bring my sheet with me to work and have not been online at home the past couple nights. Tonight is gaming so I will not get to posting until tomorrow.

Shadow Lodge

Just an update. I've not had internet in the last few days. I'm just rereading the module and plan on starting (hoefully) today or tomorrow. I'm in afghanistan, so my "today" is approx 10 hours prior to the states, for reference.


No problem Beckett. Can't wait to start blowin' stuff up! :D


Cool. I am still watching here for a link to the game thread, let me know if it should be somewhere else. :)

Shadow Lodge

I'm actually setting it up right now. Will have a link and intro up within a few minutes. :)

Shadow Lodge

Here we go, Linkified.


For some reason, I can't edit my original post, so I'm reposting Borador with his changes. Very minor; ditched the handaxe (nonproficient--durp) for a sickle, listed my remaining GP, etc.

BORADOR
N Male Dwarf
Alchemist 1
Ht 5'1", Wt 190lbs, Beard/hair Dark Brown, Eyes Black, Age 115

STR 10 | INT 16
DEX 14 | WIS 12
CON 14 | CHA 10

BAB +0; CMB +2; CMD 14

Sickle +2 Melee, 1d6+2 dmg, x2
Dagger +2 Melee, 1d6+2 dmg, 19-20/x2 (Ammo: 2)
Dagger +2 Ranged, Rg 10ft, 1d6+2 dmg, 19-20/x2 (Ammo: 2)
Bomb +2 Ranged, Rg 20ft, 1d6+3 dmg (Splash 4, Ref DC 13 Avoid), x2 (4/day)

Skills:
+7 Craft (alchemy) [Rank 1, +3 Class Skill, +3 Int]
+7 Disable Device [Rank 1, +3 Class Skill, +2 Dex, +1 Trait]
+9 Knowledge (arcana) [Rank 1, +3 Class Skill, +3 Int, +2 Feat]
+6 Knowledge (local) [Rank 1, +3 Int, +2 Feat]
+5 Knowledge (any other) [Rank 0, +3 Int, +2 Feat]
+7 Spellcraft [Rank 1, +3 Class Skill, +3 Int]
+3 Sleight of Hand [Rank 0, +2 Dex, +1 Trait]
+3 Stealth [Rank 1, +2 Dex]
+4 Use Magic Device [Rank 1, +3 Class Skill, +0 Cha]

Allegiance: Qadira Lodge
Trait: Gold Finger (+1 to Disable Device and Sleight of Hand checks)
Trait: Hedge Magician (-5% cost to create magic items)
Feat: Breadth of Experience
Bonus Feat: Throw Anything

Racial: +2 Con, +2 Wis, -2 Cha. +4 to CMD vs. Trip and Bull Rush. +1 to Attack Rolls vs. goblinoids and orcs. +4 Dodge to AC vs. giants. +2 to Perception checks to notice unusual stonework. +2 to Appraise checks dealing with precious stones or gems. +2 to saving throws against poison, spells, and spell-like abilities.

Bombs: 4/Day, rg 20. 1d6+3 dmg (splash 4 dmg, Ref DC 13 Neg).
Extracts Known: 1st - Bomber's Eye, Comprehend Languages, Cure Light Wounds, Disguise Self, Reduce Person
Extracts Per Day: 2
Mutagen Prepared: +4 Dex, +2 Natural Armor, -2 Wis. Lasts 10 min.

Gear:
Studded leather armor, various alchemical instruments and ingredients, formula book, sickle, dagger (2), club, sap, waterskin, backpack, bedroll, flint and steel, Rations (4), thieves' tools, small steel mirror, chalk (10), soap (1 lb).

Purse:
70gp, 7sp

His Tale:
Borador hails from parts unknown. Due to what Borador calls his "moral flexibility," he was cast out of his clan, stripped of his surname and thrown to the wolves somewhere in the woods of Varisia. He barely survived several animal attacks before eventually finding his way to the city of Korvosa.

There, he began training in the alchemical arts under the tutelage of an elven alchemist named Varion Silverstar. A brilliant but troubled elf, Varion eventually took to drinking more than handing out lessons. In the interim, Varion's sister Tessara gave him a few lessons in the finer points of skullduggery. She expanded upon many of Borador's previous underhanded skills and taught him a certain amount of finesse and subtlety which he previously lacked.

Unfortunately his lessons eventually came to an end. There came a time when Varion no longer bothered coming home from the taverns at all, and his sister was too preoccupied with her brother's condition to continue their lessons. Borador had no idea what caused such anguish for the elves (he often saw Tess in a melancholy mood as well) and he never bothered to ask. Now it looked like his stay with the twins was at an end. Deciding he would learn no more from his tutors, Borador pocketed several items and fled the Silverstars' home. He later learned of the legendary Pathfinder Society, and the dangers--and riches--that could be had as one of their members.

Using the coin from selling off his pilfered alchemical supplies, he found a ship to take him along the coast to the city of Absalom. He has since allied with the Qadira Lodge, finding kindred spirits in their lust for power through control of trade routes.

Grand Lodge

I would like to submit Ausk, a loveable dope who is loyal to his friends and to the society; a bit odd for a fellow who is half orc and half Kellid, but perhaps that's the reason he left the realm...

Image of Ausk


Cool! Another Half-Orc! I mean, if that's okay with Beckett.

Shadow Lodge

It's fine with me. Welcome aboard. I've already gotten the game going a bit on that link up above, and as sson as we get everyone there I'll continue some more.

Grand Lodge

I just read this thread and happen to have this character sitting around. If there ends up being room, I'd love to join in Monday night after work.

Shadow Lodge

Yes, that's fine. We need between 4 and 6 players, and I believe only 3 have shown up in the Linked Thread. Just post your character and check out the other thread. :)


Beckett wrote:
Yes, that's fine. We need between 4 and 6 players, and I believe only 3 have shown up in the Linked Thread. Just post your character and check out the other thread. :)

Would there still be a slot for a human gunslinger? I've not played in any PFS games, so this would be my first.....

Shadow Lodge

Yes, though I am not all that familiar with teh Gunslinger. See the linked sites above and go ahead and post him/her up.


Ok :)

I've got a long day of work and a class for my MBA tonight, so may be the morning before can get the stats up....

Shadow Lodge

No worries. If you have time, would you mind posting your Faction, PF ID number, and possibly a little concept?

Grand Lodge

On second thought, right before the weekend when my sister will get remarried is perhaps not the best. ;) If I can make the time then I will, but don't wait for me.


Beckett, as a point of interest, you might still be able to find the free PDF on here for the playtest of the gunslinger. I believe only minor adjustments were made to the class before print in UC.

Shadow Lodge

I have the book, just no experience with it. Also kind of hate guns in fantasty :), but I don't mind if that's what people want.


three different ways to do maps.

1. Don't. Describe where everyone is relative to each other. In this I recommend setting up one assumption. Frex: everyone is a move action away from everyone else, unless already in combat in which case it is a five foot step. As long as you add things like: difficult terrain, flank, hazards (such as a cliff face) it works out allright. If a spell casters wants to hit 'as many enemeies and no friends (an assumption on my part) he can 'move' to the best place 1d4+1 enemies are affected. It helps for GM to have a map that he can see.

2. Chess. Kings pawn to queens bishop seven is complicated, but if you tell us how long the area is (1-10 squares) and how wide (A-J squares) and which square mook (3D) is in we can figure it from there.

3. Photobucket (flickr?) is free, if you can scan the photo (or cut and paste from your pdf) you can upload a picture there. If you do not have/want a flicker account but can get an electronic pic, I will post it on mine. This can cause complications with secret doors, but we can work out those details if you want to go that route. I will post my email if you want to do this. :) frex


Personally I've always been a fan of maps and minis, but of course, that's a tough one to do in a PbP. While it makes it a little easier for us, it makes a lot more work for you, so I'm thinking the first option is probably best for you, if you give enough details about the combat area. It will also help if you keep your own map at hand to oversee the results. Regardless, I'm fine with whatever route you choose to go.


Also, if you plan on going the map route, MapTool is an open source program that might work well. It might take some fiddling to figure out all the details but seems more or less straightforward. Just an idea if you want to use maps.

www.rptools.net

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