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S'arkee smiles and shakes his head at this situation.
"You have a interesting brother, but this is the first time we have heard of you. My name is S'arkee." he looks down at the young halfling "Your cooking smells wonderful, my dear."

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Theron makes a small handwave as a greeting.
"Hello, i'm Theron, and this is my great bird companion."
The roc eyes the newcomer calmly.

StephNyan |

Actually...I don't believe I got my cert for Part 2 yet...S'arkee should be 3rd after this.
I haven't yet gotten to writing the chronicle sheets, but will have plenty of time tomorrow.
"Hello.." smiles a rather pleasant, if peasant, looking halfing.
"Oh my, I see Bulgo for the first time in months and he dashes off to a game of dice. Brothers."
The words are grumbling but good natured. It would appear she holds her brother is some affection.
"Come with me, and I can feed you while we wait for Bulgo to return. That is if doesn't get chased out of town for cheating at dice. Again."
Looks like a fun character! :)

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Belinda does a little curtsey to the group.
"Yes, Bulgo is often like this. Often when he has been on his 'best behavior' for a while, he feels a need to let loose."
A look of concern crosses her face.
"He has been on his best behavior hasn't he?"
She giggles as Theron introduces his bird. "He is so cute! I just adore animals. He has the look of a natural hunter too. See his eyes, what an intelligent bird!"
She gushes and fetches a small piece of raw meat to feed it.
A commotion breaks out not far away and before long a couple of town guard can be seen hurrying towards the street that Bulgo vanished down.
"Hmm, it may be a while before Bulgo is able to join you if this goes like last time. Lucky for you the VC sent me ahead just in case this happened. Again."

DM Aron Marczylo |

Still not certain if I should stay with S'sarkee or go with Mia. If I don't go with S'sarkee will we have a healer or Knowledgeable person?
Looking at S'sarkee he's still 2nd level so if you want someone better than Mia would be. Plus once she reaches 4th she'd be an unstoppable DPS thanks to Exploit Weaknesses.

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Belinda can do a little out of combat healing, but as a druid is a little light on spells, lacks channel and can't spontaneously cure.
Also as a brand new character, lacks a CLW wand or PP to purchase one.

DM Aron Marczylo |

ok, think I may use my Monk then as she'll be 3rd and MUCH more useful in combat.

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I'm afraid I have a little issue here.
I've been doing a audit and it appears I had done part 3 (albeit, right at the end so I won't give out spoilers) on my first character and the GM had also giving me a cert for Part 2, despite the fact I NEVER showed up there and I don't even have a cert for part 2. Only 1 and 3.
This is a bit of an issue for when you declare the games I'm afraid.

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He'd just have to fill in a 0 XP and 0 PP, if you have received credit for those already.
He could print the chronicle as one for 'making the table'.
Unless there's something i'm overlooking.

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Well originally I thought that there was no issue, but it's become an issue as S'arkee was meant to get xp on the last game, however he still remains 2nd level.
I wanted to make sure that the GM knows ahead of time as I'd rather not get him in trouble.

StephNyan |

We've been in the raid preparation chapter since October 18th, which is nearly a month. Preparations for in-game day 4 have been up for over 4 actual days. I'll have to move us forward to preparation day 5 tomorrow, else I fear we won't finish the game before the Gameday ends.
If everyone could try to post at least once a day, then we can start the next chapter next week. That chapter will be the climax of this trilogy: the raid on Nesting Swallow! :)

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Hey guys, just a heads up I'll be out of town until the end of the weekend starting tomorrow morning and wifi will likely be spotty at best, so if necessary to keep the game moving please feel free to bot me.

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BTW, Belinda only had the one cure spell. First level druids are not awesome curers! If someone has a cure wand, she could ply that for people though.

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On my third shift of 3-11pm so i've not been able to post. Especially as last night paizo's website had crashed before I crashed myself into the bed.

StephNyan |

The current fight is an optional encounter. It's also the last encounter before the boss fight. If you'd rather skip the owlbear, 'cause the PbP Gameday will end December 20th and you fear we won't finish in time, let me know. I think we can still make it in time as long as we keep a good posting rate up.

StephNyan |

Sure does! :)
The roc 5ft flies vertical, if possible, for higher ground bonus?
Fly up at a greater than 45° angle = DC 20
You didn't make the 20 on your roll, but we can say your roc was already several more feet above the ground at the start of combat. Seems fair to me, 'cause the others get to start combat with new protective spells active.

StephNyan |

With Mia and Negi hitting that hard I can safely say this scenario's almost over. I'd like to confirm that only Negi, Rolan and Theron can get credit for this scenario? Go ahead and roll your Day Job in this discussion thread, so I can finish your chronicle sheets asap.
Now... let's see if anyone wins a Gameday boon! :D
Boon Rolls:
Belinda: 1d20 ⇒ 1
Mia: 1d20 ⇒ 9
Negi: 1d20 ⇒ 20
Rolan: 1d20 ⇒ 11
StephNyan: 1d20 ⇒ 15
Theron: 1d20 ⇒ 15
Boon of players choice on a natural roll of 1 or 20
**Re-Rolls not allowed on boons**
Congratulations, Belinda and Negi! Please let me know which of the following boons you'd like to receive, and send me your email in a PM.
Psychic Dilettante: Although most psychic techniques remain a mystery to you, you have become proficient in a single psychic skill through experimentation, poring over occult literature, or learning by observing a master at work. Choose one psychic skill unlock (Pathfinder RPG Occult Adventures 194) and record it below; you can now use that skill unlock as though you had the Psychic Sensitivity feat.
Player Option 2:
Prophetic Dream: Powerful dreams have visited you every night, sometimes terrible and other times exhilarating. You’ve come to understand that these nocturnal visions sometimes portend the events of the coming day, manifesting as supernatural phenomena when trouble strikes. When you begin an adventure or wake up from a full night’s sleep, you can check one of the boxes above this boon and roll 1d4 to determine what kind of dream you experienced. You can activate the dream’s benefit once. If you do not use the ability by the end of the adventure, its benefit is lost. When you check the third box, cross the entire boon off your Chronicle sheet.
1—Dream of Etheric Flight: Your dream was liberating, allowing you to soar over the clouds. As a free action, you gain the benefits of air walk for 1 round. During this time, you grant all of the weapons you wield the ghost touch weapon special ability.
2—Nightmare of Fearful Retreat: In your dream, you were fleeing some ferocious bogeyman that you dare only face in the waking world. You gain a +10 enhancement bonus to your base speed for 3 rounds. If you are frightened or panicked when you use this ability, you may attempt a new saving throw at the same DC as the fear effect; if you succeed, you are instead shaken for the duration of this ability. If the effect did not allow a saving throw, you must instead succeed at a Will save with a DC of 11 plus your character level.
3—Nightmare of Terrible Trauma: Your dream was painful, whether you dreamed of torment, watching as your teeth fell out, or being eaten by beasts, or something worse. When you would take bludgeoning, piercing, or slashing damage, you take 5 less damage (minimum 1) and gain a +2 bonus on any saving throw against additional effects associated with the attack, such as poison or disease. If your character level is 7 or higher, you instead take 10 less damage (minimum 1).
4—Vision of Utter Lucidity: This time you were able to control your dreams, traveling wherever you wished before waking refreshed. If you would fall asleep or become confused as a result of a spell, special ability, or similar effect, you instead gain the dazzled condition for 1d4+2 rounds. The original effect resumes immediately afterward, though any time spent dazzled counts against that effect’s duration.
Player Option 3:
Soothsayer: There are countless traditions of folk divination on Golarion, and you have recruited a reliable soothsayer into your service. Once per adventure, this mystic can predict imminent events and grant you a +4 insight bonus on one skill check, a +2 insight bonus to your Armor Class against one attack, or a +2 insight bonus on one attack roll or saving throw. You must use this ability before you roll the attack, check, or save or before you hear the final result of the attack against you. Dreadful portents accompany the soothsayer’s insights, and you are shaken for 1 round after using this ability. This does not cause you to become frightened or panicked if you were already shaken. The soothsayer otherwise follows all of the rules for follower vanities on pages 60–61 of the Pathfinder Society Field Guide.
Player Option 4:
Aspis Slayer: Your desire for vengeance against the Aspis Consortium goes beyond the typical enmity that Pathfinders feel for that merchant organization. Choose one of the following boons and cross the other off your Chronicle sheet.
Favored Enemy: If you have the favored enemy class feature, you may swap one of your favored enemies for favored enemy (Aspis). This ability functions against agents of the Aspis Consortium and creatures directly employed by the Consortium.
Smite Aspis: As a swift action, you may smite an agent of the Aspis Consortium or a creature directly employed by the Consortium. You must be able to see the Aspis associate to use this ability, and you must know about that individual’s connection to the Consortium. For one minute, add your character level to the damage roll of your first successful attack each round against the target of your smite. After using this ability, cross this boon off your Chronicle sheet.
Player Option 5:
Against the Consortium: Once per scenario, when you defeat a named Aspis agent in battle or thwart the agent’s plans, record the agent’s name below.
Once you have defeated four agents, you have distinguished yourself as one of the Society’s experienced operatives in countering the Aspis Consortium’s machinations. Select one of the following boons, crossing the other boons off of your Chronicle Sheet.
• Your very presence makes members of the Aspis Consortium uneasy. You gain a +2 bonus on Intimidate checks against members of the Aspis Consortium and their direct associates, and they take a –1 penalty on saving throws against all of your spells and abilities with the fear descriptor.
• You are skilled at detecting weaknesses in agents of the Aspis Consortium. You gain a +2 competence bonus on attack rolls to confirm critical hits against members of the Aspis Consortium and their direct associates.
• You gain DR 1/— against attacks made by members of the Aspis Consortium and their direct associates.
Player Option 6:
Niche Specialist: You are exceptionally talented at overcoming an uncommon type of challenge. Choose one of the following benefits, and cross the other two off your Chronicle sheet.
Chase Specialist: You gain a +2 bonus on all checks made to overcome obstacles during a chase (Pathfinder RPG Gamemastery Guide 232) as if your speed were 10 feet faster. You may cross this boon off the Chronicle sheet to reroll a failed check to overcome an obstacle with an additional +2 bonus.
Darkness Specialist: You gain a +2 bonus on Acrobatics checks made to move at your full speed while blind. You also reduce the miss chance due to concealment imposed by dim light to 15%, and you reduce the miss chance due to total concealment imposed by darkness to 40%. You may cross this boon off the Chronicle sheet to gain darkvision 10 feet for 1 round; if you already have darkvision, you instead gain the see in darkness ability (Pathfinder RPG Bestiary 2 301) for 1 round, though you can only use it to see 5 feet.
Haunt Specialist: You gain a +2 bonus on all saving throws to resist effects created by a haunt. You also gain a +2 bonus on skill checks made to notice a haunt and on initiative checks made to act in the surprise round when a haunt manifests. You may cross this boon off your Chronicle sheet to reroll such a initiative check, saving throw, or skill check with an additional +2 bonus.
Player Option 7:
Psychic Awakening: You can infuse one of your items with psychic energy, granting it more power and significance over time. Choose one weapon or armor of at least masterwork quality, one wand, or one wondrous item that can be upgraded, such as a cloak of resistance +1. To infuse the item with psychic energy, perform one of the following tasks, as appropriate for the item type. Once per adventure after performing this task, you may check off one of the 10 boxes on this Chronicle sheet.
Armor: Wear the armor during at least one combat encounter.
Wand: Activate the wand, using at least one charge.
Weapon: Make at least one successful attack roll against an opponent during an encounter.
Other Item: Proclaim the item’s greatness or significance before attempting a skill check or attack roll. Alternatively, use the item as an additional focus when casting a spell. You must be wearing the item prominently or holding it in your hand in order to infuse it with psychic energy.
Once you check off the 10th box on this Chronicle sheet, you have fully infused your item with psychic energy. If the item is not a wand, you may expend this psychic energy to reduce the cost of one future upgrade to the item by 20%. This discount does not stack with other discounts, and it can provide a maximum price reduction of 200 gp per character level. The discount reduces the price you pay for the item, but it does not reduce the market price of the item for the purpose of having enough Fame to qualify for the purchase.
If the psychically infused item is a wand, you may expend the psychic energy between scenarios to recharge the wand. You may restore up 5 charges of to a wand of a 4th-level spell, up to 10 charges to a wand of a 3rd-level spell, up to 25 charges to wand of a 2nd-level spell, and up to 50 charges to a wand of a 1st-level spell. A wand cannot hold more than 50 charges, and the number of charges you restore to the wand cannot increase its effective market price by more that 200 gp per character level. Once you recharge the wand once, the remaining psychic energy dissipates.
A character can only benefit from this boon once, even if multiple copies are applied to the same PC.

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I just got started on my sylph over the last couple of months. I had too many active characters anyway. Belinda was number 13, and then I double booked my core character for GD4 and ended up making another, so I have fourteen at the moment. At least they are not all still first level.

StephNyan |

Lucky me. Belinda will take darkness specialist.
I also require your email. Could you send it to me in a PM? Then the people organizing the Gameday can send the boon to you.
Only if you GM......Aasimar.
I still have my unused sylph from last time.
I used the sylph boon straight away, and I've already got the sheet for the aasimar character ready :P

StephNyan |

Good job, everyone! You successfully defended Nesting swallow by beating all the baddies, and got the Braid of a Hundred Masters working again! :)
I'll give Negi one more day to let me know which Gameday boon he'd like to have and to send me his email address. I have to report the game tomorrow evening, even if I don't know his preference.