[PFS] Wizards Wanted (Gameday 6) (Inactive)

Game Master Curaigh

A PFS Gameday gathering of wizardly types to share spells in the spirit of cooperation. Fallen Fortress


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Silver Crusade

Half-Orc (junglekin) Conjurer 1 | HP: 4/7 | AC:16* T:12 FF:14* | CMB:+0 CMD:12 | F:+1 R:+2 W:+1 | Init:+6 | Per:-1 | SM: +0 | Attack: Acid Dart +2 (ranged touch, 4/7) (1d6 acid) | Silver Crusade | Speed 30' | *Active conditions: Mage Armor. |
Spells memorized:
1st—grease (DC 16), stumble gap[APG] (DC 16), summon monster I; 0 (at will)—detect magic, mage hand, read magic

No problem! I was more concerned that there was a Google Drive issue. Tomorrow is fine with me - thanks for the update.


Core Helms ! Wizards Wanted Gameday X

Chronicles
That should be everyone. Please double check me on everything.

Ylania & Drogun, please check your personal scenarios played for recording. If not make sure to let me know.

I am may try and make this an annual Gameday or maybe PaizoCon event. I was also wondering if a single share-able spreadsheet for everyone's spells might have been useful for sorting purposes.

My two final requests, please be as wordy as you want to.

Did you find the Wizard Wanted premise worthwhile?
Do you have any suggestions for making it better?

Thank you for playing!

Liberty's Edge

Init +6; Senses low-light vision; Perception +9 Defense AC 15, touch 13, flat-footed 12 (+4 Dex +2 Nat) hp /32(2d6+2) Fort +4, Ref +7, Will +8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Immune sleep

Her only other chronicle is for the Consortium Compact.

Liberty's Edge

Init +6; Senses low-light vision; Perception +9 Defense AC 15, touch 13, flat-footed 12 (+4 Dex +2 Nat) hp /32(2d6+2) Fort +4, Ref +7, Will +8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Immune sleep

I had a lot of fun playing this. I think it is a great idea to see how a group of wizards would solve problems and work together. I am a big fan of the wizard class though but mixing it up with a magus or two to keep the theme and with protection is great. Being a DL fan, I like the whole idea of the Conclave and wizards of the different alignments and backgrounds working together.

Silver Crusade

Male Half-Elf: HP: 23/23 | AC/FF/TCH: 16/14/12 | F/R/W: +3/+3/+3 l init +2 I Per +2 Wizard (counterspell subschool, Thassalonian Specialist)

It was good. I like the idea of a group getting together to trade spells, especially since some don’t always get 2 spells a level (like those with prestige classes, or investigators/alchemists). Next time, though, it might be better to run something a bit higher level, like one of the 3-7 repeatables (Tome of righteous repose or Beyond the Halflight Path). That way we there would be a chance for some higher-level spells, not just level 1.

Silver Crusade

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Half-Orc (junglekin) Conjurer 1 | HP: 4/7 | AC:16* T:12 FF:14* | CMB:+0 CMD:12 | F:+1 R:+2 W:+1 | Init:+6 | Per:-1 | SM: +0 | Attack: Acid Dart +2 (ranged touch, 4/7) (1d6 acid) | Silver Crusade | Speed 30' | *Active conditions: Mage Armor. |
Spells memorized:
1st—grease (DC 16), stumble gap[APG] (DC 16), summon monster I; 0 (at will)—detect magic, mage hand, read magic

My Chronicle sheet looks good, thanks. There is one minor error - it shows Torgat purchasing/scribing spells for 320 gp, but he spent 220 gp for spell scribing costs and 100 gp for other gear at the beginning. Not a big deal and easy enough for me to fix on the page myself.

As to the idea itself, I really like it. I think it was productive and fun for the group we had, and I think it will only improve with higher level characters. A higher level party will have access to more extensive spellbooks and will be more effective despite not having other classes usually represented in an adventuring party to rely on.

In addition, I suspect a greater variety of classes in the party would make the party more effective and would make combat feel less like, "I fire an acid dart from as far away as I can," "Me too," "Same here." As you said when you first started recruiting, there are lots of possibilities, just among the core and base classes:

- Wizard
- Arcanist
- Magus
- Rogue (Eldritch Scoundrel)
- Vigilante (Warlock)
- Fighter (Child of Acavna and Amaznen)

That leaves out the alchemists and investigators who could benefit from the other characters' spellbooks but couldn't offer their own books in return. I do hope the next time there will be a few characters from some of the 2/3 caster classes, but I expect it will continue to be almost entirely 9-level casters, as they will benefit the most.

Thanks again for running it, VT, and I hope to be able to play the next time you try it again (or something similar).

Silver Crusade

Male Half-Elf: HP: 23/23 | AC/FF/TCH: 16/14/12 | F/R/W: +3/+3/+3 l init +2 I Per +2 Wizard (counterspell subschool, Thassalonian Specialist)

Torgat-Don’t forget the living grimoire archetype, for those few spells on both the inquisitor and wizard spell lists.

Also, isn’t there a trait or something that lets wizards copy off of alchemists/investigators?

Grand Lodge

Female Elven Transmuter Wizard *Ench/Illuson* | HP: 6/6 | AC/FF/TCH: 17/14/13 | F/R/W: 0/3/2 Initiative +9, Perception +0, Spellcraft +11

I agree that a higher level party would get the greatest benefit. I was thinking of taking a level of mindchemist alchemist just to take advantage of my 18 intelligence, but I always hate delaying spell levels lol

Liberty's Edge

Init +6; Senses low-light vision; Perception +9 Defense AC 15, touch 13, flat-footed 12 (+4 Dex +2 Nat) hp /32(2d6+2) Fort +4, Ref +7, Will +8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Immune sleep

Witches could be included as well.

Silver Crusade

Half-Orc (junglekin) Conjurer 1 | HP: 4/7 | AC:16* T:12 FF:14* | CMB:+0 CMD:12 | F:+1 R:+2 W:+1 | Init:+6 | Per:-1 | SM: +0 | Attack: Acid Dart +2 (ranged touch, 4/7) (1d6 acid) | Silver Crusade | Speed 30' | *Active conditions: Mage Armor. |
Spells memorized:
1st—grease (DC 16), stumble gap[APG] (DC 16), summon monster I; 0 (at will)—detect magic, mage hand, read magic
Zestel Cozma wrote:

Torgat-Don’t forget the living grimoire archetype, for those few spells on both the inquisitor and wizard spell lists.

Also, isn’t there a trait or something that lets wizards copy off of alchemists/investigators?

Re living grimoire - good point.

As for copying from a formula book, it appears to be an arcane discovery:

Alchemical Affinity wrote:


Alchemical Affinity

Having studied alongside alchemists, you’ve learned to use their methodologies to enhance your spellcraft.

Prerequisite: Wizard 5

Benefit: Whenever you cast a spell that appears on both the wizard and alchemist spell lists, you treat your caster level as 1 higher than normal and the save DC of such spells increases by 1. Additionally, you may copy spells from an alchemist’s formula book into your spellbook just as you could with another wizard’s spellbook.

It appears to be in a Player Companion I don't have - "Magical Marketplace." I doubt Torgat will take it - I've got other plans for his feats and discoveries - but yes, someone else might. It does appear to be PFS legal.

Ylania Greenbriar wrote:
Witches could be included as well.

Can witches add spells to their familiars from a spellbook? If so, can they do it without the familiar eating the spellbook? Torgat would object to that!


Core Helms ! Wizards Wanted Gameday X

If you look at the original recruitment posts, mid-level was my original plan. And again, I have 3 players that are waiting for the second table to materialize. :)

Venture Teller Play b'Post wrote:
Quintillus Hispaninus wrote:
What leve is this for? I would be interested as I have a few casters that use spellbooks.
TBD but somewhere around 5. Sanos Abduction is 3-7, but we could choose something (or somethingS) else. Level 5 is late enough for PCs to have gold and a smattering of spells (including 3rd level), yet early enough to be able to use the greater spell choice later in the character's career.
Venture Teller Play b'Post wrote:

A part of Gameday VI.

It says wizards, but magus, arcanists, and even the random spell-book carrying rogue are welcome as well.

I hope to have a mix of levels, too many low level wizards and there will not be enough new spells, too many high-level wizards and there will not be enough gold.

EDIT: ninja'd!There is an arcane discovery Alchemical Affinity for copying alchemist formula into a wizard's spellbook. As a discovery it is an option for a wizard's bonus feats. If a table of wizards had one person with this, the rest of the party could then copy that wizard's spellbook. I do not think there is a witch version, but I could have easily missed it.

One thing I learned is that I should focus on replayable scenarios for this next time. If you can avoid those with these characters it will be easier to work everyone in. :)

Liberty's Edge

Init +6; Senses low-light vision; Perception +9 Defense AC 15, touch 13, flat-footed 12 (+4 Dex +2 Nat) hp /32(2d6+2) Fort +4, Ref +7, Will +8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Immune sleep

The Confirmation might be a good one to run or even the evergreen modules.


Core Helms ! Wizards Wanted Gameday X

It has been a week since I put out the chronicles. I haven't heard from everyone, but I am going to assume everyone has their chronicle.

I am going to close the thread down. I will keep the chronicles link active for a while longer in case you still need it. I will have an electronic copy of your chronicle on my permanent file. Just contact me if you need another copy for some other reason.

See you all again sometime!

Silver Crusade

Half-Orc (junglekin) Conjurer 1 | HP: 4/7 | AC:16* T:12 FF:14* | CMB:+0 CMD:12 | F:+1 R:+2 W:+1 | Init:+6 | Per:-1 | SM: +0 | Attack: Acid Dart +2 (ranged touch, 4/7) (1d6 acid) | Silver Crusade | Speed 30' | *Active conditions: Mage Armor. |
Spells memorized:
1st—grease (DC 16), stumble gap[APG] (DC 16), summon monster I; 0 (at will)—detect magic, mage hand, read magic

Thanks again, VTPbP!

Liberty's Edge

Init +6; Senses low-light vision; Perception +9 Defense AC 15, touch 13, flat-footed 12 (+4 Dex +2 Nat) hp /32(2d6+2) Fort +4, Ref +7, Will +8 (+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Immune sleep

Thanks

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