GM Weenerton Emerald Spire (Inactive)

Game Master OG3

Map
Character Details


1 to 50 of 112 << first < prev | 1 | 2 | 3 | next > last >>
Grand Lodge

Consort Compact Maps | Character Details |

Hello everyone and welcome to Level 1 of the Emerald Spire. I have a few requests of you before we get started.

Please make sure you status bar is updated with your basic details: HP, AC, Saves, Init bonus, Perc bonus, and any active effects I should know about.

Please make sure your profile is up to date with your latest character sheet. I would appreciate any botting instructions there as well, should the need arise.

Please navigate to the Character Details spreadsheet. The yellow fields are for you to fill out. This will make chronicles easier to build and generate some rolling blocks for me.

I expect a post per day and one over the weekend. If you have real-life stuff happens that keeps you from committing to this cadence, please let me know via Discussion or PM.

In this discussion thread please describe any mechanic or tactic I should know about: i.e. reach, immunity to X, mounts, familiars, etc. Also give me your day job roll here and drop the gold into the Character Details sheet up top.

Please see the intro post in Gameplay and feel free to introduce yourselves.

Grand Lodge

Female CG Kitsune Nine-Tailed Heir/6 | AC 13, T 12, FF 11 | 38/38 hp | Fort +5, Ref +5, Will +6| Init +2 | Percep 0 | CMD 13

Kasumi's got no day job (yet), and for botting tactics she'll generally prefer to Daze (DC 17) if she can and avoid melee range. If she's already Dazed all relevant opponents, she'll draw her crossbow and shoot if she's outside of range (+2, 1d8, 19-20) or take Full Defense if she's backed into a corner and wait for someone more deadly to fight for her, if available.

Sovereign Court

N Dwarf Druid 4

Dumpy's a dwarf... with all the stuff that comes with that, and took the domain option over the animal companion... so no pet to worry about.
He does have light sensitivity, so outside in daylight, he will take some penalties on attack rolls.

Also no day job to speak of.

Otherwise, nothing too exciting.

As for the spreadsheet... I do not appear to have permission to edit it.

Grand Lodge

Consort Compact Maps | Character Details |
Dumpy. wrote:

Dumpy's a dwarf... with all the stuff that comes with that, and took the domain option over the animal companion... so no pet to worry about.

Also no day job to speak of.

Otherwise, nothing too exciting.

As for the spreadsheet... I do not appear to have permission to edit it.

Permissions updated.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

Nel's botting will probably be to activate False Flanker as a free action during the turn of the front liner who will have the mental implant from her. On that person's turn, an image of Nel appears on the other side of that ally's foe to provide flank.

During her actual turn, she will either try to put enemies to sleep or load/shoot her crossbow.

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

Rumple has the undead bloodline and has taken alternate racial traits. But the biggest thing is that he has the Necromantic Affinity feat. That means damage caused by inflict spells heals me as if I were an undead creature, but I also take damage from cure spells.

Perception: The +2 in the status bar only applies if my familiar is close to me

AC: +1 dodge bonus vs undead
Saves:
+2 trait bonus on saving throws against fear and death effects
+2 bonus on saving throws made to resist spells and effects that utilize negative energy, cause negative levels, or cause ability damage, ability drain, or ability penalties

Alternate Racial Traits
Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.
Shadowplay: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level. Dwarves can take this trait in place of greed.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
Shadowhunter: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Bloodline Familiar: Undead—Unliving Physiology (Su): The familiar is alive, but is treated as undead for all effects that affect undead differently from living creatures, such as cure spells and channeled energy.

Day Job, Gardner (RP:undertaker): 1d20 + 2 ⇒ (1) + 2 = 3

Botting Instructions (will also be added to char sheet):
Rumple plans to stay in the back. For most fights (ie, excluding simple ones), he'll cast snapdragon fireworks (CL=3!) and then spam his wand of magic missle. Although he is always looking for an opportunity to use Grasping Corpse.
He also has a number of scrolls and potions that he does not hesitate to use (I expect to go broke doing that :( )
If he is being attacked (especially via ranged weapons), he'll pull out his palelight torch (if we are in normal light conditions)

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Switching to Sayuki from Kasumi!

Sayuki's botting instructions:
She'll move into flanking if she can (+1d6 SA), but that's naturally difficult sometimes with a reach weapon. Alternately, she'll stand in front of the squishier party members and ready a trip-- if it succeeds, they're on the floor, and if not, she gets a +2 to her AoO.

I've never played a character like this so this is guesswork at this point.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

If you're playing Unchained Rogue my suggestions is minor magic acid splash and major magic vanish. Acid splash at will is awesome and you no longer need reach weapons. Vanish is self-explanatory awesome as well: I use it to position my flank in first round with my ratfolk Urogue then I unleash with claw, claw, bite, tail attack (4 sneak attacks is not bad for low level PC!) Even if you don't play the multiple attacks arms race, vanish is all kinds of awesome. It saved my PC's life pretty much in EVERY GAME I PLAYED! :)

If you play the reach weapon game, I think gang up and phalanx formation feats would be wonderful additions for a sneak attacker.

Grand Lodge

1 person marked this as a favorite.
CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Thanks for the advice! I'm definitely sticking with reach weapons (nangseon are AWESOME), but I'm going to be making Kasumi and Sayuki very much play into their archetypes-- so Minor Magic and Major Magic are must-haves, but might not be spent on attack cantrips. Vanish is a very likely candidate, though. I'll take note of those feats as well :D

Grand Lodge

1 person marked this as a favorite.
Consort Compact Maps | Character Details |

my uRogue is on that path, Nel.

Dark Archive

1 person marked this as a favorite.
M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

My magus can attest to the awesomeness of vanish as well.

The Concordance

2 people marked this as a favorite.
Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

Vanish for 2019 spell of the year!

Happy New Year everyone!

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

Aragar is a warpriest of Smiad, the archon empyreal lord who charges his followers to slay all evil dragons, although it would be many levels before he would face any so for now he focuses on taking down evil in general. Haven’t quite got a firm grasp on his personality yet beyond beyond typical “paladinish”.

Aragar wields two kukris and aims to fish crits. As a warpriest he has the war mind blessing (giving +1 to AC, +1 to attack or +10 movement which he can change every round for 1 min) or inspiring word (+2 to one save, attack or skill). These he can activate 4 times a day as standard action. He also has 3 fervor a day which allows him to either heal himself or others, or cast a self spell as a swift action.

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Day Job: Thievery (Sleight of Hand): 1d20 + 12 ⇒ (3) + 12 = 15
Expert 'Entrepreneur' reroll: 1d20 + 12 ⇒ (10) + 12 = 22 I've got a folio reroll I might want to spend on that if I don't wind up spending it on anything else this game

I don't Sneak Attack, but I do have the Dirty Fighter trait, so if I'm in melee, I'll try to flank, and attack with both my weapons if I can (or just my kukri if something's particularly hard to hit, or just my kunai against enemies like skeletons that resist blades) - but my damage potential being rather piddly for the moment, I'm just as likely to toss chakra, or best of all, go the full-3-Stooges on the enemy with Dirty Trick maneuvers. I've got a few flasks of acid in case of swarms, and a Traveler's Any-Tool in case of who-knows-what.

I don't Sneak Attack, but I do have the Dirty Fighter trait, so if I'm in melee, I'll try to flank, and attack with both my weapons if I can (or just my kukri if something's particularly hard to hit, or just my kunai against enemies like skeletons that resist blades) - but my damage potential being rather piddly for the moment, I'm just as likely to toss chakra, or best of all, go the full-3-Stooges on the enemy with Dirty Trick maneuvers. I've got a few flasks of acid in case of swarms, and a Traveler's Any-Tool in case of who-knows-what.

Grand Lodge

Consort Compact Maps | Character Details |

great! we'll get started after you introduce yourself.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

All accounted for except Dumpy, correct?

Grand Lodge

Consort Compact Maps | Character Details |
Sayuki the Duplicitous wrote:
All accounted for except Dumpy, correct?

ah, right. well we have a discussion post so we'll see if he pings in the next day or so. This intro is a formality in PFS.

Grand Lodge

Consort Compact Maps | Character Details |

hi folks,

please check the Maps link and see on slide 1 I have some info I'd like from you. Please place your icon and name on the slide as well as an icon in the marching order you'd like to stick to in the dungeon.

thanks in advance.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Currently not editable, my good GM. I'm eyeing second from the front, since I'm a Rogue with Reach.

Grand Lodge

Consort Compact Maps | Character Details |

Permissions updated!

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Oh, side note, I looked at Gang Up and Phalanx Formation. Verdict: yeeeeees, YEEEEESSSSS

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

How weird - the Sorcerer has the most hit points of us all! X)

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

"The Sorcerer belongs in the front line," you say...

Dark Archive

M Dwarf Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

racial traits and cockroaches FTW!

Sovereign Court

N Dwarf Druid 4

and being level 2

Silver Crusade

Half-orc Warpriest (Smiad) L2 | HP: 11/19 | AC:18 T:12 FF:16 | CMB:+5+1+2 CMD:17 | Saves F:7 R:4 W:7 | Init:+2 | Per:+3 | Spd: 20 | Reroll: 1/1 | Blessings: 1/4 | Fervor: 1/3 | Conditions: war mind (+1 attack) (1m); divine favor (1m)

day job, profession (soldier): 1d20 + 8 ⇒ (1) + 8 = 9 May use reroll after the game.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Ready to move on when y’all are. I’ve managed to come down with something harsh yesterday evening and I’m hoping to get over it soon, but posting will be slow otherwise.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Hoping not to split the party... juuuuust want to peek if we can. Honestly, seeing that the hall is empty is good data and I'm satisfied with it if need be.

That said, if the concealed entrance is just one room over, my recommendation would be for us to have one half go through it while the rogues come at it from the other side. Pincer attack, tons of flanking, tasty stuff!

...Assuming there are enemies, of course, but I have yet to run a scenario that didn't have something nasty to poke.

The Concordance

Female CG Gnome Mesmerist 4 - Init. +7, Senses Low-light vision, Perception +8, AC 18/ touch 14/ ff 16; hp 35/35, F+4, R+6, W+11, Speed 20 ft.

this is emerald spire. you guys are doomed :(

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Actually the layout looks like a pincer formation might work nicely, if there's anyone in that room that I just gave a blue border on the map. And if not, we can meet up in that room anyway.

Never played Emerald Spire before, so I have no idea what I'm getting into :D

Grand Lodge

Consort Compact Maps | Character Details |

Hi folks, i updated some labeling for what entrance is what.

You can certainly run this any way you like but splitting the party is breaking rule #1 of DnD.

Grand Lodge

1 person marked this as a favorite.
CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Oh wait, so the concealed entrance is WAAAAAAY down there in the southwest? I thought it was the northwest one.

NOPE NOPE NOPE WE'RE ALL MOVIN' TOGETHER

My "pincer attack" strategy assumed the above. Nottttt gonna try to "pincer attack" the entire goshdang floor.

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

*reads about "Light Effects"*

That's weird, I don't recall running into this before (then again, the other times I'd played this, it was with a Dwarf and a Half-Orc); is that ALWAYS a thing here, or is it one of those things that comes out of die rolls?

Grand Lodge

Consort Compact Maps | Character Details |

Always a thing. Particularly hampering.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

"The Trickster is the only character who can't see" is one hell of an inversion and I believe the GM has handed all of us a golden opportunity

EDIT: I grow more and more thankful that I'm in a party with another rogue AND an incarnation of chaotic energy.

Grand Lodge

Consort Compact Maps | Character Details |

the likelihood most of you had darkvision is quite low. from what i read, this is absolute murder on an all human party.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

I've been coming up with a list of ways I can contribute without vision. Hope y'all aren't bored of my antics yet... we've only just begun ;)

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

Darned shame I can't be a True Professional rather than Phantom Thief; would've suited this character much better.

What might the rest of you think? Do you like one better than the other?

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Is that PFS-legal? If so: yes, that looks like a GREAT fit, and also I’d consider double-archetyping Sayuki in it.

Grand Lodge

Consort Compact Maps | Character Details |

True Professional is 3pp, so no.

The Exchange

CN male Sylph Thief 4
Spoiler:
|AC 18, T 15, FF 13 (+2 vs missile)|HP: 25/25|F +1, R +9, W 0 (+2 vs Air/Divi/Ench/Electricity)|Init +5, Perc +4, +1 vs surprise|CMB +8 (+2 to dirty trick/steal) CMD 18 (20 vs dirty trick/steal)|1/1 Breeze

...Hence my opening lament. I was just wondering if other people agreed with my assessment of one vs the other.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Makes sense :P either way, yeah, I can definitely see Sirius in that class.

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

"Stabbing into a space where you know an enemy is" would be Total Concealment for a 50% miss chance (rolled in addition to normal hit-vs-AC, yeah? Don't plan on needing to soon or anything, buuuuut if needed to?

Grand Lodge

Consort Compact Maps | Character Details |

If you have a light source on you in this instance it would allow you to see the adjacent space and not suffer a miss chance. In the case you are attacking in total darkness, yes they would benefit from Total Concealment.

Quote:

Total Concealment

If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Gotcha. Just clarifying because-- if I understand correctly-- Dumpy is currently holding the light source (since I need two hands to wield my spear, unless you rule that I can carry an everburning torch in my kitsune-form muzzle and benefit from it). Goblins would be around the corner from him.

At present, I'm just having her poke what she can see anyway-- a readied attack plus a +2AoO means she should julienne an incoming goblin as long as she doesn't roll terribly anyway.

Grand Lodge

Consort Compact Maps | Character Details |

Ah, the rest of the the Total Concealment entry FYI:

Quote:
You can’t execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.

I'll keep Dumpy's light source in mind.

Sovereign Court

N Dwarf Druid 4

Dumpy doesn't have a light source.

Grand Lodge

Consort Compact Maps | Character Details |

ok then. Sayuki, you have some minor sight challenges :)

Grand Lodge

CG Human Rogue/3 | AC 17, T 13, FF 14 | 21/21 hp | Fort +2*, Ref +6, Will +2 (*+1 vs disease/poisons)| Init +4 | Percep +7, Low Light Vision| CMD 15

Can I carry the torch with my foxmouth? If not, I have a lot of challenges :D

Grand Lodge

Consort Compact Maps | Character Details |

I'll allow it with a -2 penalty to hit and a d4-2 fire damage per round it is in your mouth for incidental burning. and no talking, obviously.

1 to 50 of 112 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Weenerton Emerald Spire Discussion All Messageboards

Want to post a reply? Sign in.