
Dungeon Master S |

Welcome to my Play-by-Post!
Here's the ctrl+P for all my games:
1. I've been running games since the late 1980s, I've seen a lot of editions. I started playing PFS with Slot 1 Season 0 at Gen Con. I'm solid with the PFRPG rules, but everyone makes mistakes. I'll try to be as fair as possible.
2. I'm a Venture-Lieutenant for Southern NH. If you're ever in the area, or you need help finding games/conventions there. PM me.
3. I post with a high rate of frequency. That being said, if you guys can post 2-3 times per day, awesome. If it's only 1/day I understand. No worries. Real Life Comes First (tm).
4. Feel free to preemptively roll Perception, Disable Device, etc. It makes the game run more efficiently. I ask only that you make sure minis are placed in their actual position in case your choices have consequences (good or bad.)
5. Let's get started:
Player Name:
PC Name:
PFS#:
Slow Track or Normal:
Faction:
Day Job: Feel free to roll now.
Perception and vision/senses:
Initiative:
Notes: Anything I should know; passive abilities, boons that are way out there, etc. If you have abilities that are immediate actions that interrupt an enemy, I'll be as fair as possible, but you can help me out by telling me under what conditions you typically use it.
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Some expectations in my games:
That's about it! Looking forward to the game!

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Player Name:Pete H.
PC Name: Khargrom Shadowand
PFS#: 123584-8 (Core)
Slow Track or Normal: Normal
Faction: The Concordance
Day Job: Profession: Soldier + MW Tool: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Perception and vision/senses: +7 with added bonuses of Traps +1, Stonework +2, Stonetraps +3 & Darkvision
Initiative: +4
Notes: Primary note is his feat, Nimble Moves. This allows him to ignore the first 5 ft of difficult terrain, including allowing him to make 5 ft steps into said terrain. Other than that, he's a Core Dwarf Rogue, so pretty basic. He also took Trap Spotter as his lvl 2 rogue talent.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

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Player Name: Scott
PC Name: Sir Ninn de Hawtey
PFS#: 143586-22
Slow Track or Normal: Normal
Faction: Silver Crusade
Day Job: Craft (sand art): 1d20 + 13 ⇒ (13) + 13 = 26
Perception and vision/senses: +0, low-light
Initiative: +1
Notes: All non-core stuff from chronicle sheets is linked or explained in the profile. And I need to purchase arrows before we leave the lodge.

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Player Name:Pete H.
PC Name: Khargrom Shadowand
PFS#: 123584-8 (Core)
Slow Track or Normal: Normal
Faction: The Concordance
Day Job: [dice=Profession: Soldier + MW Tool]1d20+6+2
Perception and vision/senses: +7 with added bonuses of Traps +1, Stonework +2, Stonetraps +3 & Darkvision
Initiative: +4
Notes: .....
Well I screwed that one up bad! Completely wrong character posted. I'm fine with having to reuse the DJ roll, but can re-roll with Kaya if requested. Correct character information to follow.
Player Name:Pete H.
PC Name: Kaya Leafwing
PFS#: 123584-6 (Core)
Slow Track or Normal: Normal
Faction: Grand Lodge
Day Job: Craft Jewelry + MW Tools (7 + 2) with the roll of 5 above gives a 14 net result.
Perception and vision/senses: +2 Perception & Normal Vision (though she does have a ring with continual flame cast on it)
Initiative: +5 (forewarned)
Notes: Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action.

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Player Name: Massee
PC Name: Ironshanks Magee
PFS#: 202046-8
Slow Track or Normal: Normal
Faction: The Grand Lodge
Day Job: None
Perception and vision/senses: +10 Perception. Darkvision. Stonecunning.
Initiative: +2
Notes: Stonecunning and Ironshanks prefers to sunder weapons when he's got the chance.
**Hey Pete.

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Player Name: AndrewW
PC Name: Telka Ibn Jad
PFS#: 44523-41
Slow Track or Normal: Normal
Faction: Grand Lodge
Day Job: Scribe: 1d20 + 10 ⇒ (13) + 10 = 23
Perception and vision/senses: Darkvision, Perception +17, stonecunning
Initiative: +7

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Yo Ironshanks, grats on lvl 4!
Seems we have a bit more well rounded group this time. Half the party isn't a dwarf this time. Sorry! :D

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Thanks. Weapon Specialization here we come.
A party of all Dwarves would be awesome. Something Ironshanks would volunteer for immediately.

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Just as a note, I am predominatly a buffing and support character, I have very little melee capability. I originally signed up with a level 7 character but that pushed us to APL5 which would have meant high tier wit the 4 player adjust. That didnt look like a great idea with level 3 and 4 characters around.

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I do very much appreciate that Telka.
The rogue, fyi, is not actually in here. I got my PC's mixed up, I'm bringing Kaya instead. We are currently still missing two PC's.

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From personal (not Kaya) experience, Ironshanks is quite a melee beast. I spect if we just buff, support and point him in the right direction we'll be good to go most of the combats. That doesn't even include the other two pending PC's in the mix either.
Sir Ninn, I like your use of the Amulet of Mighty Fists. Sneaky way to add a bit of damage to your build.
Kaya has a few damage spells and is built for ranged touch attacks. She has a good amount of spell versatility so she might have something to pull from her hat if we run across some crazy scenarios.
As for skills, 8/10 knowledge skills, spellcraft, umd, stealth, linguistics and diplomacy are at +7 or higher.
TLDR: She'll be up front in social situations and in the back in combat.

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Sir Ninn, I like your use of the Amulet of Mighty Fists. Sneaky way to add a bit of damage to your build.
Thank you. This will actually be my first scenario with the amulet. The plan is to do non-lethal damage whenever possible, then Swift action lay on hands to simultaneously heal damage from myself and the enemy.

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Ya Ironshanks is a pretty straight forward Dwarven fighter frontliner. High AC, good in melee, will use a longbow if necessary, and ok saves. Piss poor skill options and a negative CHA.

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It will eventually when I get full plate made out of it, but for now I hope to slice through weapons like butter for my biscuits!

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Mmm biscuits...

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Player Name: Tim M/Blake's Tiger
PC Name: Pavo: the Crimson Nuthatch
PFS#: 230524-27
Slow Track or Normal: Normal
Faction: The Exchange
Day Job: Perform (oratory): 1d20 + 8 ⇒ (13) + 8 = 21
Perception and vision/senses: +6 (standard)
Initiative: +3
Notes:I plan to use Dragon Sidekick from Portent's Peril to bring along a pseudodragon companion whose sting can bypass DR/silver.

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Sorry I was awol there for a day, long day fishing and was too worn out last night.
At least Ironshank's rolls have been decent.

Dungeon Master S |

I'm AWOL today. I'm at a conference and my posting abilities are not what I'd like them to be.

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I think this the first instance I've fought ogres in PFS PbP since I started 2-3 years ago. Now that's saying something!
I've always been a fan of the classic monsters. Not enough fights with orcs, goblins and giantkin for my tastes.

Dungeon Master S |

I can get behind that. Classic monsters are often my favorite, but frequently don't fit into 4 hour slots such that they don't feel like wandering encounters.

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Oops, now that I recall I think this is my 2nd encounter with the ogre.. the first being a crit to my face and being death. Hopefully this one goes better.

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No specific adventuring prep, though she is willing to offer her significant experience with magic and help others if they have wands or scrolls they need cast upon them now or as they approach the site.
Sir Ninn would ask Kaya and Telka to read his scrolls, and hold onto any they can cast: lesser restoration, remove paralysis, and resist energy.

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Kaya will do so and prepare the resist energy scroll for sir ninn, “just say when and I’ll try to get it on ya!”

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I am just going t peg this down as a marker now, particularly for Ironshanks. Telka does basically no damage in combat. His main contribution tends to be either buffs, bit of luck (roll all d20's twice for a round) and/or moving about eating up OA's and providing a flank. If you go running off first I cant do any of these things so you may want to bear that in mind.
I'm not 100% sure what you mean by this. Ironshanks doesn't really 'run off' with his 20' speed and he almost never charges (He likes his high AC). Your 40' speed should keep you well within range. But either way, if you are planning on buffing me then just ask Ironshanks in character to wait a bit, otherwise he prioritizes getting in front of threats to protect the group.

Dungeon Master S |

I'd allow it as an "Aid Another" with no penalty to whatever skill the main person rolled.

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Looks like aid another via maybe appraise? Will come from Ironshanks. Unless there is a wisdom based skill that would be helpful. The ACP for sleight of hand wouldn't work... unless you want pottery dust.

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Ooooh my, that is a nice item to have in a core game. One time cost and functionally almost as good as an oil of daylight (range is a bit less but still has the same value vs. deeper darkness). Jeepers!

Dungeon Master S |

This is not Deeper Darkness, and is a case of specific trumps general. (It's that you can only see the haunting vision and nothing else.)

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My experience with haunts--I always seem to run into them as players and not as a GM--is that they make both physical and mental haunts. The mental haunts make you experience something other than reality while we stand still in the room like trees.
Can be nasty if you combine that with something unaffected by a haunt that can eat you. :)

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Edit: And I have a light source that is high enough level to affect deeper darkness , if that's what it is.
It looks like you have the Alexandrite Gem from Wounded Wisp. Unfortunately that isnt high enough level to overcome deeper darkness, you need 4th level heightened light effects for that. The gem is only 3rd. It does defeat regular darkness.

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Deeper Darkness is a lvl 3 spell. Is there some rule about heightened effects that require them to be a spell level higher than normal?

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The spell countering overcoming the deeper darkness must be higher level (4th vs. 3rd) to overcome it.
Rules for coutnerspelling and dispelling are different.

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If I remember correctly, putting the alexandrite gem in an area of deeper darkness will return the overlapping area to its original light level. Whereas putting the gem in an area of darkness will bring the light level up to the gem's, as if the darkness wasn't there.
Edit: I remembered incorrectly. The effect I was thinking about is a function of the daylight spell specifically, rather than a general effect of light/darkness interaction.

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omg... that's insane. Why... just why.
I'm hoping V2 won't be as absurd when it comes to faq's, dev posts and then dev blogs to explain the faqs... but it prolly will.
Whelp, I guess daylight is going into my spellbook immediately at lvl 5.

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To be fair it is in the text of darkness, which deeper darkness works like. Light spells ovly work if they are of higher level than the darkness spell.

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Holy I get out early for some fishing and come back early to a pile of posts and some of Ironshank's greatest fears all lumped together!
Does he need to make the acro check? He only jumps at -6... eesh.