
![]() |

Then I'd rather not spend more resources on another encounter.

![]() |

I guess we'll just chill for a few days then. When is the story scheduled to move forward again?
Unrelated: Would you guys prefer I /not/ buff the party? I feel like we might be steamrolling things in an unfun way and I don't want to be complicit.

![]() |

I am fine with putting this on chill for a bit. We should be moving again on March 31st.
@Thunderhoof: No more so than a Daze Empowered Fireballing Sorcerer build someone at my local shop has teamed up with a Crit-Build Shocking Grasp Magus.

![]() |

I am fine with the buffing... if it works for your char use it, it is there, and I don't want to limit ppl

![]() |

They bore the $#!7 out of me whenever they are around, and make the game feel more like a chore than a game.

![]() |

No more so than a Daze Empowered Fireballing Sorcerer build someone at my local shop has...
I would think Dazing Persistent Fireball would be a better option if you wanted that level of cheese. The problem is that should be an 8th level spell. PFS should have banned the things that let you reduce the cost of metamagic feats.

![]() |

GM Worg wrote:No more so than a Daze Empowered Fireballing Sorcerer build someone at my local shop has...I would think Dazing Persistent Fireball would be a better option if you wanted that level of cheese. The problem is that should be an 8th level spell. PFS should have banned the things that let you reduce the cost of metamagic feats.
Agreed.
I only just took the level of Sorcerer when Charlie hit eleven because his casting stat isn't that high, and he was barely damaging critters with his fireballs. It's swung a bit toward overpowered with the sorcerer damage boost, but not game-breaking (and fire resist, evasion, SR, etc, are all interesting in-game issues to overcome.)
![]() |

Chak Yuen Chen wrote:GM Worg wrote:No more so than a Daze Empowered Fireballing Sorcerer build someone at my local shop has...I would think Dazing Persistent Fireball would be a better option if you wanted that level of cheese. The problem is that should be an 8th level spell. PFS should have banned the things that let you reduce the cost of metamagic feats.Agreed.
I only just took the level of Sorcerer when Charlie hit eleven because his casting stat isn't that high, and he was barely damaging critters with his fireballs. It's swung a bit toward overpowered with the sorcerer damage boost, but not game-breaking (and fire resist, evasion, SR, etc, are all interesting in-game issues to overcome.)
Unfortunately, that is what the magus was around for; everything the fireball couldn't affect. Improved Crit Dex Build Metamagic Maximized Shocking Grasp. Spend points to get it back. -.- it was the most BOOOOOORRRRRING games I ever ran.

![]() |

I've got a Hexcrafter magus who can do big shocking grasp (with spellstored shocking grasp for boost)...she's only used it once. (okay, she's only 8th level, but still, I only break it out if it things are going south)
She also has Slumber Hex, and has only used that 4 times: 1 time needed to take down enchanted friendly, 1 time to take out leader of unruly mob, 1 time because if didn't slumber bbeg it would've been tpk. And then, one time, on a lark, needing a fullround action to do what was needed for plot, and only having a standard action available, decided to try Slumber on a CR 15 Plot Monster (she was 5th at the time).
As I said at the time, "Got nothing else to do, no SR check needed, and a 1's a 1." Gm rolled the save in front of us and got the one. Our big strong melee guy rolled good damage on the coup de grace, but it still had a 50/50 chance of making the fort save...but failed. The big baddie was supposed to just be plot thing, but we took it down at lvl 5. It was a good day. (probably should've just done the plot thing to end it instead of coup de grace, but we were kind of excited.)

![]() |
1 person marked this as a favorite. |

I have heard the stories of people and just min/maxing it... so far, my max chars... -01 was a 2-wpn fighter that is now VC and daddy of this cleric, lvl 12 ragathiel paladin that was semi cheese with Fae blooded and a no-dachi murder hobo against everything that was evil, and then this lvl 11 Cleric/Holy Vindicator idea that I got after someone posted it as an idea on the forums... Overall, in the Netherlands never seen many cheesy min/max chars

![]() |

I have min-maxed one character. It's oddly tanky for such a low Con Tengu. Currently level 5, it is Spiritualist 1, Sanctified Slayer Inquisitor 2, and Sensei Monk 2. This character's Wisdom is the AC, Initiative, Knowledge, Bluff, Diplomacy, Intimidate, Attack, and (due to a trait) also its Disable Device. The flaw is this character hits for 1d8+3 at most, but otherwise it is a fun enough character that doesn't just override everyone else in the game. While wisdom boosts all those abilities, my skill ranks are not very impressive.
While this character takes forever to kill things, he can at least stand in a fight and not get hit (usually). The phantom is where the damage is going to be coming from at most.

![]() |

**OVERSEER ANNOUNCEMENT**
Several blasts of purple energy momentarily light up the battlefield. The initial shouts of celebration are quickly drowned out by the agonized screech emitted by the heart of the blight.
Table GMs, the Weakening Blight condition on page 8 is in play.

![]() |

**OVERSEER ANNOUNCEMENT**
Strands of purple energy whip across the battleground and begin to swirl above the remains of the giant flower. The continuous chant of the Twinhorn shamans reaches a fever pitch and then suddenly stops. After a breathless moment of silence, a loud reverberating boom echoes across the swamp as a column of purple energy pierces through the clouds, dissipating into the starry sky. Shouts of celebration begin to sound across the field as Medda makes her way to the heart of the blight. A shaft of moonlight shines on the site through the parted clouds as she rips through the withered roots of the blighted flower. Medda reaches in and draws out the shriveled remains of a female crusader. In stark contrast to the rest of the remains, her silvery breastplate glimmers in the moonlight. A grievous blow has scarred its surface where a golden engraved figure spreads out her wings. Trails of blood seep out from scars running across the figure. Medda lowers the remains gently upon a white cloak that a Twinhorn warrior has placed on the ground.
With a heavenly glow, the ghostly form of Ivvora appears in the clouds above. “She was my sister-in-arms against the vile Tar-Baphon. I now know that her sacrifice spared me all those years ago, as it will all of you in the days to come. Go with Vildeis’ grace and use this blessed plate to vanquish my hated adversary. Hurry back north, for the moment of Eshimka’s reckoning draws near!”
Medda looks up to the sky as the visage of Ivvora dissipates, the red phantom hand of Anok floating above her shoulder. After a moment, she kneels next to the crusader’s remains and carefully wraps them up in the white cloak, which is slowly soaked with red. She looks at the crowd gathered around her and speaks up. “We stand here triumphant, having rid this land of corruption. But this is a mere shade of the darkness that awaits us at the Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons to strike true and eradicate Eshimka for good!” Medda motions for the Twinhorn warriors to raise the bundled remains on their shields as one of the honored dead. “Pathfinders, you have done much for my tribe and our lands, but I ask you once more to lend us your weapons so that we might end the evil that haunts Solstice Scar. What say you?”
~~~~~~~~~~~End of Part 5 / Beginning of Part 6~~~~~~~~~~~
Part 6 begins after a long journey back to the Twinhorn territory.
Inspired by the events in the Fangwood, the Pathfinders and Twinhorn warriors have at last returned to the Kellid following’s territory. The scattered woodlands that once stood in the Tusk Mountains are now cast in perpetual shadow despite it being only a few hours after noon. The trees are bare, the grass crumbles at a touch, and even the accumulated snow of midwinter is melting in the freezing air as if surrendering to entropy.
Medda confers with some of the Twinhorn following who stayed behind, then she addresses the crowd. “The winter solstice does not peak until tonight, yet already Eshimka’s vanguard has escaped the Negative Energy Plane. They now control the area around the planar scar for several miles in each direction. If we’re to stop them, we need to break through these outer forces, regroup at the center, and take control of the rift. If that doesn’t draw Eshimka out, a few brave souls will need to pass through the rift to crush her lieutenants, destroy whatever is keeping the rift open, and draw her into our world. When they do, we need to ensure there are no reinforcements, and that means eliminating any commanders who have already broken through. That includes a corrupted dragon that has our scouts worried.”
She smiles grimly. “When the paladin Ivvora faced the beast Eshimka here centuries ago, she fought with Vildeis’s blessing and banished the fiend. Tonight, Eshimka would return to our world, but we are not one paladin; we are many!” She pricks her finger on her spear and paints a set of bloody wings upon her forehead. The Twinhorns follow suit “And we too carry Vildeis’s favor!” With these words, the painted wings blaze with light.
Table GMs, please begin Part 6

![]() |

Alright, back in action!
To get closer to the site of rift, you will need to make a choice to get past the Horde. You could...
Go Down the Cold Rapids
The roles involved are Lookout, Navigator, and Paddlers.
Repetition Skill Checks; Perception, Knowledge Nature/Survival/Relevant Profession to direct people, or Easy Difficulty Strength/Dexterity/Constitution.
Use Evasive Maneuvers.
Uses a wide variety of skills; think of it like the race we had with Grimpfkin.
Fight the Horde; Head on.
A combat encounter.
Choose wisely, Pathfinders. Failure on the first two means fighting the horde anyways.

![]() |

Use Evasive Maneuvers

![]() |

I'd prefer rapids as well. But i certainly wouldn't object to other 2.
I'm assuming "long journey back to Twinhorn territory"=spells, etc reset. Each day that ends with resources left means Charlie casts Ant Haul and uses a channel energy for his shield and cestus before going to bed.

![]() |

If you want me to bring my horse in the rapids, I would kindly beg for either Air Walk or Fly on the horse... seeing that he is trained for these and not for surface or underwater combat! :P I also have nothing to bring to this encounter i.e. zero Profession Sailor and nothing related to boats or nature or survival...

![]() |

Sold. Let's proceed with the insanely crazy for a horse rapids descent!

![]() |

Rapids will be fuuuun... please note the sarcasm :D
Grimaldus will recharge his shield everyday and in the morning cast Long strider for the added movement

![]() |

Where ever the party leads, Charlie will follow...

![]() |

Roles for the Rapids:
1 Person - Lookout
Skills needed: Average Perception
Duties: By succeeding the perception, the Lookout gives a +4 bonus to the Navigator.
1 Person - Navigator
Skills needed: Hard Knowledge Nature, Survival, or relevant Profession.
Duties: By succeeding the skill checks above, the Navigator allows the paddlers to earn 2 success for every success earned.
Everyone Else - Paddler
Skills needed: Easy Strength, Dexterity, or Constitution.
Duties: By succeeding the ability checks, the paddlers allow the team to gather successes to overcome obstacles.
=========================================================================== ==========
The first challenge is from swift currents, as melting ice from many square miles drains into the river. The current becomes especially swift as the river narrows.
Successes Needed: 3
Failure: Hull Damage to the Canoe.

![]() |

perception: 1d20 + 6 ⇒ (16) + 6 = 22
Taking a spot up front in the canoe the young cleric takes a seat and starts to look around down the rapids, pointing out rocks, small drops and little whirlpools, wether it is enough to survive, we will see on the next episode of surviving with Bear Grylls!

![]() |

Chaine will wait for input by the Navigator (if possible) before attempting to man the oars and direct Silvermane to do so as well, using the horse's great strength for leverage.
Chaine Strength: 1d20 + 3 ⇒ (16) + 3 = 19
Chain to Push Silvermane to do the 'Work' or 'Serve' the Navigator trick, as appropriate: 1d20 + 17 ⇒ (14) + 17 = 31

![]() |

Push DC 25 --> Success
Silvermane Strength: 1d20 + 6 ⇒ (11) + 6 = 17

![]() |

As the paddlers row, Thunderhoof chants. Those that listen enjoy a fraction of the huge shoanti's boundless strength.
Using song of strength. Anyone making strength checks gets +4 to their rolls.
Strength: 10 + 6 + 4 = 20

![]() |

Chaine 23; Silvermane 21

![]() |

Charlie clears his throat and taps his foot impatiently, waiting for Grimaldus to get out of his spot at the front of the canoe...if it takes a while, he begins using his Spark cantrip out of boredom. Just how flammable are these canoes?
Lookout Perception: 1d20 + 25 ⇒ (6) + 25 = 31

![]() |

Before they set off, Chak will read his other heroism scroll.
Survival (Navigator): 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 21

![]() |

Looking up he glances at Charlie before seemingly getting into a huff and placing his hand on the gnome and gives him a continues Guidance...

![]() |

Looking up he glances at Charlie before seemingly getting into a huff and placing his hand on the gnome and gives him a continues Guidance...
Seeing as I wrote this at 6am, please change it to giving Chak the Guidance, my bad....

![]() |

Lookout: Success.
Navigator: Non-Successful.
Paddlers: 3 Successes.
First challenge: Success!
The second challenge is from cascades, the river courses down a series of rock steps, each forming a small waterfall.
Successes Needed: 4
Failure: Hull Damage to the Canoe.

![]() |

Chaine will once more wait for input by the Navigator (if possible) before attempting to man the oars and direct Silvermane to do so as well.
Chaine Strength, Song of Strength: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
Chain to Push Silvermane to do the 'Work' or 'Serve' the Navigator trick, as appropriate: 1d20 + 17 ⇒ (3) + 17 = 20 Fail

![]() |
1 person marked this as a favorite. |

"I need a casting of Longarm so my arms can be same size as everyone else," jokes Ikit. Rowing Dex: 1d20 + 5 ⇒ (3) + 5 = 8

![]() |

keeping up with what needs to be done he keeps his hand on chak, whispering prayers to Saranrae to guide Chak through the waters
keeping guidance up on Chak

![]() |
1 person marked this as a favorite. |

Survival (Navigator): 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 21
Chak is not getting the hang of this navigator thing.
He tries to give it a little extra effort (using my reroll).
Survival (Navigator): 1d20 + 19 + 1 + 3 ⇒ (11) + 19 + 1 + 3 = 34

![]() |

Mighty Thunderhoof maintains a rhythm for the party as he chants and rows.
Using song of strength. Anyone making strength checks gets +4 to their rolls.
Strength: 10 + 6 + 4 = 20

![]() |

Booya! Nice reroll Chak! double successes for the paddlers it seems! :)

![]() |

Perception: 1d20 + 25 ⇒ (1) + 25 = 26
Gnome alternate racial trait: ETERNAL HOPE to re-roll that nat-1
Perception: 1d20 + 25 ⇒ (19) + 25 = 44
At first, a wave washes over the front of the canoe, hitting Charlie square in the face. But then he tilts his head and squints, just like is granddad taught him, and he spies a better path through the cascades.

![]() |

Oh man... can I get +1 for mounted combat? :P

![]() |

Ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhhhhhhhhhhhhIlikepizzahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh Sure why not?

![]() |

I first started seeing this scaling DC system in D&D 4e, but there it made sense because you added half your level to all your rolls. The rest of the inflation came from your expected magic item bonuses.
In Pathfinder though there is no guarantee that a skill or ability will go up as you level. The hard DC at 1-2 is 18 meaning even a PC with no ranks and a -1 ability mod could still succeed on a hard DC with a 19+, but at 10-11 the hard DC is 33, so unless you have a +13 or more, it is impossible for you to succeed, and a +13 is very difficult without putting a few ranks into the skill, and for an average stat still won't be possible without some magic bonuses, feat bonuses, etc.

![]() |

Ok, so Thunderhoof will be paddling behind the boat somewhat while keeping his front half on it, making the boat lean in a weird way, but the weight of everyone else counter-balances it.