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Signing up with my level 3 Magus. I also have a bunch of level 4s if it changes the APL significantly. Thanks for running this, GM.

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Thanks for GMing!
Player: noral
Character: Setare Katsu
PFS: 314670-3
Faction: Scarab Sages
Track: Normal

GM Wolfspirit |

Hello there. I'll probably be more talkative when we get closer to the date, but feel free to discuss.

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Player:Buckshot Bob
Character:Verdan Kase
Character Level at start (for calculating APL): 6
Pathfinder Society Number: 38898-2
Faction: Dark Archive
Slow Track or Normal: Normal
Day Job Roll: Craft Alchemy: 1d20 + 13 ⇒ (1) + 13 = 14

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OG3
Ijo Ibn Son
175185-9
Grand Lodge
No day job
Normal
I have Darkvision but can only see 30ft. I can Detect Magic and Detect Evil at will. Will use that to to monitor up to 60ft. I have CHA to AC, Refles, all saves, Init, and a ranged attack. I'll probably cast Bless and/or Divine Favor and wack stuff with my morningstar.

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Thanks for GMing!
Player: noral
Character: Setare Katsu
PFS: 314670-3
Faction: Scarab Sages
Track: Normal
Hello GM, I unfortunately have to change the character.
Player: noral
Character: Toral
PFS: 314670-9
Faction: Exchange
Track: Normal
Day job: profession merchant : 1d20 + 13 ⇒ (15) + 13 = 28

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Player: miteke
Character: Kitoro
PFS ID: 141936-7
Faction: Dark Archive
Track: Normal
Day job: perform comedy: 1d20 + 15 ⇒ (1) + 15 = 16

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Player: Chadius
Character: Dawn Verde
PFS ID: 133608-14
Faction: The Concordance
Track: Normal
Day Job: Perform(Comedy): 1d20 + 4 ⇒ (16) + 4 = 20

GM Wolfspirit |

Moving the Animal Tricks discussion here. Here is the relavant PFS FAQ:
You can teach any animal a trick so long as you follow the rules for Handle Animal on pages 97-98 of the Pathfinder Roleplaying Game Core Rulebook. A GM must observe your Handle Animal check, and must initial what tricks the animal gained on the scenario's Chronicle sheet. The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level. Once per scenario, you may attempt to train the animal companion a number of times equal to the number of ranks you have in the Handle Animal skill. Each success allows you to teach the animal a single trick; a failed attempt counts against the total number of training attempts allowed per scenario, and you may not attempt to teach the same trick until the next scenario. Alternatively, you may train one animal for a single purpose as long as you have enough ranks in Handle Animal to train the animal in each trick learned as part of that purpose. You may take 10 on Handle Animal checks to teach an animal companion tricks.

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I will be traveling over the weekend.
As Outpost games are faster paced: Please bot me to keep going.
Thanks

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Since it is combat trained it has the 6 tricks that come with the purchase price. I suppose Kit could untrain one of them (since with its Int it can only have 6) and retrain a different one. But that will have to be later. Right now we;re stuck with the default warhorse training.

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btw, I have GMed this game before. But I don't want to spoil or rush things unless it looks like we're slowing down too much. I hope I didn't push things too much with the string of Str + Fort checks.

GM Wolfspirit |

@Toral: Have a good weekend! I'll Bot you as needed. I appreciate the head's up.
@Kitoro: Sounds good. Since you didn't know, I just wanted to show what I knew :)
@Dawn: No worries! I was actually about to roll an additional Strength check for the group as you were one off. I just didn't want to assume anything that had potential negative effects. My philosophy is that I don't want any of these mini-encounters to take more than 1-2 days, tops. I don't want to rush, but I don't want to lose momentum either.
As a side note on momentum, I typically subscribe to a philosophy "Rule of Two." If two people suggest a course, we'll follow that, unless there is some misunderstanding that they players have that the characters would know otherwise.

GM Wolfspirit |

As a note, Hazel's player messaged me that they had some personal things come up, and I'm not sure when they'll be back on. I do know Hazel has Flight Hex so she can levitate up with Dawn and I'll bot her actions until her player is back.
I will set things up and move along this afternoon / evening :)

GM Wolfspirit |

I seriously felt dumb saying "the snake is prone." It's like, it has no appendages to NOT be prone with... I guess it's on it's side or something.

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:-D

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[oc]Yea, but you made me smile :)[/ooc]

GM Wolfspirit |

I'm not going to have the next section up tonight, but I'll try to get it going over the weekend. Big Things :)

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Great thanks!!

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For this next part, you must answer each question and make an appropriate skill check; typically either Bluff, Diplomacy, Perform, Intimidate, or a Knowledge check depending the route you take. You know, however, that some routes will be better received than others and some will anger her regardless of the skill rolled. Also, there is only one response / roll per question, so you can confer about what kind of response to make and who should make it before rolling.
So if we do a knowledge check I might have this as long as I don't roll poorly, then I have a tee-shirt for a re-roll. All other checks that are being asked I have are at a 0 or maybe a +1. And I don't think this is the question for a knowledge check yet.

GM Wolfspirit |

Correct. "Who are you and why are you here?" is the first question. Also, for example, you could make a Bluff check to embellish about the Pathfinder Society, a Diplomacy check to be forthright but diplomatic, Knowledge Geography or Local to tell about the region you hail from, or Perform Oratory to add some pizzazz to the recounting.

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Toral has:
Diplomacy +12
Kn local +6
I

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Kit has a +12 in diplomacy and sense motive, a +14 in bluff and intimidate. Some good skills there thanks to virtual performance.

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Someone should mention Tanbaru used to be a kami as well before he was torn from his home and tortured. Dawn would do it but she's upset about the snake eggs. She wasn't going to let them die out here.

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Maybe remind Jikaru of her duty to protect the temple?
This is OOC, Dawn wouldn't mind watching a volcano erupt and to liberate a spirit from eternal duty.

GM Wolfspirit |

Me, reading the scenario: "Well that escalated quickly."
You are relatively sure that letting the volcano erupt would be... bad.
Also, we're almost to the conclusion, so if you haven't previously, post or send me:
Player:
Character:
PFS ID:
Faction:
Day job:

GM Wolfspirit |

And we're in the conclusion! Aside from the decision on whether to leave Tanbaru at the temple or not, there is just the final report to do. I'm hoping to have things wrapped up so I can report on Sunday.

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Great! Thanks for running. Ijo has been mostly a GM credit character and I have been waiting to see how he does out there. I'm really digging the possibilities.

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I have a game day on Saturday. Would this count as a completed scenario and I could play her then? No big deal if not. It is a 1-5 scenario and I can play my level 1 instead.

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No hurry. As long as I know its legal I don't need the chron sheet up front as there is no level change. I'm not even positive I'll use her as I'm considering playing an Iconic to level up my level 1 Arcanist. Arcanists at level 1 suck. Most full spell casters do, but Arcanists more than most.

GM Wolfspirit |

I'm currently wrapping up Chronicle sheets, and reporting is open. I do need everyone to roll a D20 to see if you got a boon though.

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boom?: 1d20 ⇒ 19

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boon: 1d20 ⇒ 4