Outpost II PFS #8-99D The Solstice Scar (Standard 5-6) GM nightdeath (Inactive)

Game Master nightdeath

Initative:
Eutrophia "Trophie" Winters [dice]1d20+5[/dice]
Auberon Iroran [dice]1d20+1[/dice]
Shawa [dice]1d20+6[/dice]
Haunted Molly [dice]1d20+5[/dice]
Ridley Zane [dice]1d20+4[/dice]
Keighma [dice]1d20+1[/dice]
Monster [dice]1d20[/dice]

Perception:
Eutrophia "Trophie" Winters [dice]1d20+9[/dice]
Auberon Iroran [dice]1d20+13[/dice]
Shawa [dice]1d20+8[/dice]
Haunted Molly [dice]1d20-2[/dice]
Ridley Zane [dice]1d20+7[/dice]
Keighma [dice]1d20+6[/dice]

Map

Skill - 5–6 (Easy) 16 (Average) 20 (Hard) 24
Saves - 5–6 (Easy) 13 (Average) 15 (Hard) 17

Current APL: 5.6


Sovereign Court

Welcome to the thread now for something to note.

As this is a rather fast paced game, once a day post is necessary. More is better.
I'll prefer a rule of two when deciding where to go.
Botting will be done if needed and usually after 2 days or so of inactivity.

Enemy initative will be rolled together mostly and act as a single block.

Any percentile rolls would be as follows;
20%, any roll 20% or less is bad.
50%, any roll 50% or less is bad.
Same for any other rolls involving Percentiles. :P

Please have your Char Stat lines ready and easily seen below your char name.

Please post the following for Chronicle Sheet stuff and possible boons.

Name:
Char Name:
PFS#:
Faction
Day Job:
Any Fancy Immediate Stuff???:
Tactics if any:
Email (only for Boons and to be PMed)

Meant for players signed up for Outpost

Grand Lodge

Name: Kyle "Worg" H
Char Name: Haunted Molly
PFS#: 220424-12
Faction: Grand Lodge
Day Job: Perform; Dance: 1d20 + 12 ⇒ (19) + 12 = 31
Any Fancy Immediate Stuff???: String Pull "Hello everyone! I'm Molly, and were about to go on an adventure! Tee-hee-hee!"

Haunted Molly is a Creepy Doll Halfling with the Reanimated Medium archetype. As a Living-Dead Doll who haunts the battlefield, she can empower herself with several options. Haunted Molly (TM), Champion Molly (TM), Guardian Molly (TM), Trickster Molly (TM), Heirophant Molly (TM), Archmage Molly (TM), and Marshall Molly (TM). Collect all 7 to create the MEGA MOLLY (TM).

Haunted Molly play sets and toys sold separately.
Tactics if any:

Champion Molly:

Shoot stuff until they die, as none will stand in my way!
+1 Longbow +13(1d6+8)

Guardian Molly:

You need me to fight THAT?
Defensively superior, this Molly has only her Dagger and Buckler to keep her defensive! Fighting Defensively to prevent taking any damage!
+1 Dagger +2 (1d3-1)
AC: 26+
Warning: Toy does not actually function as well as advertised. It is highly unrecommended to send Guardian Molly into battle as it is tactically inferior in every way possible. Batteries not included.

Trickster Molly:

Surprise Strikes are the way to go!
+1 Dagger +5(1d3+1+2d6)
+1 Longbow +11(1d6+2+2d6)
Special: My target counts as Flat-Footed against the first attack I make against that target in a day, regardless of abilities like Uncanny Dodge.

Heirophant Molly:

It's time to heal my friends!
Cure Light Wounds, Cure Moderate Wounds, Channel 3d6 6 Times/Day, All healing spells receive a +5 Bonus. (Example, Cure Light Wounds becomes 1d8+10). Path of Glory heals 2 per round due to Scarred by War trait (If healing other characters than myself.)

Archmage Molly:

Magic Missiles are my bread and butter!
Spells that deal damage deal an additional 2 points of damage of the same type that they would normally deal to each target.
Prepare Ray of Frost, Magic Missiles, and a utility second level spell.
Ray of Frost +9 (1d3+7)
Magic Missile 6-9 Damage/Missile.

Marshall Molly:

My friends are the best Offense and Defense!
Boost my allies with the power of friendship! Spend standard actions to give everyone a +2 bonus to their next D20 roll!

Email (only for Boons and to be PMed) Jehucifer@gmail.com

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