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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
Reposting info from earlier plus rolling my day job, which I didn't before. This way it'll all be in one place
Player: Evie
Character: Sayna Elantho
PFS#: 99807-20
Faction: Liberty's Edge
Speed: 20 ft in armor, but she'll prob pre-buff longstrider from her wand to get that up to 30
Day Job Perform (sing): 1d20 + 16 ⇒ (14) + 16 = 30
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![Boggard Swampseer](http://cdn.paizo.com/image/avatar/PZO1130-Boggard_90.jpeg)
Reposting and adding day job roll
Player: Dennis Muldoon
Character: Gorf Repus
PFS #-#: 215589-7
Faction: Dark Archive
Day Job: Profession (trapper): 1d20 + 11 ⇒ (11) + 11 = 22
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![Mayor](http://cdn.paizo.com/image/avatar/PZO1124-Mayor_90.jpeg)
Player: Jack Brown
Character: Ethan Kaenes
PFS #: 788-17
Faction: The Exchange
Day Job: Craft: Caligraphy: 1d20 + 21 + 5 + 10 ⇒ (11) + 21 + 5 + 10 = 47 (200gp)
Crafters' Fortune + Faction card
If I don't use my reroll
Day Job Reroll: Craft: Caligraphy: 1d20 + 21 + 5 + 10 + 5 ⇒ (14) + 21 + 5 + 10 + 5 = 55 (300gp)
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![Jadrenka](http://cdn.paizo.com/image/avatar/PZO9069-Jadrenka_90.jpeg)
Player: Zack Ringler
Character: Celie
PFS #: 12395-2
Faction: The Exchange (I think... was changed)
Day Job: Craft: Blacksmith: 1d20 + 13 ⇒ (16) + 13 = 29
Those types of puzzles are annoying. But it's something that can't be helped.
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![Oread](http://cdn.paizo.com/image/avatar/PZO1121-Oread2_90.jpeg)
Player: Kate
Character: Tai Sapphire
PFS #-#: 215650-5
Faction: Scarab Sages
Speed: Normal
Day Job: Profession (soldier): 1d20 + 6 ⇒ (17) + 6 = 23
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![Mayor](http://cdn.paizo.com/image/avatar/PZO1124-Mayor_90.jpeg)
Pirate GM, is the mummy effect a paralysis effect?
I ask, because Ethan has. Lesser talisman of freedom, and Freedom of Movement negates paralysis for 3 rounds.
So, I assume Ethan should have 3 rounds?
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![Mayor](http://cdn.paizo.com/image/avatar/PZO1124-Mayor_90.jpeg)
heh
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
Sayna is cool with being teleported. Finally get to be in melee!
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Pirate GM |
![Imrijka](http://cdn.paizo.com/image/avatar/PZO9072-RiderImrijka_500.jpeg)
@JC: Obviously don't try and make any changes here mid game but I'm not sure you can have both Mad Dog and Urban Barbarian.
FAQ on Archetype stacking (Urban Barbarian alters the way the parent class feature works meaning you can't have any other archetypes that mess with the feature at all)
An mostly unrelated but interesting note on Mad Dogs and Unchained: John Compton
It's possible I'm wrong here as barbarian archetypes are not a field I'm particularly familiar with, so I'm happy to learn more if you know something I don't.
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![Fighter](http://cdn.paizo.com/image/avatar/HollowLastHopeCOVER1.jpg)
Hrm... I'll have a read through. My understanding was that they couldn't modify the same class features, which I'm pretty sure is safe. But I'll self audit read through the links. Thanks!
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![Boggard Swampseer](http://cdn.paizo.com/image/avatar/PZO1130-Boggard_90.jpeg)
Huh. I hadn't even considered unchained for my Mad Dog. Now I wish I'd done a little more reading first.
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
This scenario is making me VERY happy I didn't trade out my fire resist for the initiative bonus, I tell you what! I was even originally planning on trading it out until I saw fire ink tattooes.
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
@Ethan you got something left to finish off our dear fiery friend? I doubt Sayna hit her
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![Fighter](http://cdn.paizo.com/image/avatar/HollowLastHopeCOVER1.jpg)
Might be better to get out of dodge. This fight is not going well for Celie and Ethan.
Though I'm willing to bet Tai could save the day if he can get close enough. Or maybe Gorf can finish it.
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
Here’s my read on the situation:
There’s a spot around the edge of the room next to Sayna that Ethan can move to (the half square northwest of her) that gets him out of the fire and avoids taking wall of fire damage. He could then throw another one of those coldballs and not have to worry about including any of us (just checked with the template), in case he’s out of selective spell uses. It would also clear out more of the wall of fire and make it easier to move around. The GM said Alarka is seriously injured so I bet that’ll be enough to finish her. Then if Tai can reposition/drag/etc... Celie into the square just west of Celie's current position, she’ll be fine, as she has enough HP to survive the radiating wall heat another round, and we can heal her all we want after Alarka is down.
I don't see a way to run right now that doesn't just make the problem worse, especially considering that Alarka seems to be an oracle and she can just spam us with more fire crap while we try to run.
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
Ah damn, right. Forgot she's not up currently. Not sure what to do about her at this point, but my worry is that if we don't get Alarka down NOW, way more of us will be dying.
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
And Celie would take damage traveling through the fire. She is currently at 3hp, so if it can get to her, then I can use my wand of CLW to heal, a little.
I’m sorry, but I’m not sure what you are suggesting
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
Just the 2d4 from being near it, I believe. It’s academic though, as idk how we get you there before you take 11d6 again
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![Mayor](http://cdn.paizo.com/image/avatar/PZO1124-Mayor_90.jpeg)
well, hopefully Ethan’s cold damage will finish her off. If not, he is in the position to use an emergency force shield. I wish I could do more for Celie, though.
Worst case, Ethan will throw in a share on raise dead and/or restoration for a kindred spirit.
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
Likewise. I have a boon that lets me reduce the cost of spellcasting services by 2 prestige I can throw in as well
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Pirate GM |
![Imrijka](http://cdn.paizo.com/image/avatar/PZO9072-RiderImrijka_500.jpeg)
Alarka and friends are no joke no matter when you fight them. Sorry for this game running a bit longer than intended, but we got in lots of good roleplay and paranoid tomb exploration as well as a couple of vacation breaks.
Potentially deadly things in this scenario: water maze with hags that can curse you into unconsciousness with a potentially separated party.
The Throne trap that deals (2d8 fire damage for each scepter in an
incorrect location, DC 24 Reflex save for half damage, or no save) where the most likely mistake triggers 6 wrong entries.
4 Advanced Mummies. Pass 4 DC 18 will or be helpless is not great odds even if you have a good save.
Finally the 11th level oracle of flame and her well built fighter allies.
She also has a strong tactics block.
Alarka is a brutal combatant, using her spells and revelations to incinerate her foes. She opens with wall of fire to separate the group... She reserves slay living for anyone who dares to challenge her in melee combat.
I was pleasantly surprised that things didn't go horribly wrong in any of the other encounters.
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![Oread](http://cdn.paizo.com/image/avatar/PZO1121-Oread2_90.jpeg)
I will also chip in for the Raise!
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![Dawn Piper](http://cdn.paizo.com/image/avatar/PZO9068-DawnPiper_90.jpeg)
It's a Buhlman scenario, so I'm completely unsurprised at the deadliness. I hope I acquited myself fine for a level 6 playing up! I was definitely feeling the heat (hah) in that last fight.
I can pay for one of the restorations. As long as I'm paying for it, I can check the box on my Delvehaven Star boon to reduce the prestige cost by 2, so it will only cost me 2 PP. After the (hopefully) 2 PP for finishing the mission, that'll still leave me with 16 for a raise dead if I need one.
Speaking of which, if we DID miss the secondary success condition (whatever it was), I have a boon I can burn to still give us all the second prestige. Figure better to tell you now before you do chronicles so you don't have to redo them.
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![Boggard Swampseer](http://cdn.paizo.com/image/avatar/PZO1130-Boggard_90.jpeg)
Gorf has a boon from Call of the Copper Gate that will pay for the restorations after the raise dead, with no material cost, as long as Celie is ok with not being able to recall her fondest memories for a couple days.
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Pirate GM |
![Imrijka](http://cdn.paizo.com/image/avatar/PZO9072-RiderImrijka_500.jpeg)
Raise Dead split 6 says is 909 each, easily affordable with the gold from this scenario.
It sounds like everyone is fine contributing, so I'll write up chronicles with 909 spent for each of you, with Gorf taking care of the restorations. The cash is easily coverable with the treasure found.
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![Mayor](http://cdn.paizo.com/image/avatar/PZO1124-Mayor_90.jpeg)
Thank you Pirate Rob for running, and everyone else for playing!
I had a great time... and Ethan was definitely challenged. Reminds me to pay better attention to my spells! I have a few to buy now.
It is too bad Celie and Ethan cannot exchange spells (one problem being a bloat mage is no free spells!)
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![Oread](http://cdn.paizo.com/image/avatar/PZO1121-Oread2_90.jpeg)
Thanks for a great game, everyone!