
GM Brew |

Hello! This is the discussion forum for my run of the 10-21 Slaver's End. I will be running a tier 5-9, standard game. Please post the following info below:
Player Name:
Character Name:
PFS#:
Faction:
Day Job and Roll:
Also please post any purchases you wish to make before the game starts. If there is anything you think I should know about your character, please include that information in the post. I look forward to gaming with you!
Brew

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Player Name: Nightfiend
Character Name: Saphera Moonglade
PFS#: 23083-08
Faction: Silver Crusade
Day Job and Roll: Heal Heal: 1d20 + 8 ⇒ (13) + 8 = 21
When are you planning on beginning the game?

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Player Name: Uktar
Character Name: Riptide Snaggletooth
PFS#: 100685-12
Faction: Liberty's Edge
Day Job and Roll: HA! Kill the bad guys! Get paid!
(Profile is NOT up to date--he's level 6 now--but will be before start)

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Player Name: yogadragon
Character Name: Colin Obim
PFS#: 239325-5
Faction: Concordance
Day Job: NA
I just finished leveling him I think - level 7 now.

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In the immortal words of Nordom: "GRATITUDES! Gratefuls!"
Player Name: I'm Hiding In Your Closet
Character Name: Julian Leroux "The Amazing" Vanzetti
PFS#: 40025-7
Faction: Liberty's Edge
Day Job and Roll: Perform (Acting): 1d20 + 21 ⇒ (10) + 21 = 31 I have a folio reroll and Faction pin I'll want to use on that if I haven't spent them otherwise by the adventure's conclusion.
Interesting Stuff: Deathless Spirit racial feature makes him extra-resistant to negative levels; is a renegade Razmiran Priest whose mask (a 100-gp False Focus) he liberally uses to replicate alchemical power components. Also, he happens to have just a bit of cyberware after an adventure in Numeria, and has more recently acquired a lovely Assistant follower named Rova who might show up, as per the Season 6 Liberty's Edge Faction Objective option. Not only that, but he boasts the complete suite of Season 6 Liberty's Edge Faction Rewards!

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Since we've only barely started, would you permit me to have gone through some retraining beforehand? I wish to retrain a feat.

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My apologies, but I have a family wedding this weekend, and I'll be driving for 12+ hours on Thursday and Sunday. Obviously, it'll be difficult to post every day, so please do bot me as necessary.

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How do we handle the price-tag of the gift, or is that already dealt with?

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@Saphera: I've been looking at your sheet, and something must be amiss with your ability scores. It looks like you're shortchanging yourself a bit drastically. You appear to have:
STR 16
DEX 16
CON 12
INT 12
WIS 14
CHA 10
You're made with 20-point buy just like all Society characters.
You are an Angelkin Aasimar, so that's +2 STR, +2 CHA with no penalty to anything.
You are level 5, so you've received 1 +1 to an ability score.
A 10 CHA has to mean you've lowered that score (I mean, it's your character, but if I were you, Id've gone with either Lawbringer or Plumekith, both of which grant WIS instead of CHA as well as having other great perks for Inquisitors), which means you had 22 points to spend elsewhere.
Correct me if I'm wrong, but I'll assume you did the most cost-effective thing and started out with only a 15 Dexterity (cost 7 points), and raised it to 16 at 4th level. That would mean you spent your points thusly:
STR 14 (5 pts) +2
DEX 15 (7 pts) +1
CON 12 (2 pts)
INT 12 (2 pts)
WIS 14 (5 pts)
CHA 8 (-2 pts) +2
=
19 pts???
Heaven, it seems we have a problem.

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@Vanzetti
Tanks for the numbers crunch. As you point out, the ability's would be better if I went with a different bloodline. That's assuming maximization was the only consideration. Unfortunately, in this case it is not. My vision for Saphera is based on a character I had in a prior Pathfinder game, which i enjoyed a lot, so i built her based on that concept. Her bloodline, background, and character concept is really not meant to be min/maxed. I prefer characters with flavor even if that means not having the best option available. In Saphera's case, hero labs has recognized the point buy i used as being acceptable for the 20 point society option, and I am more than satisfied with the flavor of the bloodline and background. That being said, I will be leaving her stats as they are.

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How do we handle the price-tag of the gift, or is that already dealt with?
My understanding is that since it's something from off of one of Riptide's Chronicle Sheets, he has to pay for it in it's entirety, i.e. can't be a group purchase. It's only 100gp. At this level, not a big deal. But thanks for the thought.

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With pathfinder society being an as written adventure, when something like this comes along, there isn’t much wiggle room. I was actually a little surprised that a scenario would actually force such a moral dilemma without an alternative, but I suppose these situations can be expected for more rigidly aligned characters. Releasing the Genie with an understanding that he would return to his home plain of existence was about as grey as I could get with Saphera. Even with that, I wasn’t feeling good about the situation.
All that being said, I feel comfortable pulling Saphera from the dilemma. I will eat the negative chronicle and chalk it up to the price of her moral compass. As I stated in the game-play thread, I truly wish everyone well and hope that the group is successful. )

GM Brew |


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As fare as Saphera interfering with the group or forcing a situation that ends in party conflict goes. This is a non-option in PFS. No player vs. player is allowed, not that she would draw arms against her companions anyway. Her convictions are her own. Aside from the moral implications of freeing the evil genie, I believe there is also an argument to be made in regards to the legal aspect of it as well. In Katapesh, disrupting a recognized business is a grave offence. (Although I could be wrong about this). In this instance, freeing a genie from a genie binder or freeing a slave from an accepted slaver would most likely violate Katapesh law. That's assuming the salver is a recognized entity within the city's business model. That being said, Saphera left before any decision was made to free or not free the genie. Because of this, she wouldn't have anything to report.
Edited: LoL I just came across this and found it to be funny.
Copy and pasted from a guide to Katapesh:
The Pactmasters hold council with the city’s
Guildmasters each month to arbitrate disputes between
rival guilds, approve fee schedules, and administer
punishment for deviance from the city’s rigid trade laws.
The punishment may take the form of loss of property
or fines, imprisonment, or even slavery and guild
dissolution for more serious crimes.
Theft is punished severely. First-time offenders are
brought before the Pactmasters to be tried. Both sides of
the matter are heard, and if found guilty the offending
party loses a hand and is branded. Second-time offenders
are always executed on the spot by the Zephyr Guard,
Katapesh’s city watch. Other crimes, such as public
disorderliness, fighting, and murder, are usually met
with a fine or overlooked unless they impede commerce
in some way. Usually a bribe is enough to clear oneself of
any wrongdoing in these kinds of altercations.
Destruction of property is one of the more serious
crimes, as it means the complete loss of a profit-producing
commodity. Punishment is forfeiture of an item of equal
value. Offending parties incapable of producing such an
item are enslaved until they have made restitution for
their crimes.

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GM Brew |

@Vanzetti lol, thanks. Forgot that for a minute.
In any event, if you choose just to withdraw Saphera and leave it at that, then I leave it to you for an IC explanation of how she leaves and returns to Pathfinder land. Hope you can sub in another character but if not thanks for playing. I liked how you play Saphera and was looking forward to seeing how she maneuver the rest of the scenario.

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@GM: Wow, i'm a little surprised that they would allow me to walk away from the chronicle. I truly appreciate the efforts you have taken in this matter. I have considered your offer to rejoin with another character, and would enjoy to do so, but my other characters are to low in level. The closest I currently have is level (3). I have also considered a pregen, but I simply wouldn't enjoy playing a pregen. Because of that, I'm going to pass on the offer at this time. If I had a character within the appropriate level, I wouldn't even hesitate to jump back in.
P.S. Sorry for all the trouble.

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Should/can we get a ringer for Saphera?

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Everyone, do note my power as a full-fledged Liberty's Edge Liberator!:
When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save
against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice
and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.

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Wishing everyone a blast of a Guy Fawkes' Day!!!

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Hey guys, any chance we could try to pick up the pace a bit? We've been in this mod for more than two months with no end in sight. I don't really want to spend another month finishing this up.
I believe currently the DM is waiting on a Reflex save from Vanzetti.

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Boon?: 1d20 ⇒ 8>(
Apologies, everyone, this week is much busier week than most for me!
As for our current 'sticky situation', lucky I happen to be a proven Liberator!
When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save
against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice
and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.
Now, the question is, do we think it would be worth it to make use of the 1/adventure bonus reroll now? We do seem a little...conveniently placed, if the map is presently accurate. Maybe it's not such a big deal for now.
I also have this option, if we want an edge in this fight but don't want to expend the above:
Once per scenario as a standard action, you can rally a freed slave (pig farmer, NPC Codex 256) for
an encounter. At level 5, you can call two pig farmers or a tavern champion (NPC Codex 268). At level 7, you can call three pig
farmers, two tavern champions, or a ruffian (NPC Codex 258). They appear adjacent to you and do not possess their combat gear.
As Joel would say: What do you think, sirs?

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BOOOOOOOOOON: 1d20 ⇒ 12
or not.

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nice! congrats

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I never liked turkey - we shall be having GOOSE this year!

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As alluded to elsewhere, sorry for the disappearing act; I just kind of...hit the wall....

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All other things equal, I'd vote we just wrap it up. If others want to do the last fight, I won't spoil anyone's fun and will happily summon some more kitties to attempt to maul whatever we fight.

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I apologize for my absence. My mother passed away before Christmas, and getting matters settled took much longer than anticipated. I do want to thank our GM and my fellow players for the game. Let me know if you need anything more from me.

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So am I.
@DM: Since we're not doing the final/extra encounter, might I ask what it would have been?

GM Brew |

Ok folks, sheets are complete and my be found at link below:
Thanks again for playing. Vanzetti, the battle would have been against a giant cephalopod! Tough fight, but I am sure you guys would have beat it.
Also, Colin, the orb was an orb of aquatic mastery. Posted description below. Pirate used it to control the cephalopod. If you cracked it, could have freed the beastie from the hold.
Orb Of AquAtic MAstery (MinOr ArtifAct)
Aura strong enchantment; CL 19th; Slot none; Weight 3 lbs. DESCRIPTION
This glass orb swirls with blue and green light, like light re ected under the ocean. The bearer of an orb of aquatic mastery can place the orb in a body of water and call to aquatic creatures as a standard action. The most powerful creature (measured in Hit Dice) with the aquatic subtype and submerged in that body of water within 1 mile is compelled to travel to the orb (as suggestion) and then is automatically fascinated once they reach the orb (DC 22 Will negates). Once fascinated, the orb’s bearer can attempt to dominate the creature (as dominate monster—DC 22 Will negates). Though the domination attempt does not break the fascinated condition, if the target creature succeeds at a Will save against the orb, it is immune to the orb’s powers for 24 hours.
The orb’s bearer may relinquish control of a dominated creature as a full-round action, so long as the orb is submerged in the same body of water as the creature.
DESTRUCTION
If a creature dominated by the orb swallows it, the orb explodes, killing the creature and destroying the orb.