PBP GD VIII - The Jarlsblood Witch Saga - Regular

Game Master Helikon

Maps & Handouts



Can everyone check in with the following information:

Player Name:
Character Name:
PFS#:
Level:
Faction:

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14, SM: +5 | Active conditions: none

Player Name: PJP
Character Name: Zora Magda
PFS#: 150786-13
Level: 7 (Rogue 3 / Ranger 2 / Shadow Dancer 2)
Faction: Liberty's Edge

Grand Lodge

m human (ulfen) Hydrokineticist/6 [hp: 75/75] [init: +3; perc: +10] [AC: 18(21)/T: 13/FF: 15(18)] [saves: 12/10/7] [CMB: +5/CMD: 18(14)] [burn taken: 0/8] [non-lethal taken: 0/48]

Player Name: philipjcormier
Character Name: Glorne
PFS#: 55792-7
Level: 6
Faction: Grand Lodge

I also have a 7L Elven Warpriest named Phosdlon, but he is mostly ranged/back-up healer than melee. Looking over the sign-up, it looks like a back-up melee would be a better choice.

The Exchange

Human M Human Alchemist 7 |Current AC: 21 AC Base: 21 T 14 FF 20 | HP 52/52 | F +9 R +12 W +5| CMD 13 | Init +8(12wHA)| Perc +19 | Spells: Level 1 6/6 Level 2 5/5 Level 3 2/2| Bombs 16/16 | Active Buffs:

Player Name: Yogadragon
Character Name: Ridley Zane
PFS#: 239325-3
Level: 7
Faction:Exchange

Dark Archive

Shaman 6 | AC 21 T 12 FF 20 | HP 45/45 | F +5 R +4 W +12 | Init +1 | Perc +5 | Active Buffs: Endure Elements (familiar)
Pet Stats:
Pet AC 14 T 11 FF 14 | Pet HP 22/22 | Pet F +3 R -1 W +4 | Pet Init -3 | Pet Perc -2

Player Name: Nate/Rosc
Character Name: Oria
PFS#: 129030-19
Level: Shaman 6
Faction: Dark Archive

Edit: Also as a heads up, I'll be burning a replay on this scenario to play it legally.

Dark Archive

Elf Magus (staff magus) 6| HP 40/40| AC 20 T 14 FF 16| Fo +6 Re +5 Wi +4| Init +5| Percep +4

Player Name: Dax Thura
Character Name: Vayon Highsummer
PFS#: 33973-2
Level: 5
Faction: Dark Archive

Grand Lodge

Male Human Ki Pool: 10/10 CMB +6; CMD 27 (24 FF) Monk (Zen Archer) 6/Spiritualist 1/Hunter 1 | HP:60/60 / AC: 22 (T: 22 - FF:19 | F +12 / R +10 / W+14 | Initiative: +8 / Perception: +25 / Sense Motive: +23 | Speed: 60'

Player Name: TriShadow
Character Name: Bo Goh Twang
PFS#: 151777-9
Level: 8
Faction: Grand Lodge

I am also using a replay on this, for no specific reason whatsoever.

Grand Lodge

m human (ulfen) Hydrokineticist/6 [hp: 75/75] [init: +3; perc: +10] [AC: 18(21)/T: 13/FF: 15(18)] [saves: 12/10/7] [CMB: +5/CMD: 18(14)] [burn taken: 0/8] [non-lethal taken: 0/48]

I see some familiar names out there.

Also looking like I might be primary melee. This might get ugly.

Grand Lodge

Male Human Ki Pool: 10/10 CMB +6; CMD 27 (24 FF) Monk (Zen Archer) 6/Spiritualist 1/Hunter 1 | HP:60/60 / AC: 22 (T: 22 - FF:19 | F +12 / R +10 / W+14 | Initiative: +8 / Perception: +25 / Sense Motive: +23 | Speed: 60'

Technically, I have point blank master, so I don't provoke when I shoot. Improved Unarmed Strike means I threaten and provide flanking. So, you might not be totally alone.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14, SM: +5 | Active conditions: none

And flanking is my specialty as well. I may be small with tiny blades, but I am certainly planning to be in the mix.

Dark Archive

Shaman 6 | AC 21 T 12 FF 20 | HP 45/45 | F +5 R +4 W +12 | Init +1 | Perc +5 | Active Buffs: Endure Elements (familiar)
Pet Stats:
Pet AC 14 T 11 FF 14 | Pet HP 22/22 | Pet F +3 R -1 W +4 | Pet Init -3 | Pet Perc -2

I'm fond of using summoning spells, so I'm sure you'll have flank buddies to work with when things get dicey.

Grand Lodge

m human (ulfen) Hydrokineticist/6 [hp: 75/75] [init: +3; perc: +10] [AC: 18(21)/T: 13/FF: 15(18)] [saves: 12/10/7] [CMB: +5/CMD: 18(14)] [burn taken: 0/8] [non-lethal taken: 0/48]

If I am using my Kinetic Blade I do not provide Flanking since it only exist during my turn. If I am using my Morningstar, then I do. I was mostly speaking of being the main target that a tank usually is.

Kinetic Blade: (Element universal; Type form infusion; Level 1; Burn 1; Associated Blasts any; Saving Throw none.) You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from Elemental Overflow.

Grand Lodge

Male Human Ki Pool: 10/10 CMB +6; CMD 27 (24 FF) Monk (Zen Archer) 6/Spiritualist 1/Hunter 1 | HP:60/60 / AC: 22 (T: 22 - FF:19 | F +12 / R +10 / W+14 | Initiative: +8 / Perception: +25 / Sense Motive: +23 | Speed: 60'

Yeah, but look at all those hit points. I mean, what are you supposed to do with all of them? Otherwise they just sit there.

Dark Archive

Shaman 6 | AC 21 T 12 FF 20 | HP 45/45 | F +5 R +4 W +12 | Init +1 | Perc +5 | Active Buffs: Endure Elements (familiar)
Pet Stats:
Pet AC 14 T 11 FF 14 | Pet HP 22/22 | Pet F +3 R -1 W +4 | Pet Init -3 | Pet Perc -2

One thing I can strongly recommend is the spiked gauntlet. It allows you to remain armed and provide flank while keeping your hand free to gather power.

Dark Archive

Elf Magus (staff magus) 6| HP 40/40| AC 20 T 14 FF 16| Fo +6 Re +5 Wi +4| Init +5| Percep +4
Vayon 'Van' Highsummer wrote:

Player Name: Dax Thura

Character Name: Vayon Highsummer
PFS#: 33973-2
Level: 5
Faction: Dark Archive

Update to character

**Level is now 6**

Grand Lodge

m human (ulfen) Hydrokineticist/6 [hp: 75/75] [init: +3; perc: +10] [AC: 18(21)/T: 13/FF: 15(18)] [saves: 12/10/7] [CMB: +5/CMD: 18(14)] [burn taken: 0/8] [non-lethal taken: 0/48]

75 HP looks good until you start factoring in the Temp damage. 6/Burn adds up quick. Then again, I haven't died yet.

Burn (ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Grand Lodge

m human (ulfen) Hydrokineticist/6 [hp: 75/75] [init: +3; perc: +10] [AC: 18(21)/T: 13/FF: 15(18)] [saves: 12/10/7] [CMB: +5/CMD: 18(14)] [burn taken: 0/8] [non-lethal taken: 0/48]

Glorne has: INFUSIONS: Cold Adaptation: (utility (Sp); Burn 0): You are constantly protected by endure elements against cold temperatures only. You gain cold resistance equal to twice your current amount of burn.

He also still has a set of cold weather gear if someone needs.

Still need Endure Elements if altitude will be a factor.

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