GM Xavier Kahlvet's Passing the Torch—Low Tier

Game Master KingTreyIII

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| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

All of this has been pre-written so that I can just copy-paste it from my GM profile and not have to write all of this out because I'm lazy. If some of the information below doesn't apply (wrong edition, wrong system, etc.) then that is why; just ignore it and move on.

First off, *Inhales!* For some of the NPCs there is sometimes no image given so I have to improvise using Google and my own lackluster editing skills. If there is a discrepancy between the image and what I write as a description then that is why. All credit to the original artists, etc. etc. etc.

Okay, important stuff:

Player Name:
Character Name:
Character Number:
Faction:
Day Job:
Slow Track?:
Notable Shenanigans:
Email (see below):
Continuity Check (see following post):

(Because this is technically for the Online Support Program I need people's emails in order to properly fill that out. Some are not comfortable with having their emails out in the open on the forums, so by all means feel free to PM me your email if that would make you feel more comfortable).

Once again, I expect posts as frequently as possible, but bare minimum of once per day (with some leeway for weekends).

I frequently use spoilers to keep things organized and not too crowded, so for future reference, any spoilers in any of my posts contain public information that can be viewed by everyone with three significant exceptions: Any spoiler labeled with a specific check along with the DC (i.e. "Perception 30"), any spoiler specifically directed toward a particular player, or any spoiler labeled "GM Screen." Additionally, I sometimes put spoilers inside of spoilers, but I have to get creative with the labels for spoilers inside of spoilers (you can't label it normally or else the coding breaks), so I put such labels in bold and ooc; if there isn't such a label directly above such a spoiler then don't open it unless prompted to do so. Example using PF1 skills in the example:

Perception ##:
You find a thing!

Knowledge (history) ## to open the spoiler below

Spoiler:
You know about the thing!

Spellcraft ## to open the spoiler below. If you exceed the DC by 10+ then also open the spoiler two below. If you fail by 5 or more, instead open the spoiler three below

Spoiler:
It's the MacGuffin!

Spoiler:
The MacGuffin is Cursed!

Spoiler:
You get magical backlash of energy!
[/spoiler[[[[[

A few other miscellaneous things:

[spoiler=1e specific stuff]I do not allow readying an action outside of initiative, for players or NPCs.

With confusion I roll 1d4 and multiply it by 25 rather than roll a d%; makes things faster.

I understand that I must run the scenario/module/whatever as written, but I consider a clear mathematical error in an enemy's stat block (i.e. an attack bonus of +25 when it's written as +23 or a Con-based DC being written as 15 when it's actually 19) to be a typo of the scenario/module/whatever and I subsequently change it to be mathematically correct, whether it's to the players' benefit or detriment; if you feel that's overstepping my bounds as a PFS GM, then by all means report me to a VC and I will happily make my case.

Finally, I believe that Pathfinder is a game of remembering, so if you forget an ability, a bonus, or anything of the like and don't correct yourself of said mistake soon thereafter and I as the GM don't call you out on it, then we continue onward; I'm not going to do a fleshed-out retcon to satisfy a single mistake and if you expect that of me, then I'll shrug and say "Sorry! Remember next time." Likewise, if I make a mistake and am not called out on it in time, then I will say "Welp, the players reap the rewards of my lack of remembering" and move on. There are exceptions to this, such as when a retcon would be simple ("Just heal X damage since you didn't take it because the attack missed.") or if PC death is on the line.

With all that said, good luck and happy adventuring!


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

Continuity Check

I need to know if any of you have played any of the scenarios in the list below; for those that are bolded I also need to know that boons you got on the Chronicle sheet (in this case I ask that you PM me the boons you got in those scenarios in order to not spoil them for the other players):

Scenario List:
0-01: Silent Tide
0-14: The Many Fortunes of Grandmaster Torch
1-54: Delirium’s Tangle

2-17: Shades of Ice Part II: Exiles of Winter
2-22: Eyes of the Ten Part IV:
Nothing Ventured, Nothing Gained
2-26: The Mantis’s Prey

3-18: The God’s Market Gamble
4-23: Rivalry’s End
5-08: The Confirmation
5-12: Destiny of the Sands Part I: A Bitter Bargain
5-15: Destiny of the Sands Part II: Race to Seeker’s Folly
5-16: Destiny of the Sands Part III: Sanctum of the Sages
6-10: The Wounded Wisp
9-00: Assault on Absalom
9-04: The Unseen Inclusion
9-07: Salvation of the Sages
9-21: In the Grandmaster’s Name

Additionally, I need to know if this specific character existed in 2013 and if you’ve played Eyes of the Ten with ANY character (not just this one).


| Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

Two last things I need to know: first, this party’s APL in Part 1 is exactly 13.5, and the Guild Guide says that the party decides how the GM rounds when the APL ends in a .5, so this is basically a question of whether the party wants to play in subtier 12-13 or 14-15; because there is no in-between for those two, you’ll be playing 6-player adjustment whichever way you’re going.

Second, since I know some people were on the fence I’m asking this now: Hard Mode or not? (Traps are basically nonexistent in Passing the Torch, if that would sway your vote.)

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

Player Name: CigarPete
Character Name: Zanice
Character Number: 52875-4
Faction: Dark Archive
Day Job: Recover one expended Prestige Point (Fangwood Keep boon)
Slow Track?: No
Notable Shenanigans: Has See in Darkness monster ability. Other than that, is normal Bladebound Magus shanigans (+4 unbreakable sword, adding additional +4 of abilities with arcane pool)
Email:peteplayspfs on the gmails
Continuity Check (see following post): I'll check boons when I get home and can go through chronicle sheets.

scenarios I've played on this character:

3-18: The God’s Market Gamble
4-23: Rivalry’s End
5-08: The Confirmation
5-15: Destiny of the Sands Part II: Race to Seeker’s Folly
9-07: Salvation of the Sages

Existed in 2013 - yes, as a GM baby. first chronicle was Oct 2013, first time played at a table was Mar 2014.
I have played Eyes of the Ten on another character.

Tier/Hard Mode: I'm good with hard mode either tier.

Liberty's Edge

CG Male Human Bard 14 | HP 91/101 | AC 24 T 15 FF 21 | CMB +9, CMD 24 | F: +13, R: +19, W: +17 | Init: +7 | Perc: +27, SM: +43 | Speed 30ft | Perform: 34/39 | Spells: 1st 7/8, 2nd 6/7, 3rd 4/6, 4th 3/6 5th 4/4 | Active conditions: echolocation, good hope

Player Name: Hawthwile
Character Name: Arnaut Danièl
Character Number: 264524-2
Faction: Liberty's Edge
Day Job: Perform (sing): 1d20 + 41 ⇒ (10) + 41 = 51
Slow Track?: No - Regular progression
Notable Shenanigans: Arnaut is a charmer - both figuratively and literally. It's difficult to resist his many wiles (enchantment specialization) or to tell when he's up to something (Spellsong feat for disguising spellcasting, uses Perform (sing) bonus (+41) on Bluff and Sense Motive checks). This all is enhanced by swift-action performances (such as Dirge of Doom and Inspire Courage +4) that are boosted by a mythical treasure - the Three Reasons to Live. An excellent party face and solid support/crowd control.
Email: Will send via PM
Continuity Check: Arnaut did not exist in 2013. He has played the following scenarios of those listed:
- #2-22: Eyes of the Ten Part IV: Nothing Ventured, Nothing Gained
- 9-00: Assault on Absalom
Hard Mode: I'm kinda on the fence here - Arnaut died twice during his run of Eyes of the Ten and has used up most of his accumulated prestige to pay for a particularly gnarly death. Who all do we have at the table? If it's a good spread (and the fact that there's six of us this time should help share the pain love), I would probably be willing to try Hard Mode.
Tier: I don't mind playing up to the 14-15 tier. Arnaut tends to stay in the back, so there's less immediate risk to him for playing out-of-tier. And he'll be leveling up to 14 after Part I, so might as well stay consistent?

I still need to update Arnaut's profile - removing a duplicate spell entry and updating boons and items after his last scenario.

Silver Crusade

Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

Checking in!
Player Name: Aldizog
Character Name: Sir Hendric the Vigilant
Character Number: 108731-2
Faction: Silver Crusade
Day Job: Profession (Barrister, Take 10): 10 + 10 = 20
Slow Track?: No
Notable Shenanigans: The GM knows these. Helping other martials with Tactician (Escape Route or Coordinated Charge) or Banner (boosted by human FCB to +5 morale bonus on charges). Doing, in optimal conditions, almost archer-caliber damage. Being able to charge through allies and around obstacles. Some UMD for utility scrolls. Scroll of AMF as a last resort.
Email: will send PM
Tier/Hard Mode: I would say NO on hard mode if we are doing the 14-15 Tier. I don't think playing up on Hard Mode is advisable (or even playing Hard Mode next scenario when some PCs might be 14.0). If we were APL 15.0-15.4, I might go for it. But not 13.5.
Role: Arnaut, looks like we have two bards, two magi, a mystic theurge, and a cavalier. You should know that Sir Hendric does not provide much of "front line" to hide behind. He hits hard, but lacks the AC and HP to trade blows toe-to-toe with foes of this level. Ideally he'll be doing Ride-By Attacks and not hanging around in enemies' faces.
Group Tactics: Sir Hendric helps martials a good amount. Coordinated Charge combined with his banner bonus means everybody gets an immediate-action charge at an additional +5 and then can take their regular turns. Better than Pounce, except for the impacts on swift-action economy. Also, Escape Route combines well with summoning (intelligent summons you can speak to) to provide a safe path for the PCs to get within the reach of Large+ enemies.
Actually, summoning could work really well with the bards and cavalier. Summoned creatures getting Inspire Courage +4, Haste, Banner bonus, and triggering Coordinated Charges or providing Escape Routes? That's interesting...

Scenarios and Continuity: Sir Hendric's first adventure was in December 2013.
He has done:
0-01 Silent Tide
5-08 The Confirmation (Linda Zayas-Palmer as GM! Charged the minotaur right away!)
2-17: Shades of Ice Part II: Exiles of Winter
2-22: Eyes of the Ten Part IV: Nothing Ventured, Nothing Gained (can PM the boon)

Dark Archive

Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
Spells:
5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

I sent you the boons I have on 9-07. Also, my Rivalry's End chronicle is on a different character.

Liberty's Edge

Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)

Player Name: Miteke
Character Name: Marta
Character Number: 141936-1
Faction: Liberty's Edge
Day Job: Caravan Vanity: 1d20 + 31 ⇒ (2) + 31 = 33
Slow Track?: No
Notable Shenanigans: See below
Email: will send PM
Tier/Hard Mode: No preference

Scenarios and Continuity:
0-01: Silent Tide
0-14: The Many Fortunes of Grandmaster Torch
1-54: Delirium’s Tangle
2-17: Shades of Ice Part II: Exiles of Winter
2-22: Eyes of the Ten Part IV: Nothing Ventured, Nothing Gained
2-26: The Mantis’s Prey
3-18: The God’s Market Gamble
4-23: Rivalry’s End
5-08: The Confirmation
5-12: Destiny of the Sands Part I: A Bitter Bargain
5-15: Destiny of the Sands Part II: Race to Seeker’s Folly
5-16: Destiny of the Sands Part III: Sanctum of the Sages
6-10: The Wounded Wisp
9-00: Assault on Absalom
9-04: The Unseen Inclusion
9-07: Salvation of the Sages
9-21: In the Grandmaster’s Name

Situational ST bonuses:

  • +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. [Deathless Spirit]
  • +2 vs. blinded or dazzled [halo]
  • +1 vs. disease and distraction by swarms [boon from chronicle 8]
  • +2 vs. sleep, paralysis, stunning [Dragon Style]
  • +1/adjacent character [Shake it Off and Solo Tactics]
  • Stalwart Inquisitor ability + Ring of Evasion means that if she makes her ST she suffers no ill effects most of the time.

  • Spells she tends to have active:

  • Halo (spammable)
  • Greater Magic Weapon (all day long, cast when she wakes up on her weapons)
  • Mage Armor (1 hours from wand, or longer if there is a spellcaster with the spell) - note that she has a pearl of power AND a runestone of power she lends out to a spell caster that can cast the spell on her.
  • Heroism (240 minutes, using metamagic rod of extend)
  • See Invisible (240 minutes, using metamagic rod of extend)
  • Heightened Awareness (120 minutes)
  • Tongues (240 minutes, using metamagic rod of extend)
  • Freedom of Movement (240 minutes, using metamagic rod of extend)

  • Other stuff:

  • DR 5 vs negative energy, does not lose HP from level loss due to Deathless Spirit
  • Immune to heat 110 F and below [boon]
  • Enforcer feat + amulet of mighty fists with cruel enchantment will often cause opponents to be intimidated and then sickened. I post details in a spoiler by the combat rolls.
  • She has an amulet of mighty fists and some holy handwraps. Both may not be active. Typically the amulet is the active item but due to its merciful enhancement it is useless in many occasions and she will swap in the handwraps when necessary.
  • Skills listed on her tag line already have Heroism added in.
  • She has a number of teamwork feats plus solo tactics that give her bonuses when flanking which are increased by her ring of tactical precision. The one you would probably need to be aware of is Outflank, which gives Marta a free AoO if the flank buddy scores a crit.
  • She tends to have a shield spell loaded into her spell storing ioun stone so that she can cast it in battle.
  • She has Combat Style Master so she is able to enter Dragon Style/Dragon Ferocity as a free action and will always do so unless stated otherwise.
  • She will do non-lethal damage if possible and gets extra bonuses from flanking due to team feats and Solo Tactics.

  • The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    As far as tier, I'd prefer 14-15. Since we have one person who isn't interested in hardmode, I assume that is enough to say no. I wouldn't want to pressure another player into it anyways :)

    Player Name: David
    Character Name: Pete
    Character Number: 54527-3
    Faction: Exchange
    Day Job: None
    Slow Track?: Nope
    Notable Shenanigans: Always acts in surprise round, standard action summons, can aid another on caster level checks, divine interference feat.

    Continuity Check (see following post):
    Pete's first adventure was first steps, in April of 2013

    Continuity:

    2-22: Eyes of the Ten Part IV:
    Nothing Ventured, Nothing Gained

    4-23: Rivalry’s End

    Tactics: Pete usually summons things as appropriate for the situation. He can also throw standard conjuration spells (e.g. glitterdust, chains of light) as needed, and can cast a few cleric spells (notably he has one heal spell a day, although he can also summon something that casts the same).

    Edit: Pete is a Divine Strategist Cleric, which always acts in surprise rounds. It is also how he aids another on caster level/concentration checks (I've never had this come up, but in theory it could, particularly for out of combat removal of stuff).

    Edit 2: Looked over people's sheets, let me know if i'm wildly off in terms of role, but we look modestly well balanced to me
    Combat Roles:
    Arnaut (Bard, Inspire Courage, buffs, save or suck)
    Hendric (Melee, teamwork buffs [coordinated charge])
    Zanice (Melee, magus)
    Marta (Melee, self-buffer, debuffer)
    Pete (Summons monsters, can throw save or suck)
    Jordan (Bard, Ranged)

    As a note Pete can cast spells as an 11th level cleric (with a caster level of 13), which means he can cast most of the good stuff. He can also summon Movanic Deva’s who themselves can cast heal once a day. I'd be happy to prepare mage armor in one of my first level slots and toss that on anyone who wants it.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

    I apologize, Delirium's Tangle is scenario 1-45, not 1-54.

    EDIT: Peter: how exactly do you always act in the surprise round?


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

    Alright, since most people have checked in (still waiting to hear from Jordan, but I know the player IRL and they said they'd dot in tomorrow), I'm going to to ahead and get the ball rolling. From the info I've gathered, I'm going to run it as subtier 14-15 with no Hard Mode; you guys may have to remind me to not run Hard Mode adjustments since I'm running Hard Mode for the other table.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    @Marta -- Both Sir Hendric and his horse have Shake it Off and so will try to be adjacent to you when possible; your Ring of Tactical Precision will mean you hand out a +2 for that feat.
    Also, if you wanted to use your ability to switch your most recent Teamwork feat, picking up Coordinated Charge could help.
    Sir Hendric has major swift-action economy problems, so if we can find ways to share teamwork feats without him using Tactician, that would be great.

    @Casters -- Sir Hendric will spend some gold on scrolls, but anything you can do to help from your slots would be welcomed. His highest priorities are:
    Air Walk (horse has the Air Walk trick)
    Echolocation (self-only so he will get a scroll and UMD it; fantastic for countering darkness, blindness, fog/smoke, invisibility, Mirror Image, etc., but only 40' range)
    Death Ward (short duration, use if expecting undead trouble)
    Freedom of Movement
    True Seeing (he has one use of the material component)
    Barkskin (neck slot is a Swarmbane Clasp)
    Magic Vestment (would be nice on shield)
    Shield of Faith (always good)
    Eagle's Splendor (not critical, but boosts his 1/day Knight's Challenge)
    Gust of Wind (he has a scroll of this; cloud spells are very annoying)

    He has a 2nd-level Pearl of Power. As a 15th-level PC, he has the right to buy scrolls of 8th-level spells, and I am willing to do so for party use if there is one that would be of exceptional use.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    The first combat we get into, if necessary, I can get you into the air, and I will likely summon a creature that can hand out up to 3 air walks with its slots.

    I can prepare a Magic Vestment, assuming we get a chance to change out spells at some point. I did leave a 3rd level slot open so could simply prepare it, but I usually leave that open to prepare status removal stuff.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis
    Arnaut wrote:
    He arches an eyebrow as he sits up. "And surely you have nothing to hide from your most trusted agents, do you? Surely you don't want to be painted with the same brush as our dear former Grandmaster."

    This is from one of the 10, one of the few who definitively outranks us. A bold move Cotton, lets see if it pays off for him :)

    Liberty's Edge

    CG Male Human Bard 14 | HP 91/101 | AC 24 T 15 FF 21 | CMB +9, CMD 24 | F: +13, R: +19, W: +17 | Init: +7 | Perc: +27, SM: +43 | Speed 30ft | Perform: 34/39 | Spells: 1st 7/8, 2nd 6/7, 3rd 4/6, 4th 3/6 5th 4/4 | Active conditions: echolocation, good hope

    Given that he just saved the lives of the Ten, Arnaut is... less than impressed with them currently. And he’s not really predisposed to respecting authority in the first place, so... ;-)


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

    Sorry, all; today has been insanity. I’ll try to update my games, but I’ve got an IRL game I have to leave for in about half an hour, so no promises.

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)
    Sir Hendric the Vigilant wrote:

    @Marta -- Both Sir Hendric and his horse have Shake it Off and so will try to be adjacent to you when possible; your Ring of Tactical Precision will mean you hand out a +2 for that feat.

    Also, if you wanted to use your ability to switch your most recent Teamwork feat, picking up Coordinated Charge could help.

    Done. Coordinated Charge now selected.

    Dark Archive

    Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
    Spells:
    5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

    Just a note - Zanice has Step Up, which he will use to remain close with any casters he gets into melee with if possible.

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)

    Question on activating/deactivating. Marta has handwraps, an amulet of mighty fists, and intends to get some lesser talismans. The amulet does not function with the other items. So how long would it take to switch between one set and the other. Do you have to

    a) deactivate all active items then
    b) activate all inactive items

    or just

    a) activate the inactive items which automatically inactivates the currently active item.

    Dark Archive

    Male Human Arrowsong Minstrel 14 | HP: 115/115 | AC 27 (T 18, FF 21) | CMB: 12 CMD: 32 | F:11 R:22 W:12 | Init 10 | Perc: 15 SM: 9 | Speed 30 ft. | Spells used: 1st: 0 2nd: 0 3rd: 0 4th: 0 5th: 0 | Active Effects:
    Spoiler:
    ;

    Player Name: X Hums
    Character Name: Jordan Fenrir Wolfe
    Character Number: 295369-1
    Faction: Dark Archives
    Day Job: Perform: 1d20 + 22 ⇒ (1) + 22 = 23
    Slow Track?: Nope
    Notable Shenanigans: Allies do not provide cover when affected by my song. Don't have 5th level spells quite yet because my archetype stole it from me.
    Email (see below): Will PM
    Continuity Check:

    Scenarios:

    2-22: Eyes of the Ten Part IV:
    Nothing Ventured, Nothing Gained
    2-26: The Mantis’s Prey (not with this character)
    3-18: The God’s Market Gamble (not with this character)
    5-08: The Confirmation (surprisingly, not with this character)
    5-15: Destiny of the Sands Part II: Race to Seeker’s Folly (not with this character)
    5-16: Destiny of the Sands Part III: Sanctum of the Sages (not with this character)
    6-10: The Wounded Wisp (not with this character)
    9-04: The Unseen Inclusion
    9-21: In the Grandmaster’s Name (not with this character)

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    @Pete, one other spell you might consider is Particulate Form. Would help the entire party against sneak attacks and critical hits - and we are going up against assassins known for using high-crit weapons. With your ability to act in the surprise round with a high Init, you might even get to cast this on everybody before the assassins go.
    Presuming that at some point in this scenario we might get jumped by Red Mantis Assassins. Just a wild guess.

    And I just realized how great the synergy is between Marta's Solo Tactics, Sir Hendric having the feat, and Pete summoning as a standard action.
    If Pete Summons anything that can charge a target within one of Marta's single moves, then she can charge it too. Which in turn triggers Sir Hendric's 3d8+90 charge (or 3d8+147 with Challenge). And all attacks getting a +5 morale bonus of course.
    The tricky thing is that you can't take immediate actions when flat-footed, so some delaying or readying might be necessary, but with some coordination this could work really well.

    Our biggest weakness is I think going to be enduring a first strike from enemies.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    I do currently have a head slot item, but in light of your concern over an ambush, I just might have an offensive idea rather than defensive one. I'd be giving up +2 to all my saves (and SR13 vs evil spells), but I could potentially purchase a lesser commander's helm with Lookout.

    @GM If before we leave Absolom we can make purchases, would a Lesser Commander's Helm with the lookout feat, when activated, allow everyone on my side to go at my initiative -1 (or their own if they got to go anyways, and get a full round in the surprise round)?

    @all, since we're going somewhere that doesn't like pathfinders another spell I intend to prepare is Veil. It isn't perfect, but it'll help.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Peter Zarr wrote:

    I do currently have a head slot item, but in light of your concern over an ambush, I just might have an offensive idea rather than defensive one. I'd be giving up +2 to all my saves (and SR13 vs evil spells), but I could potentially purchase a lesser commander's helm with Lookout.

    @GM If before we leave Absolom we can make purchases, would a Lesser Commander's Helm with the lookout feat, when activated, allow everyone on my side to go at my initiative -1 (or their own if they got to go anyways, and get a full round in the surprise round)?

    @all, since we're going somewhere that doesn't like pathfinders another spell I intend to prepare is Veil. It isn't perfect, but it'll help.

    Um...for it to work like you want it to, you'll have to take a standard action to activate the item before initiative is roll, which is impossible if the enemy gets the drop on you guys. You don't just automatically give out those benefits in the middle of the combat.

    EDIT: Alright, after a quick search of the forums, there's quite a few conflicting opinions on how this interaction would work; I'm going to go with my initial ruling that you wouldn't be able to retroactively allow people to act in the surprise round.

    EDIT 2: And I ask again: how is Peter able to always act in the surprise round?

    The Exchange

    1 person marked this as a favorite.
    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    So lookout is either really good, or basically worthless, depending on the interpretation of that, which is why I asked before committing resources to it :)

    I apologize for editing my answer into my earlier post as opposed to replying seperately. Peter is a Divine Strategist cleric from ultimate combat.

    Ultimate combat, page 40 wrote:

    Master Tactician (Ex): A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flat- footed until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. At 20th level, a divine strategist’s initiative roll is automatically a natural 20. Allies able to see and hear the divine strategist gain a bonus on initiative checks equal to 1/4 the divine strategist’s level. This is a language- dependent ability. This ability replaces channel energy.

    Caster Support (Su): A divine strategist can use the aid another action to assist another divine spellcaster, granting a +2 circumstance bonus on caster level checks and concentration checks until the beginning of the divine strategist’s next turn. This bonus increases by +1 at 4th level and every four levels thereafter (to a maximum of +7 at 20th level). The allied caster must remain adjacent to the divine strategist to gain this benefit. Caster support can be used to assist arcane spellcasters or characters using magical items, but they gain only half the normal bonus.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    A Lesser Commander's Helm combined with the Shared Training spell might work. And that spell is on everyone's list and would last a couple of hours.

    Sir Hendric actually had Lookout for a long time and it came into play maybe once in eight levels. So retrained it for Escape Route. I don't know why there were so few surprise rounds in his early PFS career.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis
    Sir Hendric the Vigilant wrote:

    A Lesser Commander's Helm combined with the Shared Training spell might work. And that spell is on everyone's list and would last a couple of hours.

    Sir Hendric actually had Lookout for a long time and it came into play maybe once in eight levels. So retrained it for Escape Route. I don't know why there were so few surprise rounds in his early PFS career.

    That should work but my idea was coverage when not buffed, even with 10minutes per level, and I would only be able to hit 4 allies with CL13, so two castings. I’m not going to stress over it.

    Edit: That spell is interesting, definitely looking into it for my bard, particularly with battle song of the people’s revolt masterpiece.

    Dark Archive

    Male Human Arrowsong Minstrel 14 | HP: 115/115 | AC 27 (T 18, FF 21) | CMB: 12 CMD: 32 | F:11 R:22 W:12 | Init 10 | Perc: 15 SM: 9 | Speed 30 ft. | Spells used: 1st: 0 2nd: 0 3rd: 0 4th: 0 5th: 0 | Active Effects:
    Spoiler:
    ;

    Sorry to all about not checking in to gameplay yet. Work's nuts. I work escalations at a software engineering company, and we've been receiving more than we've been clearing.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    I’m fine taking the boat if that’s what’s best. In terms of anti divination stuff, none of it is fool proof (until we’re talking mind blank, which is beyond my abilities).


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Sir Hendric the Vigilant wrote:

    That is why travel time matters. Some spells that we might use to ward against divination - like Nondetection, False Future and Mask from Divination - have expensive material components.

    I'd rather Greater Teleport if possible; a week-long journey on a boat with potential spies seems riskier than teleporting. We could pose as Aspis agents or wanna-be Red Mantis recruits, so even if they have wards to detect teleportation we are not automatically assumed to be Pathfinders.

    But you also would have a PC with one fewer spell, since at the very least would have cast a greater teleport to get everyone there. I know it doesn’t really matter at this level, but I’m just playing devil’s advocate at this point. But I do apologize; I shouldn’t have just answered your travel time question with “it’s hand-waved.”

    EDIT: Plus the “expensive material components” you were talking about is 200 gp for mask from divination, 100 gp for false future, and 50 gp for nondetection. To keep that up on everyone for the seven-day trip would be 8400 gp for the first spell, half that for the second one, and half of that for the third. At this level that’s chump change; Peter was literally about to spend more than that on a helm that he would’ve used once, maybe twice.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis
    GM Xavier Kahlvet wrote:
    Sir Hendric the Vigilant wrote:

    That is why travel time matters. Some spells that we might use to ward against divination - like Nondetection, False Future and Mask from Divination - have expensive material components.

    I'd rather Greater Teleport if possible; a week-long journey on a boat with potential spies seems riskier than teleporting. We could pose as Aspis agents or wanna-be Red Mantis recruits, so even if they have wards to detect teleportation we are not automatically assumed to be Pathfinders.
    But you also would have a PC with one fewer spell, since at the very least would have cast a greater teleport to get everyone there. I know it doesn’t really matter at this level, but I’m just playing devil’s advocate at this point. But I do apologize; I shouldn’t have just answered your travel time question with “it’s hand-waved.”

    Greater teleport would take one of my 7th level slots, of which I have 3. Also, I need to know where I am going, especially since we’re going into such hostile territory. I think the boat may well be much safer, especially with veil up, a decent cover story, and multiple people who can make a decent bluff check.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

    I just edited my previous post right after Peter posted, by the way.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    I’m honestly more concerned that using 8 5th level spell slots (6pcs, 1 AC, 1 familiar) is a misallocation of resources, since my spells are all that I’ve got. The other spells don’t seem to have a long enough duration, but it seems like teleporting in is super conspicuous. I posted my idea, so I won’t belabor it, we could vote or propose additional ideas

    1.Use veil and a cover story: (my vote)
    2.Use greater teleport (If voting for this please specify where we’d go on the island):
    3. 1 but try to arrange protections against divination (which can all fail with a caster level check)
    4: 2 but try to arrange protections against divination (which can all fail with a caster level check)

    Dark Archive

    Male LN Tiefling Magus (Bladebound) 13 | HP 134/132 | AC 28 T 19 FF 21 (29/20/21) | CMB +12(15), CMD 30 | F: +15, R: +13, W: +11(17/16/11) | Init: +12 | Perc: +15, SM: +2 | Speed 30ft | Arcane Pool 7/13 |Active Cond: OvrlndFlt,LifeBble,StSkn70,Haste,GdHope |
    Spells:
    5th - OverlandFlt,WallForce 4th - DimDoor,GrtrInvis2,BlkTentcls 3rd - Haste,VampTouch,DispelMagic,Slow,Displace 2nd - Bladed Dashx2, False Lifex2, Mirror Img, Frigid Touch, Glitterdust, Resist Energy 1st - Corrosive Touch, Grease, Ray of Enfeeble, Shield, Shocking Graspx2, Vanish

    Full disclosure - I'm not voicing an opinion in this decision because I've run this scenario and am fully aware of the mechanics. I will let the group decide what to do and support that.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Zanice wrote:
    Full disclosure - I'm not voicing an opinion in this decision because I've run this scenario and am fully aware of the mechanics. I will let the group decide what to do and support that.

    And I thank you for your restraint.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    Mind Blank is probably too expensive, and I think only Sir Hendric can buy scrolls of 8th level spells.

    Carry Companion (a 150 gp scroll) can make Sentry not a burden on the casters.

    Commune could be useful for planning. "Will Veil be enough to keep us hidden from the divinations of the Red Mantis cultists?" - something like that.

    I know I am being quite cautious here. In my experience with Seeker-level games that is necessary. It may not be quite as necessary without Hard Mode. I don't know.

    I will go with the party vote. Mine would be (4) but it is Pete's spell slots we are talking about so he should have a veto. Wind Walk might be better than Greater Teleport. One slot from Pete, and one scroll that one of the bards uses.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Sir Hendric the Vigilant wrote:
    Not once have I been ordered to perform an assassination against a mortal man with a right to due process.

    Runelord Krune.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward
    GM Xavier Kahlvet wrote:
    Sir Hendric the Vigilant wrote:
    Not once have I been ordered to perform an assassination against a mortal man with a right to due process.
    Runelord Krune.

    I thought about that one, but

    1) He wasn't a citizen of any extant nation, and the mission wasn't in any nation, so due process was hard to ascertain, and
    2) More importantly, I didn't recall the mission briefing being that explicit. Did they tell us to NOT take him alive?

    Also, Sir Hendric is a much less trusting person now than he was then.

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)

    This is Marta's second seeker mission having just completed Eyes of the Ten. It too was a mess but no assassinations were called for. Looking forward to a tussle with a Runelord!

    Liberty's Edge

    1 person marked this as a favorite.
    Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)

    Marta has the Explore, Report, Cooperate boon from the Confirmation. Would it be applicable to use it to find out if a teleportation would be a good idea.

    Liberty's Edge

    CG Male Human Bard 14 | HP 91/101 | AC 24 T 15 FF 21 | CMB +9, CMD 24 | F: +13, R: +19, W: +17 | Init: +7 | Perc: +27, SM: +43 | Speed 30ft | Perform: 34/39 | Spells: 1st 7/8, 2nd 6/7, 3rd 4/6, 4th 3/6 5th 4/4 | Active conditions: echolocation, good hope

    ^^Ooo, I dig!


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |

    Since it seems like you guys are done talking, rune me through the logistics of your plan for keeping a low profile.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    I think the plan is we use Veil to pseudorandomly disguise ourselves as non seeker pathfinder characters. For those who have disguise, they can try to look like someone specific (if desired), along with a +10 bonus from the spell. There has been some discussion about having aspis badges.

    We're going to go to our cabin on the ship, and probably not plan on leaving it much. We haven't decided on specifics on if people would like to purchase scrolls of Nondetection, False Future and Mask from Divination, I personally am against the plan because it seems like a lot of expended gold for relatively little gain. I think if we encounter people who suspect us between the Veil and our bluffs saying that we're Aspis Agents, we'll be able to convince them that we're not Pathfinders.

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)
    Marta - A.K.A. Telmar So-Melnop wrote:
    Marta has the Explore, Report, Cooperate boon from the Confirmation. Would it be applicable to use it to find out if a teleportation would be a good idea.

    Could you answer this before we finalize a plan? I do like the plan to fake a teleport and board a ship for the island, but if the boon shows that a teleport would work OK, then that would be the better plan.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Marta - A.K.A. Telmar So-Melnop wrote:
    Marta - A.K.A. Telmar So-Melnop wrote:
    Marta has the Explore, Report, Cooperate boon from the Confirmation. Would it be applicable to use it to find out if a teleportation would be a good idea.
    Could you answer this before we finalize a plan? I do like the plan to fake a teleport and board a ship for the island, but if the boon shows that a teleport would work OK, then that would be the better plan.

    My apologies, I thought you were still debating using it. That boon only tells you if a particular action affects the secondary success condition, not the primary, just so you know. If you still wish to use it then I'll happily answer it.

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)

    Id does say that if a secondary objective does not come into play, the GM may respond with a phrase of 5 words or less. Frankly, I would think that this would be the majority of the times. Secondary objectives are usually pretty narrowly defined like rescue Bob from Jack.


    | Strange Aeons | Low Tier Passing the Torch | High Tier Passing the Torch |
    Marta - A.K.A. Telmar So-Melnop wrote:
    Id does say that if a secondary objective does not come into play, the GM may respond with a phrase of 5 words or less. Frankly, I would think that this would be the majority of the times. Secondary objectives are usually pretty narrowly defined like rescue Bob from Jack.

    Oh, I had missed that. In that case:

    “Teleportation vs ship is irrelevant.”

    There’s your five words.

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)

    THANKS! Now to RP it.

    The Exchange

    | Male N Medium Human Cleric 1, Wizard 4, Mystic Theurge 10 | HP 121/121 | AC 13, T 9, FF 13 | CMB +5 CMD 14 | F +21 R +15 W +26 | Init +16 using HA | Perc +31, Sense Motive +29 | Speed 30ft, fly 60ft | Copycat 6/6, Shift 13/13, l quicken 0/3, extend 0/3, l extend 3/3 | Active Conditions: Overland Flight, Ant Haul, Life Bubble, Heroism, Freedom of Movement, Death Ward,arcane sight, see invis

    We have 6 PCs so my greater teleport isn’t enough. If we buy it instead, we’re looking at 2 greater teleports and 2 teleports (I assume they charge us for the return trip). That plus the Mask from Divination (the 24 hour one) costs us each 1170gp. My vote, if it doesn’t matter, is we take the boat. I’m confident between bluff and veil that is a solid option, and a boon has said its irrelevant, but please definitely vote so we can proceed :).

    Liberty's Edge

    Female Aasimar UMonk/1 Inquisitor/13| HP: 116/116 (0/5 temp hp) | AC/T/FF: 37/29/26 26/22/16 | CMB: +16, CMD: 40 35 (+4) CD| F/R/W: 21/20/25 17/15/21 | Init: +14 (-4 wo HAware) | Acro +22 (27), Intim +34 (+2 if Halo), Perc +28, SenMot +23, SpCft +6, Stealth +12, Survival +13 (-2 to all skills wo heroism) | Speed 30ft | Active Conditions: freedom of movement, see invisibility, tongues, life bubble, fly, holy aura, good hope, inspire +4, haste, staggered, and more (see buff tracking sheet)

    Cheap is good. Let's take the boat.

    Silver Crusade

    Male Human Cavalier 15 | AC 37 T 18 FF 34 CMD 39 | HP 124/124 | Horse 102/102 | F+20 R+17 W+18 | Init +2 | Per +28 | Challenge 3/5 | Tactician 4/4 | Reroll 1/1 | Called 1/1 | Inspiring Rush 0/1 | Active: Magic Vestment, Heroism, Good Hope, Barkskin, See Invis, Holy Aura, Haste, Death Ward

    Sir Hendric has bought the following for this mission:

    2 Scrolls of See Invisibility (300)
    2 Scrolls of Barkskin (300)
    Scroll of Echolocation (700)
    4 Scrolls of Heightened Awareness (100)
    Scroll of Carry Companion (150)

    Before departing Skyreach, he used his Knight's Pennon of Honor for Heroism and then read the scroll of Carry Companion.

    UMD DC 23, Heroism: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40
    Thank you RNG for that nat 20 at such a crucial time...

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