Menagerie PFS: Wounded Wisp (Inactive)

Game Master Gummy Bear


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Welcome! This is our first game together with our eclectic little bunch of snowflakes, hooray! Please read my GM profile when you get the chance. I don't think it has anything crazy in there, but CYA and all that.

***Begin Chronicle Information Form***

Player:
Character:
Pathfinder Society Number:
Faction:
Slow Track or Normal:

This Chronicle #:
Starting XP:
Initial Prestige:
Initial Fame:
Prestige Spent on this Chronicle:
Starting Gold:
Day Job Roll:
Gold Spent on this Chronicle:
Anything else you want me to note on your Chronicle:

***End Chronicle Information Form***

Also, as your all-mighty GM, I demand one fun fact from each player after the above chronicle stuff. It is quite nonnegotiable and I reserve the right to veto your fun fact ;)

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

Player: supervillan
Character: Aurora Arulius
Pathfinder Society Number: 75577-17
Faction: Dark Archive
Slow Track or Normal: normal

This Chronicle #: 1 (the race boon is #0)
Starting XP: 0
Initial Prestige: 0
Initial Fame: 0
Prestige Spent on this Chronicle: 0 (will spend first 2PP on clw wand though)
Starting Gold: 6.81gp
Day Job Roll: perform (sing): 1d20 + 7 ⇒ (4) + 7 = 11
Gold Spent on this Chronicle: 0
Anything else you want me to note on your Chronicle: -

Fun Fact: an Arulius is a type of tropical fish :D

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

Player: Tim M (Blake's Tiger)
Character: Onye Dawon
Pathfinder Society Number: 230524-43
Faction: Concordance of Elements
Slow Track or Normal: Normal

This Chronicle #: 5
Starting XP: 3
Initial Prestige: 6
Initial Fame: 6
Prestige Spent on this Chronicle: 2
Starting Gold: 1104.9
Day Job Roll: Other activity
Gold Spent on this Chronicle: None anticipated
Anything else you want me to note on your Chronicle:

Wand of Cure Light Wounds [50/50] purchased with 2 Prestige

Attune Ley Lines (DC 17) Knowledge (planes): 1d20 + 6 ⇒ (18) + 6 = 24 Success!

**Special Abilities/Situational Modifiers**

Cat's Luck: Roll two Reflex saves and take the best (1/day)

Spirit Surge: Like the medium ability can optionally apply 1d6 to a failed roll. What rolls are affected depends upon the spirit channeled (or in this case, the aspect of nature channeled). However, if I have Lion activated, any d20 of mine can be affected. Hard limit is 3 but I try not to use it too often as using it more than once causes an initiative penalty (as well as a bonus vs. mental effects).

**Fun Fact**

I lived and worked in Malawi (Lilongwe and Zomba).


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Aurora, I didn't know that! Does the fish's name sound right for your character, or are there other reasons for why you chose it? I see that your initial submission for the filk thing with Hmm is heavily influenced by Disney's "The Little Mermaid", how much of the source material do you intend on bringing out in your character?

Onye, first some mechanical questions:
"Attune Ley Lines" is what, exactly? Just the Reader's Digest version, no need to type the whole thing out (I'm assuming it is a boon since it seems to have replaced your day job roll).
For your Cat's Luck and Spirit Surge, are there any situations where you would use them for sure? Then I can apply them if it comes up while rolling something. Otherwise, just let me know that you're using it and I'll retcon whatever needs to be changed.

I lived in Zimbabwe and South Africa (Harare and Johannesburg, respectively)! What brought you to Malawi? I was still a child, so at the whim of my mom's job when we were there (we were in those countries a total of five years, then we went to live in the States).

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

Attune Ley Lines is a Faction Card task.

Since I don't have Spellcraft, I'll just use Cat's Luck on the first Reflex save in a given day.

For spirit surge, I usually reserve it for attack and saves (or critical skill checks, which is subjective) that are near misses. If combat has been going, I have a better sense of what might hit, otherwise I aim for rolls that fail on a total of 14 or higher. I can pretty much do it on the front end with attack rolls and conditional surges. For saves, again lacking Spellcraft, I'd apply it on Will saves with a total of ~13 or higher given those tend to shut you down and he sucks at Willpower.

My first non-training job was with the Pediatric AIDS Corps. That job took me to Malawi.

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

I think that when I was creating Aurora I just wanted a name suggestive of her aquatic nature, whilst being "princess-y". I'm no expert on fish, nor on The Little Mermaid, but my google-fu is reasonable :)

My wife, on the other hand, knows all of the disney songs practically by heart.

So, I don't expect I'll be (deliberately) introducing any of the themes of The Little Mermaid, though Aurora does have the alt racial trait that grants Fins to Feet. I think she's very unlikely to fall in love with a land-dweller. The only 'significant other' in her life, other than the Divine Princess, is her erstwhile master (and he's a lich).

Aurora's personality is eager, excitable, and greedy. Very greedy. But greedy only when it comes to food and new experience. Of course I haven't played her yet, so I expect some change and character evolution. These are just my initial ideas.

Dark Archive

N Male Ratfolk Unchained Rogue (Underground Chemist) -1 HP 11/11 Int +6, AC 19, touch 15, flat-footed 13 Fort +2, Ref +6, Will +1, Perception +7 Darkvision 60' Move 20'

Player: Pat Lowinger
Character: Tibitz
Pathfinder Society Number: 94956-28
Faction: Dark Archive
Slow Track or Normal: normal

This Chronicle #: 1 (the race boon is #0)
Starting XP: 0
Initial Prestige: 0
Initial Fame: 0
Prestige Spent on this Chronicle: 0
Starting Gold: 46.5

Dayjob (Part-time Explosives Expert)(Craft Alchemy): 1d20 + 8 ⇒ (10) + 8 = 18

Fun fact- Everything is usually silent... right before the BOOM!

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

Okay so looking at my chronicles I just realized that my leshy hunter Zu has already played Wounded Wisp so I'll bring Tsamara for Wisp (which will bump her to 2nd) and maybe Zu for Murder's Mark, depending on the rest of the group composition (which would also bump him to 2nd).

Player: Lady Ladile
Character: Tsamara the Luminous
Pathfinder Society Number: 192133-19
Faction: Grand Lodge
Slow Track or Normal: Normal

This Chronicle #: 4
Starting XP: 2
Initial Prestige: 2
Initial Fame: 4
Prestige Spent on this Chronicle: None (Yet)
Starting Gold: 1074.9
Day Job Roll: None
Gold Spent on this Chronicle: None (Yet)
Anything else you want me to note on your Chronicle: Nothing I can think of.

No particularly situational abilities save the same Cat's Luck racial trait that Onye has.

Fun Fact: Weird Al Yankovic is the only musical artist that I've seen in concert and I've seen him in concert on three different occasions.


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Has anyone not played this before?

I think our eclectic group of PC's is being run by an eclectic group of players!

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

If everyone has played this, would we like to do the optional replacement fight?

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

I have played Wounded Wisp several times, but never GM'd it. So I'm not sure which is the replacement fight? I recall several variations of the first fight, and the final fight has been the same each time I've played I think.

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

All the fights are random, but if everyone has played before there's an option for a completely different kind of last fight using a different table and location.

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

I'm up for that.

Dark Archive

N Male Ratfolk Unchained Rogue (Underground Chemist) -1 HP 11/11 Int +6, AC 19, touch 15, flat-footed 13 Fort +2, Ref +6, Will +1, Perception +7 Darkvision 60' Move 20'

So am I.


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Ladile has been swamped lately, I'll give her until the afternoon my time (which I believe is morning ish for her) to get a post in before updating.

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

^I'm actually making some posting rounds now and this game is next on the list :3

(Local time here is currently 04:33 am.)


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Hooray! :D

-but also-

Sweet Baby Jesus, porque senorita Ladile?!

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

Because she works nights, and I have finished my last night shift. Yay for me!

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

^Yep. It's easier on my sleep schedule and internal clock if I try to keep to a night schedule even when I'm not working. That said, I have the luxury of being able to do that since there aren't any kids to worry about and not a huge amount of 'must dos' on our end that require being up during the day.

Of course if there's something going on that requires me being up during daylight hours I'll plan accordingly or suck it up if I can't plan.


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Ah, well that makes a lot of sense!

*Facepalm* Links should work now, thanks Onye!

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

I added an image for Aurora's horse to the slides, in case it's needed.

The Concordance

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CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

*clutches his chest* Oh, all those natural 20s lost on DC10 checks...

Dark Archive

N Male Ratfolk Unchained Rogue (Underground Chemist) -1 HP 11/11 Int +6, AC 19, touch 15, flat-footed 13 Fort +2, Ref +6, Will +1, Perception +7 Darkvision 60' Move 20'

EVIL GRIN!

"Gods of dices love Tibitz!"


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THAT'S WHERE THEY'RE GOING!

Meanwhile, I have a knowledge junky character that has the opposite luck. His wonderful knowledge bonuses only seem to be useful for background knowledge (but, you know, never the kind that's actually useful)! Creature Id's? LOL! What are those?! *flips table, tries not to cry, cries a lot*


1 person marked this as a favorite.
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Who'd have thunk the Urgathoan Cleric would be the one dealing with blasphemous party members ;)

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

Aurora now wants to take poor Tibitz under her wing (fin?) and feed him up!

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
Aurora Arulius wrote:
Aurora now wants to take poor Tibitz under her wing (fin?) and feed fatten him up!

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

^^ that too! Aurora is skinny though (accounts for low STR), one of those folk who can eat constantly without gaining weight.

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

You mean like... Urgathoa? ;)

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

Well, maybe not that skinny :o

Dark Archive

N Male Ratfolk Unchained Rogue (Underground Chemist) -1 HP 11/11 Int +6, AC 19, touch 15, flat-footed 13 Fort +2, Ref +6, Will +1, Perception +7 Darkvision 60' Move 20'

Tibitz doesn't need to spend too much time talking... I am ready to move the action forward if the party is ready.


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Fair enough. It's just about 9:30am for me. The next time I'll have to post is around 4pm, so about 7hrs from this post. If you're still interested in RPing your current situation go for it! Otherwise I'll wrap it up and push us forwards.

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

Oh. let's have just a quick listen to Janira before we move.


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Spoilered for the principle of the matter, I know we've all played this before.

GM to GM Question:

Aurora moves at 5ft on land. Assuming she makes weight, the trap states that medium creatures must move no more than a quarter of their move speed to safely cross. There are no written allowances for variable move speeds... So if a Dwarf has a 100ft move speed, they can move at 25ft (faster than a standard Dwarf) at no risk. Yet, a standard Dwarf must move 5ft or incur risk. Ok, odd, but fine, whatever. But does that mean Aurora must take 4 rounds (2 on the double move) to cross the plank? Does 5ft, as the smallest unit of measure, mean she is incapable of moving at quarter speed? I know she can't 5ft step, if that helps at all.

I suppose the question is: How does fractional move speed work for a creature with 5ft of movement? Are they capable of doing so? (the stealth skill mentions fractional move speeds as well, btw)

I know this isn't a huge deal in this context, but this seems like a corner case worth looking into since we plan on having Aurora hang around (until she decides we're the tasty ones!).

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

gm reply:
Generally speaking, fractional speeds have no effect. There are a number of alternate favoured class bonuses that award +1' of movement speed that say "this bonus has no effect until you have taken it a multiple of 5 times". Since the game uses a 5' square tactical grid, that's the minimum speed you can go with a Move action.

However, it's clearly possible to move more slowly than that in terms of simple physicality.

So, my ruling would be that in combat Aurora can't move less than 5' but out of combat Aurora - and anyone else for that matter - can go as slowly as they like. Put differently, if you're moving at less than 5' per 6 seconds then you don't move on the tactical map in a given combat round.

I plan on solving Aurora's landspeed issue by getting her a Broom of Flying, but that can't be had until at least level 7 because of the Fame requirement. The Fins to Feet SLA is good for one use per day, giving legs and a base 30' speed for 1 hour per level, and I may pick up a few scrolls with the spell on later. Sadly it's not on the cleric list. For the time being, it's horseback or squirming :p


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GM Reply to Reply:

Makes sense to me! Unless someone has a compelling counter-argument, combat vs non-combat movement seems fair and valid to me.

Thanks :)

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

GM Stuff:

No counter-arguments on my end!

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

GMish:
I believe, as long as you aren't immobile due to an effect, the minimum movement is 5 ft. So 1/2 of 5 is 5, 1/4 of 5 is 5. That 1/2 of 5 is 5 does not mean you're not moving half speed. It's weird.

Dark Archive

N Male Ratfolk Unchained Rogue (Underground Chemist) -1 HP 11/11 Int +6, AC 19, touch 15, flat-footed 13 Fort +2, Ref +6, Will +1, Perception +7 Darkvision 60' Move 20'

RETCON- If Onye doesn't kill the first of the scorpions Tibitz will make a different move.

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless
Quote:
It's the orchestra playing in Onye's head right now ;)

More like a movie fight scene montage set to 'I Need a Hero,' and by level 4, you'll all get to hear it when he fights.


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Aurora Arulius wrote:

"So, anybody know what goes well with land-lobster?" Aurora asks, as she invokes a minor divine blessing.

Cast Guidance on self - and trigger Divine Vessel domain ability. Each ally within 15' of Aurora (that's all of us) gets an untyped +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. All hail Urgathoa's generosity!

She pops another buffalo wing in her mouth.

...and that's the most effective use of the Divine Magic Domain I've ever seen! Very clever, y'all are teaching me all sorts of stuff!

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

^^ Divine Vessel is the main reason I chose that domain aside from it being a good fit for Aurora's background. It's strong buff at low levels and it should stay relevant at higher levels especially as it doesn't take a separate action to use.

I was considering dumping dex instead of strength and taking the Ferocity (strength) domain - Urgathoa's scythe is a mean weapon. But I think I prefer a more casty cleric. I could always switch if we're struggling to do damage.

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)
Onye Dawon wrote:
Quote:
It's the orchestra playing in Onye's head right now ;)
More like a movie fight scene montage set to 'I Need a Hero,' and by level 4, you'll all get to hear it when he fights.

This just reminds me that I need to finally get around to deciding on theme music for all of my characters...or at least the ones I play the most...


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Aurora Arulius wrote:

^^ Divine Vessel is the main reason I chose that domain aside from it being a good fit for Aurora's background. It's strong buff at low levels and it should stay relevant at higher levels especially as it doesn't take a separate action to use.

I was considering dumping dex instead of strength and taking the Ferocity (strength) domain - Urgathoa's scythe is a mean weapon. But I think I prefer a more casty cleric. I could always switch if we're struggling to do damage.

Scythe is fun! What I usually settle on is not dumping strength and then carrying it around for CdG's. 8d4 damage an a 10+damage Fort save or die is serious business!

Battle clerics are hard for me to get my head around. I understand the idea that you'll have a cleric that is ok at melee when melee is most important (early game), then focus more on casting as it becomes more important. However when it comes to actually building it out, I get concerned about when the shift should happen and then I either jump the gun or show up a day late and a dollar short. I avoid playing such characters as a result...

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

I have the same problem. I did better in 3.5 where the combat buffs could pull their weight in combat, but without some of those crutches, I find it hard to balance.

Dark Archive

active effects:
Merfolk Cleric 4 | AC 19 T 11 FF 18 | CMD 11 | HP 31/31| F +7 R +3 W +8 | Init +1 | Perc +3 | Channel 6/7 | Divine Vessel 5/6 | Death's Kiss 6/6

My other cleric (Nana) carries a +1 keen adamantine falchion, but almost never uses it. Until around level 5 or 6 she would quite often melee with a greataxe or falchion, after than she's been casting almost all the time (now level 10). She's summoning focused though, so all of her feats are given over to that. I think I gave her a starting STR of 14. She got an animal companion at level 6 (actually I think I didn't 'recruit' the companion till level 7 though - needed Boon Companion). The companion does melee duty now.


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Onye, I'm guessing you've had your night shifts and/or are slammed at work. Hope things are going well for you!

The Concordance

CG male catfolk 4 | HP: 27/37 | AC: 21 (22) T: 15 FF: 16 (17) | F: +10 R: +8 W: +0 | CMD: 20 | Init: +4 | Perc: +7 (scent) SM: -1 | Speed: 35 ft (climb 15 ft) | SR 4/6 | BR 6/6 | Flex: 4/4 | Influence: 2/4 | Cat’s Luck: 1/1 | Re-Roll: 1/1 | Effects: bless

Slammed by kids, this time.

EDIT: Actually, I think this was the campaign I skipped. I remember reading three posts in a campaign, said to myself, "Remember that you cleared the notification," and then forgot which one it was when I ran through them after work. But the kids were insane... so much squealing and chasing balloons.

Grand Lodge

HP: 31/31 l AC: 18, T 14, FF 14 l CMD 17 l F +4, R +5, W +6; +4 vs. charm, compulsion, curse | Luminous Form (3/4) l Cat's Luck (1/1) l L1: 6/7, L2: 4/4 l Init +4 l Senses: Perception -1, Low-Light Vision
Skills:
Diplomacy +11, Kn. History/Local/Planes/Religion +9, Kn. Nature +8, Linguistics +4, Spellcraft +9
Female CG Catfolk Oracle (Spirit Guide) 4 | Active Conditions: Blur (1 min)

Bear with me as I'm still getting a feel for Tsamara's 'voice'. I actually RPed with her a little in one of my own GM games as an agent who took the party on a small sight-seeing trip before their mission briefing and she was a lot more gregarious and impulsive there. Thought I'd try a different take on her with this game.

Of course maybe she's more toned down here due to being a long way from home?


Maps | Handouts | Spell Templates | Spell Effects | Knowledge Checks

Templates just get rolled into the same check to identify, right? Could it be a separate check? It makes a lot of sense to me that someone with knowledge planes could identify the modifications to these creatures, as could anyone who could cast the Summon Monster spell line, without knowing what the original version of the creature is.

If I goofed any of the rules, lmk! I find the knowledge rules annoyingly vague on some pretty common situations (not to mention how some people run them, but that's a separate rant all together).

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