GM Hawthwile's Eyes of the Ten (Inactive)

Game Master Hawthwile

Maps, Important People, and Handouts


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Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn looks to Kiboko and Fendel…and then shrugs. ”As you wish…”

The Elf will move counterclockwise through the next door and examine that room and try to disarm a trap if found…

Perception: 1d20 + 25 ⇒ (17) + 25 = 42
Disable Device: 1d20 + 28 ⇒ (17) + 28 = 45

…and if this revolving chamber and its rooms are all similar, he’ll do the same with the next room as well…

Perception: 1d20 + 25 ⇒ (9) + 25 = 34
Disable Device: 1d20 + 28 ⇒ (5) + 28 = 33


Witch's Winter Holiday

The only open door currently is the one between the red and blue rooms. I'll resolve things based on what it looks like folks have been suggesting.

The Seekers follow after Flyn into the blue chamber. The elf waits until everyone is inside, then pulls the silver lever on the other far side of the room.

The door behind them slams shut.

There is a faint wash of cool energy through the room.

The floor shifts underfoot.

The door opens, revealing a room decorated with vivid green tiles. Two doors stand in the walls - one on the outer edge of the room, the other on the opposite side of the one the Pathfinders peer through. Having found magical defenses in the previous two rooms, Flyn anticipates another in this room - and is not surprised to spot the familiar lattice of latent magical energy. Quickly he separates the trigger from the payload - noticing only afterward that this trap was not designed to spray acid into the room, but to petrify everyone inside.

Flesh to stone trap.

The Seekers follow after Flyn into the green chamber. The elf waits until everyone is inside, then pulls the silver lever on the other far side of the room.

The door behind them slams shut.

There is a faint feeling of weighty energy through the room.

The floor shifts underfoot.

The door opens, revealing a room decorated with vivid yellow tiles. One door stands in the wall on the opposite of the room. Again Flyn finds and disconnects magical defenses - these ones leaving the hair on his arms standing on end like the air before the lightning strike.

The Seekers follow after Flyn into the yellow chamber. The elf waits until everyone is inside, then pulls the silver lever on the other far side of the room.

The door behind them slams shut.

There is a faint smell of ozone in the air.

The floor shifts underfoot.

The door opens, revealing the room decorated with bright red tiles again. Remembering the inscription on the floor of the entry chamber, Flyn directs everyone back into the red room before pulling the lever on the outer edge of the room.

The door behind them slams shut.

There is a faint wash of warm air through the room.

The floor shifts underfoot.

The door opens, revealing a broad, windowless hall. Half columns of marble flank the walls, and a carpeted path stretches towards the single exit - a curved stairwell carved of slick, gray basalt. In the center of the hall, atop a marble dais, perches a great copper-clad sphinx with milky-white eyes. It rises to its feet and roars a challenge! "Indringers! Jy sal met jou lewe vir jou oortreding betaal!"

Ancient Osirion:
"Intruders! You will pay for your transgression with your lives!"

Knowledge (history) DC 25:
This is Andrexiel, the Copper Sphinx - a sentient construct made of copper and gifted to the Decemvirate of the Pathfinder Society centuries ago.

Initiative:
Fendel: 1d20 + 11 ⇒ (9) + 11 = 20
Flyndyngylyn: 1d20 + 10 ⇒ (7) + 10 = 17
Kiboko, HA: 1d20 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Kramac: 1d20 + 5 ⇒ (17) + 5 = 22
Zaarah: 1d20 + 9 ⇒ (15) + 9 = 24

Sphinx: 1d20 + 5 ⇒ (5) + 5 = 10

The Pathfinders are ready for trouble and spring into action before the echoes of the sphinx's powerful voice have died away!

Zaarah:
Knowledge (arcana): 1d20 + 22 ⇒ (8) + 22 = 30

This is a gynosphinx, a sage of the desert. They have a few divinatory spell-like abilities (notable entries including dispel magic and see invisibility), but they are best known for their ability to pounce like the lions their lower bodies resemble and rake their victims with sharp claws.

Kramac:
Knowledge (arcana), ML, Heroism: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24

This is a gynosphinx, a sage of the desert. They have a few divinatory spell-like abilities (notable entries including dispel magic and see invisibility), but they are best known for their ability to pounce like the lions their lower bodies resemble and rake their victims with sharp claws.

Fendel:
Knowledge (arcana), Inspiration: 1d20 + 34 + 1d6 ⇒ (17) + 34 + (3) = 54

This is a gynosphinx, a sage of the desert. They have a few divinatory spell-like abilities (notable entries including dispel magic and see invisibility), but they are best known for their ability to pounce like the lions their lower bodies resemble and rake their victims with sharp claws. This one, however, seems to be copper-plated to allow it to resist heat from fires and partially deflect potentially-lethal blows (light fortification).

Flyn:
Knowledge (arcana), Inspiration: 1d20 + 6 + 1d6 ⇒ (18) + 6 + (2) = 26

This is a gynosphinx, a sage of the desert. They have a few divinatory spell-like abilities (notable entries including dispel magic and see invisibility), but they are best known for their ability to pounce like the lions their lower bodies resemble and rake their victims with sharp claws.

Kiboko:
Knowledge (arcana): 1d20 + 6 ⇒ (1) + 6 = 7

You're not sure what this creature is.

The Copper Sphinx
Round 1! Bold may act!
Zaarah
Kramac
Beak
Fendel
Flyn
Kiboko
Mvumbu

Sphinx

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

"Ware the sphinx's agility in combat. It can be on you and away in a flash!" With that in mind, Fendel snaps his wrist summoning a wand from its hidden sheath. He taps Kiboko on the shoulder. "This will offer a bit more protection."

UMD (cannot fail even on a '1'): 1d20 + 25 ⇒ (18) + 25 = 43

Casting Shield on Kiboko. +4 to AC for 1 minute.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah moves forward and smiles.

kn history: 1d20 + 11 ⇒ (6) + 11 = 17

In Ancient Osiriani she answers, "Hey lady, I think you are quite agitated so you should really cool down!" Zaarah says and laughs.

She claps her hands to freeze water to create an ice tomb around the sphinx!

cold damage : 3d6 ⇒ (6, 6, 3) = 15

DC 23 fort save to half damage and prevent to be imprisoned.


Witch's Winter Holiday

@Fendel - I don't think you can cast a spell with a range of Personal on another person from a wand - could you clarify if there's something that lets us get around that restriction?

Sphinx Fortitude vs DC 23: 1d20 + 16 ⇒ (11) + 16 = 27

The sphinx is unamused with both Zaarah's jesting and the magus's ice. (Also, shouldn't it be 3d8 damage?)

The Copper Sphinx
Round 1! Bold may act!
Zaarah
Kramac
Beak

Fendel (Clarification needed)
Flyn
Kiboko
Mvumbu

Sphinx (-7)

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Yeah, I brain farted on that. Retcon to activate Legacy Weapon to add BANE: Sphinx to his bow.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn moves 5’ west and fires several arrows at the copper gynosphinx…

To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot

Magic Composite Longbow (Manyshot) vs FFAC: 1d8 + 17 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (8) + 17 + 2 + 1 + 2 + 1 - 2 - 3 = 26
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 1 + 6 ⇒ (7) + 3 + 2 + 1 + 1 + 6 = 20
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 1 + 6 ⇒ (4) + 3 + 2 + 1 + 1 + 6 = 17

Magic Composite Longbow (Iterative) vs FFAC: 1d8 + 12 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (2) + 12 + 2 + 1 + 2 + 1 - 2 - 3 = 15
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 1 + 6 ⇒ (6) + 3 + 2 + 1 + 1 + 6 = 19

Magic Composite Longbow (Rapid Shot) vs FFAC: 1d8 + 17 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (6) + 17 + 2 + 1 + 2 + 1 - 2 - 3 = 24
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 1 + 6 ⇒ (7) + 3 + 2 + 1 + 1 + 6 = 20

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

"Kiboko and Mvumbu will challenge the guardian!" the towering half-orc declares. "A straight-up fight will be welcome after so much trickery!"

Kiboko marches forwards, allowing his connection to Mvumbu and the wild places of the world to take over temporarily. He snarls, and draws his lance as the distance to the sphinx is just too great for swordplay.

Swift action to set Animal Focus to Bull + Tiger for Kiboko and Mvumbu. Free rage. Single move + free weapon draw. Ready a vital strike.

ready action, vital strike when Mvumbu threatens the sphinx:

lance vs sphinx, menacing pack flanking outflank, bull focus, amplified rage, power attack, expertise: 1d20 + 15 + 6 + 2 + 4 - 3 - 3 ⇒ (18) + 15 + 6 + 2 + 4 - 3 - 3 = 39cold iron vital strike: 2d8 + 15 + 9 ⇒ (4, 6) + 15 + 9 = 34


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

"MOOOOAAARGGGHHHHH!!!"

The she-hippo bellows her own challenge, enraged after being side-lined whilst her companion fought with magic rather than tusk and blade. Though diminished in size, her ferocity is no less. She bounds forwards to attack...

snapping flank chomp! menacing pack flanking outflank, amplified ferocious beast, bull focus, GMF, power attack: 1d20 + 14 + 6 + 4 + 2 + 2 - 3 ⇒ (7) + 14 + 6 + 4 + 2 + 2 - 3 = 32medium size magic damage: 2d8 + 18 + 2 + 9 ⇒ (3, 1) + 18 + 2 + 9 = 33
chomp! menacing pack flanking outflank, amplified ferocious beast, bull focus, GMF, power attack: 1d20 + 14 + 6 + 4 + 2 + 2 - 3 ⇒ (9) + 14 + 6 + 4 + 2 + 2 - 3 = 34medium size vital strike magic damage: 4d8 + 18 + 2 + 9 ⇒ (7, 4, 6, 1) + 18 + 2 + 9 = 47

stat lines on slides are updated.

if an enemy within reach attacks an ally:
Mvumbu takes vengeance!
vengeance chomp! menacing pack flanking outflank, amplified ferocious beast, bull focus, GMF, power attack: 1d20 + 14 + 6 + 4 + 2 + 2 - 3 ⇒ (15) + 14 + 6 + 4 + 2 + 2 - 3 = 40medium size magic damage: 2d8 + 18 + 2 + 9 ⇒ (8, 5) + 18 + 2 + 9 = 42


Witch's Winter Holiday

Two of Flyn's arrows strike true, while the third embeds itself in the far wall. Kiboko and Mvumbu move into position and badly maul the guardian - but it remains defiantly on its feet!

The Copper Sphinx
Round 1! Bold may act!
Zaarah
Kramac
Beak

Fendel
Flyn
Kiboko
Mvumbu
Sphinx (-178)

What do you do?

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac spurs Beak to great speed, then the pair strike the Sphinx when in range!

Use Chameleon Step to double Beak's movement, then one attack from each at the end, switch beak's animal focus to Bull (+4 str)

Attack, Power Attack, Outflank: 1d20 + 19 - 3 + 4 ⇒ (16) + 19 - 3 + 4 = 36
Damage, Power Attack, Sneak Attack: 1d6 + 9 + 6 + 1d6 ⇒ (4) + 9 + 6 + (2) = 21

Grand Lodge

Animal Companion 10 (Bodyguard Archetype) | Current AC: 28 AC Base: 28 T 13 FF 25 | HP 83/83 | F +11 R +10 W +4 | CMD 28 | Hunter's Trick 1/4 | Animal Focus: Bear (+4 Con)

Beak bites the Sphinx!

Attack, Power Attack, Outflank: 1d20 + 15 + 4 - 2 ⇒ (8) + 15 + 4 - 2 = 25
Damage: 2d6 + 14 + 6 ⇒ (6, 5) + 14 + 6 = 31


Witch's Winter Holiday

The sphinx falters from the force behind Kramac's blade, then cries out as Beak's beak clamps down around its head. Slowly it falls to the ground, unmoving save for a faint, pulsing glow beneath its chest.

Out of initiative!

The staircase ahead ascends into darkness - even Kiboko's sharp eyes cannot see through it. There are no other visible ways in or out of the room.

Flyn, Kramac, Zaarah:
You realize that it will take some time to remove the heartscarab - time you might not have.

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective moves into room searching for any dangers or threats.

Perception (Detect Magic / See Invisible): 1d20 + 37 + 1d6 ⇒ (7) + 37 + (2) = 46
Disable Device (if needed): 1d20 + 35 + 1d6 ⇒ (10) + 35 + (3) = 48

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Kramac & Zaarah:
After glancing at the ‘dead’ gynosphinx, he looks to Kramac and Zaarah, whispering, ”Our orders said they would trust our discretion; we don’t have the time to retrieve the artifact…and I am not inclined to take something belonging to the Decemvirate whom I’m sworn to protect as a member of the Grand Lodge. So I will exercise my discretion and leave the artifact within this creature; but you may do as you wish, my friends…”

Flyn assists Fendel in his search…

Perception: 1d20 + 25 ⇒ (9) + 25 = 34
Survival (Tracking): 1d20 + 21 ⇒ (15) + 21 = 36
Disable Device: 1d20 + 28 ⇒ (13) + 28 = 41

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah shrugs.

”Yeah, I don’t care to be honest. Let’s go!!“ she says giggling.

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

"Why would such a creature be bound here?" Kiboko shakes his head.

"The Decemvirate went to such lengths. Little wonder that Hestram and his allies desire to supplant them, when they have such creatures at their beck and call.

"If we must enter the darkness, we should either seek to dispel it or rely on senses other than sight."

Kiboko lacks any way of countering darkness, since he and Mvumbu rely upon darkvision and scent.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac glances down at the Sphinx's body.

Kramac cares not for the little missions the Osirians give him. Finding Adril quickly is most important

Kramac will pull out an Oil.

This should counteract the darkness.

He proceeds to rub the oil on his shield, which is suddenly brightly illuminated.

Using my oil of daylight on my shield.

Lead the way Flynn. Kramac will stay close behind.

Kramac will follow about 10 feet behind Flynn, illuminating the area for the group.


Witch's Winter Holiday

The darkness does not flee from the light of Kramac's shield, but instead swallows the glow. (Deeper darkness) With no other way forward, the Seekers carefully ascend into shadow.

Atop the stairs, the unnatural darkness disperses, emptying like a river of gray swirling fog into a tremendous, circular atrium. The fog collects along the perimeter of the room, hovering no more than a foot above the ground. The remainder of the slick and glass-like floor is exposed, but light from below penetrates the translucent surface and lends it a faint, eerie glow. The walls too appear to be made of the same glassy substance, climbing almost twenty feet before curving inward into a shadowy metal dome. Pinholes of light twinkle on the surface of the dome ceiling, giving it the appearance of the night sky.

A lone figure stands in the center of the room, gazing forelornly at a shifting array of scenes the twist and dance across the walls to depict scores of people and places in dozens of realms throughout Golarion.

Perception DC 50:
In one of the scenes, you spot a strangely-familiar figure - yourself! Accompanied by the other Seekers beside you, your image stands in a foggy, circular room much like the one you yourself see around you.

"Well, Adril, you have found me at last." The figure's voice is distorted and featureless, impossible to identify. Slowly they turn to look at the new arrivals. An ivory mask, featureless except for pale, pupil-less white orbs lined with jade where their eyes should be, obscures their face. Its surface is inlaid with complex patterns of runes, and upon its left cheek rest three blood-red crystalline tears. Dozens of silver rings pierce the perimeter of the mask, and a hood made of peacock feathers flows behind it to merge with the figure's robes of more peacock feathers, porcupine quills, and shimmering plates of scintillating opalescent abalone.

"I see you have once again manipulated the members of the Society into performing your dirty work. I congratulate you on your ingenuity. Well played. But now that you're here, you may as well reveal yourself to your pawns."

Seconds later, the eraminho stones orbiting the Seekers' heads fade to a dull grey and fall to the floor. Ether spills from four of them, materializing into a squad of four familiar, identical figures - Adril Hestram. As one, the four point at the masked figure and speak.

"And so it begins, Shemis... Endgame."

Initiative:
Fendel: 1d20 + 11 ⇒ (17) + 11 = 28
Flyndyngylyn: 1d20 + 10 ⇒ (16) + 10 = 26
Kiboko: 1d20 + 2 ⇒ (11) + 2 = 13
Kramac: 1d20 + 5 ⇒ (2) + 5 = 7
Zaarah: 1d20 + 9 ⇒ (15) + 9 = 24

Adril: 1d20 ⇒ 18
Adril: 1d20 ⇒ 15
Adril: 1d20 ⇒ 5
Adril: 1d20 ⇒ 8
Modifiers added off-screen to add to the dramatic tension

Shemis: 1d20 + 5 ⇒ (15) + 5 = 20

Endgame
Round 1! Bold may act!
Fendel
Flyn
Zaarah

Red
Blue
Shemis

Kiboko
Mvumbu
Green
Yellow

Kramac
Beak

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Perception: 1d20 + 37 + 1d6 + 2 ⇒ (11) + 37 + (6) + 2 = 56

The detective stops as he passes the images on the wall. Is this some way to tell the future, or does it merely record the present?

Expecting some subterfuge, Fendel enacts a spell upon his weapon.

Casting Gravity Bow.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah is confused.

“We brought him here?!? With the stones?!?“

But she looks at Hestram and smiles.

"Hey mister, I think you are quite clever for being such a magic-less fighter … but you should really know that I’ve had enough!" Zaarah says and spits on the floor.

She claps her hands to freeze water to create an ice tomb around the blue Hestram!

cold damage : 3d8 ⇒ (5, 4, 4) = 13

DC 23 fort save to half damage and prevent to be imprisoned.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn will fire a point blank volley of cold iron at green Adril Hestram…if he (or it) drops, he’ll move 5’ into its space…

To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot, Elven Ranger Confirmation Bonus
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Holy, Clustered Shot

Magic Composite Longbow (Manyshot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (16) + 17 + 2 + 1 + 2 + 1 - 2 - 3 = 34
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 1 + 6 + 2d6 ⇒ (2) + 3 + 2 + 1 + 1 + 6 + (3, 2) = 20
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 1 + 6 + 2d6 ⇒ (2) + 3 + 2 + 1 + 1 + 6 + (3, 2) = 20

Magic Composite Longbow (Rapid Shot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (11) + 17 + 2 + 1 + 2 + 1 - 2 - 3 = 29
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 1 + 6 + 2d6 ⇒ (6) + 3 + 2 + 1 + 1 + 6 + (5, 2) = 26

Magic Composite Longbow (Iterative): 1d20 + 12 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (20) + 12 + 2 + 1 + 2 + 1 - 2 - 3 = 33
Confirmation: 1d20 + 12 + 2 + 1 + 2 + 1 - 2 - 3 + 3 ⇒ (17) + 12 + 2 + 1 + 2 + 1 - 2 - 3 + 3 = 33
Magic/Cold Iron/Good/Critical Damage: 3d8 + 9 + 6 + 3 + 3 + 18 + 2d6 ⇒ (7, 6, 8) + 9 + 6 + 3 + 3 + 18 + (3, 2) = 65

Current AC: 28


Witch's Winter Holiday

Blue Fortitude vs DC 23: 1d20 + 20 ⇒ (9) + 20 = 29

The Adril brushes Zaarah's ice aside, not even bothering to grunt from the effort. In the rear, Flyn puts an arrow in another Adril's shoulder, leg, chest, and finally the burly man's head. He falls, knees collapsing underneath him as his features melt away into a thin nose-less face of grey flesh.

Knowledge (dungeoneering) DC 13:
That creature is a doppelganger - shapeshifters that perfectly mimic the appearance of other humanoid creatures.

One of the remaining Adrils swings his earth breaker in a wide arc, clearly aiming to crush Kramac before the half-orc can retaliate.

Beak Bodyguard vs AC 10: 1d20 + 17 ⇒ (3) + 17 = 20
Red Earth Breaker, PA vs Kramac FF AC 35: 1d20 + 19 - 3 ⇒ (14) + 19 - 3 = 30
Bludgeoning damage, PA: 2d6 + 11 + 9 ⇒ (4, 3) + 11 + 9 = 27

Beak Bodyguard vs AC 10: 1d20 + 17 ⇒ (12) + 17 = 29
Red Earth Breaker, PA vs Kramac FF AC 35: 1d20 + 14 - 3 ⇒ (20) + 14 - 3 = 31
Bludgeoning damage, PA: 2d6 + 11 + 9 ⇒ (5, 4) + 11 + 9 = 29
Crit Confirmation: 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15
Crit damage: 4d6 + 22 + 18 ⇒ (5, 2, 3, 1) + 22 + 18 = 51

Beak Bodyguard vs AC 10: 1d20 + 17 ⇒ (8) + 17 = 25
Red Earth Breaker, PA vs Kramac FF AC 35: 1d20 + 9 - 3 ⇒ (11) + 9 - 3 = 17
Bludgeoning damage, PA: 2d6 + 11 + 9 ⇒ (5, 1) + 11 + 9 = 26

Only one lucky blow lands, though Kramac's armor prevents his ribs from cracking under the force of the impact.

The chilled Adril ignores the Pathfinders behind him and rushes towards the still form of Shemis with his hammer raised high above his head! This provokes an AoO from @Zaarah and @Kramac (I believe @Beak is out of AoO's due to Bodyguard, but if not this will also provoke from them). With a roar, the large man brings the weapon down!

Blue Earth Breaker, PA vs Shemis: 1d20 + 26 - 5 ⇒ (17) + 26 - 5 = 38
Bludgeoning damage, PA: 2d6 + 14 + 15 ⇒ (5, 4) + 14 + 15 = 38

There is a terrible crunching sound, and the masked figure staggers backwards. Blood drips onto the ground, leaving little puffs in the vapor covering the floor as it lands. Shemis weaves magic and mist together to give themselves faint protection in the face of Adril's overwhelming onslaught.

Endgame
Round 1! Bold may act!
Fendel
Flyn
Zaarah (AoO)
Red
Blue (-6)
Shemis (-39, Bleeding 1, Blurred)

Kiboko
Mvumbu

Green (-131)
Yellow

Kramac (-29, AoO)
Beak

What do you do?

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

"What trickery is this? Shapeshifters?! Who is truly behind this attack on the Society?"

Determined to stop the Hestrams' assault before it can go any further, Kiboko and Mvumbu furiously assail the nearest foe.

free action rage; draw greatsword; ready vital strike for when Mvumbu completes her attacks.

ready attack:
furious greatsword vs yellow Hestram, menacing pack flanking outflank, amplified rage, bull focus, power attack: 1d20 + 15 + 2 + 6 + 4 + 2 - 3 ⇒ (9) + 15 + 2 + 6 + 4 + 2 - 3 = 35damage, furious finish vital strike: 24 + 3 + 15 + 9 = 51 Kiboko's rage ends if he hits and furious finish triggers.


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

"MOOOAAARRRGGHHHHH!!!"

Mvumbu the Wise and Beautiful joins the attack, happy to be fighting alongside Kiboko:

snapping flank tangling chomp! menacing pack flanking outflank, amplified ferocious beast, bull focus, GMF, power attack: 1d20 + 14 + 6 + 4 + 2 + 2 - 3 ⇒ (18) + 14 + 6 + 4 + 2 + 2 - 3 = 43medium size magic damage: 2d8 + 18 + 2 + 9 ⇒ (4, 5) + 18 + 2 + 9 = 38 on a hit, Yellow is Entangled for 1 round.
chomp! menacing pack flanking outflank, amplified ferocious beast, bull focus, GMF, power attack: 1d20 + 14 + 6 + 4 + 2 + 2 - 3 ⇒ (11) + 14 + 6 + 4 + 2 + 2 - 3 = 36medium size magic damage: 2d8 + 18 + 2 + 9 ⇒ (4, 3) + 18 + 2 + 9 = 36
iterative chomp! menacing pack flanking outflank, amplified ferocious beast, bull focus, GMF, power attack: 1d20 + 9 + 6 + 4 + 2 + 2 - 3 ⇒ (2) + 9 + 6 + 4 + 2 + 2 - 3 = 22medium size magic damage: 2d8 + 18 + 2 + 9 ⇒ (6, 7) + 18 + 2 + 9 = 42

if an adjacent enemy attacks an ally (consider Shemis an ally):

chomp! of vengeance! menacing pack flanking outflank, amplified ferocious beast, bull focus, GMF, power attack: 1d20 + 14 + 6 + 4 + 2 + 2 - 3 ⇒ (19) + 14 + 6 + 4 + 2 + 2 - 3 = 44medium size magic damage: 2d8 + 18 + 2 + 9 ⇒ (5, 3) + 18 + 2 + 9 = 37
confirm?: 1d20 + 14 + 6 + 4 + 2 + 2 - 3 ⇒ (14) + 14 + 6 + 4 + 2 + 2 - 3 = 39medium size magic damage: 2d8 + 18 + 2 + 9 ⇒ (3, 1) + 18 + 2 + 9 = 33 if a crit confirms, Kiboko gets an AoO from Outflank.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac strikes adril!

AoO, Outflank, Power Attack ,Paired Opportunist: 1d20 + 19 + 4 - 3 + 4 ⇒ (1) + 19 + 4 - 3 + 4 = 25

But misses!

Grand Lodge

Animal Companion 10 (Bodyguard Archetype) | Current AC: 28 AC Base: 28 T 13 FF 25 | HP 83/83 | F +11 R +10 W +4 | CMD 28 | Hunter's Trick 1/4 | Animal Focus: Bear (+4 Con)

Beak bites Adril!

AoO: 1d20 + 16 + 4 + 4 - 2 ⇒ (9) + 16 + 4 + 4 - 2 = 31
Damage: 2d6 + 14 + 6 ⇒ (2, 5) + 14 + 6 = 27

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

AoO Black Blade +3: 1d20 + 21 ⇒ (10) + 21 = 311d6 + 11 ⇒ (4) + 11 = 15


Witch's Winter Holiday

Mvumbu crushes Adril between her (admittedly smaller) jaws, holding the man in place long enough for Kiboko to cleave him from shoulder to sternum. As he falls limp, his face likewise loses definition and color.

Endgame
Round 2! Bold may act!
Kiboko
Mvumbu
Green (-131)
Yellow (-125)

Kramac (-29)
Beak
Fendel
Flyn
Zaarah

Red
Blue (-48)

Shemis (-39, Bleeding 1, Blurred)

What do you do?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Guessing that the Hestram figure attacking Shemis is most likely the 'real' one, Flyn will move 5' north and fire a barrage of cold iron at the blue Adril Hestram…

Final showdown and I think blue is Hestram, so no reason to hold anything back...burning a use of Perfect Strike and using my remaining 2 IPs to add inspiration (1d6) to my last attack roll...

To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot, Improved Critical, Elven Ranger Confirmation Bonus
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Holy, Clustered Shot

Magic Composite Longbow (Manyshot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (18) + 17 + 2 + 1 + 2 + 1 - 2 - 3 = 36
Perfect Strike: 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (2) + 17 + 2 + 1 + 2 + 1 - 2 - 3 = 20
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 1 + 6 + 2d6 ⇒ (5) + 3 + 2 + 1 + 1 + 6 + (4, 6) = 28
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 1 + 6 + 2d6 ⇒ (7) + 3 + 2 + 1 + 1 + 6 + (3, 5) = 28

Magic Composite Longbow (Rapid Shot): 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (19) + 17 + 2 + 1 + 2 + 1 - 2 - 3 = 37
Confirmation: 1d20 + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 3 ⇒ (19) + 17 + 2 + 1 + 2 + 1 - 2 - 3 + 3 = 40
Magic/Cold Iron/Good Damage: 3d8 + 9 + 6 + 3 + 3 + 18 + 2d5 ⇒ (4, 8, 8) + 9 + 6 + 3 + 3 + 18 + (2, 1) = 62

Magic Composite Longbow (Iterative) + Inspiration (2 IPs): 1d20 + 12 + 2 + 1 + 2 + 1 - 2 - 3 + 1d6 ⇒ (12) + 12 + 2 + 1 + 2 + 1 - 2 - 3 + (6) = 31
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 1 + 6 + 2d6 ⇒ (8) + 3 + 2 + 1 + 1 + 6 + (6, 3) = 30

Clustered Damage (assuming all shots hit): 148

Current AC: 28
Uses of Perfect Strike: 4/6
Inspiration Points: 0/3
Ki Pool: 4/4

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac directs beak into the air, gliding just over Adril's head to land, slashing down at the man as they fly over, then sliding off of beak to interpose himself between the wicked man and Shemis.

Adril, your schemes come to an end here! Kramac will see to it!

Move with Beak, swift action to activate Bane:Human, free action to swift dismount from Beak.

Attack, Outflank, power attack: 1d20 + 19 + 4 - 3 + 2 ⇒ (10) + 19 + 4 - 3 + 2 = 32
Damage, sneak attack, power attack, bane: 1d6 + 9 + 1d6 + 6 + 2 + 2d6 ⇒ (3) + 9 + (5) + 6 + 2 + (1, 6) = 32

Grand Lodge

Animal Companion 10 (Bodyguard Archetype) | Current AC: 28 AC Base: 28 T 13 FF 25 | HP 83/83 | F +11 R +10 W +4 | CMD 28 | Hunter's Trick 1/4 | Animal Focus: Bear (+4 Con)

Ca-KAW!

Attack, outflank, power attack: 1d20 + 16 + 4 - 2 ⇒ (17) + 16 + 4 - 2 = 35
Damage: 2d6 + 14 + 6 ⇒ (3, 5) + 14 + 6 = 28

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah uses her magical talent to empower his black blad.

"Mesh, be strong!"

1 arcane pool point to make the weapon a +5.

She claps her hands to freeze water to create an ice tomb around the red Hestram!

cold damage : 3d8 ⇒ (5, 1, 6) = 12

DC 23 fort save to half damage and prevent to be imprisoned.


Witch's Winter Holiday

Flyn's arrow strikes Adril in the center of his back, staggering the large man for a second. When Beak and Kramac interpose themselves between him and his target, his lips curl in a snarl. "Curse y-" The Venture-Captain's last words are cut short by the same blade that cuts deep into his torso. He stumbles, falls to one knee, them hits the floor with a wet thud. Blood dribbles from his many injuries, but his burly face remains locked in an expression of hatred and rage.

Zaarah meanwhile tries to get rid of the last Adril...

Red Fortitude vs DC 23: 1d20 + 10 ⇒ (19) + 10 = 29

...but he also brushes aside her blizzard.

Endgame
Round 2! Bold may act!
Kiboko
Mvumbu
Green (-131)
Yellow (-125)

Kramac (-29)
Beak
Fendel
Flyn
Zaarah
Red (-6)
Blue (-228)

Shemis (-39, Bleeding 1, Blurred)

What do you do?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

The detective snaps off a pair of arrows at the last ersatz Adril.

Bow vs RED (DA/PBS/Studied): 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 2d6 + 10 + 2 + 2d6 ⇒ (4, 2) + 10 + 2 + (3, 6) = 27

Bow vs RED (DA/PBS/Studied): 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 2d6 + 10 + 2 + 2d6 ⇒ (6, 2) + 10 + 2 + (4, 1) = 25


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Witch's Winter Holiday

Pushing us through the end of this encounter as per Discord discussion.

The last Adril falls under the onslaught of the Seekers, his facial features melting away into grey skin. Still bleeding, the masked figure of Shemis stoops down and plucks a small red vial from Adril's belt. They hold it for a few seconds, then turn around. When they turn to face their rescuers again, the bottle is empty.

"You have my thanks, and I speak for the whole of the Decemvirate on this. It is not often my divinations and predictions are proven false, but I am grateful to be wrong in this instance." Shemis clasps their gloved hands in front of them and bows deeply. "Now please, follow me."

Shemis grabs a pack from Adril's still form and descends the stairs into blackness. On the other side of darkness, the Pathfinders find themselves in the vestibule outside the cloaked room where they first entered Skyreach. Inside, a handful of indistinct shapes move back and forth at various speeds. Shemis digs in the bag and produces a gently-glowing eraminho stone. "The traitor could not destroy these if he wished to continue to using this point of entry in the aftermath of his coup."

With a graceful motion, the masked figure tosses the stone into orbit around their head and strides into the cloaked room. The shapes seem to turn towards them, then rush towards the bowl on the pedestal as Shemis empties the bag of eraminho stones into it. One by one, their identities are revealed - the mustached face of Ambrus Valsin, Aram Zey's waspish expression, the eternally-cheerful Drandle Dreng, and Osprey's approving scowl. Last, the familiar face of Eliza Petulengro breaks into a smile as she sees the Seekers before the venture-captain regains her composure.

"We will convene an immediate council to restore order to the Society," Shemis announces, indistinct voice silencing the growing hubbub. "But first, please join me in thanking those who have defeated one of the Society's most pernicious adversaries - one who threatened to pull apart our beloved organization by its seams. Fendel, Flyndyngylyn, Kiboko, Kramac, Zaarah. The Society and the Decemvirate recognize you for your service."

The End!

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn bows curtly to Shemis and the other Society members gathered there before turning to his friends.

"Kramac, Kiboko," he exclaims as he warmly clasps arms with each. "Long has been the time since we first met as Pathfinder initiates, completing our epic Confirmation mission years ago. Since then, you have saved my life too many times for me to count and now we have come full circle; I have never had better friends and can think of no one I'd rather have made this journey with than you two. I can only hope our journey together does not end here...if you ever have need of me, you will always have my bow...

"Ah, yes, I have not forgotten you either, Mvumbu, my friend," the Elf says as he pulls a whetbone out of a pouch, letting her take it out of his hand. "You have indeed grown even more wise and beautiful with every mission..."

Turning to Zaarah, Flyn smiles warmly and gives her a hug. "Zaarah, my former pupil; it has been a pleasure serving with you as well. But you are pupil no longer, but peer...and have even surpassed me with all your abilities. I hope we too may serve together again..."

Looking to Fendel, Flyn offers his hand. "Fendel, my new friend; while I have not served with you before, others of my acquaintance have told me of your prowess and skill. Having seen it firsthand now, I can say none of their praise was exaggerated. It would be my privilege to serve with you again, if that time comes..."

Turning to them all, he finishes. "Now we must celebrate! Let's head over to the Pig's Paunch...first round is on me!"

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah laughs out loud when she sees that everything turned out well.

"Wow! We did it!!! Can you believe that? I mean I though we would all die but I'm usually wrong!" she says with a grin.

She turns to Master Flyn and blushes after his speech.

"You said so many nice things. I am really happy that we all were together! Kramac, Kiboko, Fendel and Master ... ehh ... and Flyn! We are Venture-Captains now!?! Can you believe it?????" she says and jumps up while touching her black blade and closing her eyes.

Liberty's Edge

1 person marked this as a favorite.
active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

So much remains unknown. Perhaps unknowable. A Venture-Captain? Kiboko will go to the Mwangi.

"Kiboko and Mvumbu will be glad of your company, Flyn! Tomorrow, Kiboko has a favour to ask of you. Would you sail the Voracious to Anodoran? Kiboko has urgent business in Almas."

(Much) later...

Kiboko goes ashore in Almas at night, and alone. Mvumbu sleeps aboard Flyn's ship. He makes his way through the back-streets to the Field of Concord, within sight of the Golden Aerie. "Aistor Garislog, Kiboko has brought you home" says the half-orc with unusual softness. "You are free. Leave Kiboko now." As the words leave Kiboko's lips, the presence that the new Venture-Captain has carried with him since touching the statue in Skyreach also departs.

Kiboko does not know how or why the Ten trapped you, Eagle Knight, but it is undone. Be at peace.

His mission complete, Kiboko returns to the Voracious and thence to the Mwangi Expanse, to help renew the Lodge based at Sharrowsmith Exports.

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Witch's Winter Holiday

First off, thank you all for being willing to come on an adventure with me! Now, to business.

Expectations

- I will post every day. I hope everyone can post every weekday and at least once over the weekend, but stuff happens - which leads me to:
- I will bot you if we haven't heard from you in 24 hours. Please include botting instructions in your character profile, or I will have to get creative in the most entertaining (for me) way possible. Please also let me know if you are expecting an extended period of absence so I can PM you and preemptively hash out major decision points to keep the story moving. On a related note:
- I will make "reactive" rolls to keep the story moving along. If you want to make a roll as part of an action/decision/etc, please do so. I might modify the skill used or add circumstantial bonuses/penalties based on circumstances. Which brings me to my final point:
- I will happily add circumstantial bonuses (or penalties) for roleplaying. I hope, for example, that you will accompany your diplomacy check with what your character is actually saying. It makes it so much easier for me to respond if you give me material, and we make such a more fulfilling and exciting story together.
If you're worried or concerned about any of these expectations, or about anything related to this game, post it here or PM me. We can figure something out so you have a good time.

In addition to making “reactive” rolls for characters, I also like to roll Knowledge checks for players so we don't have to wait for a back-and-forth between player and GM. To that end, I tailor what a character might remember about a creature. (For example, a fighter will probably care more about a golem’s DR while a wizard would remember that it’s immune to spells and an alchemist is super excited that it blows up when it dies.) Let me know what your character is most concerned about with an opponent - otherwise, I'll use my best judgement. If this will be a problem for you, let me know (either here or via PM) and we’ll work something out.

We’ll be using block initiative during encounters. Actions will be resolved in the order that they were posted in. While this can do some weird things with a single character acting "twice" before another, it is easier for both players and GM to track the sequence of events this way. I highly encourage tactics such as:

Example wrote:

McSwordFace waits until her friend Blessings Galore has a chance to cast a buff before she attacks the horrible people kicking puppies.

Sword of Justice: 1d20 + 5 ⇒ (13) + 5 = 18 (+ buff if applicable)
Justice damage: 1d8 + 3 ⇒ (8) + 3 = 11 (+ buff if applicable)

I will happily calculate the final result in these cases. This helps us work effectively as a team even if posting schedules don’t line up in a beneficial way.

If your post is entirely out of character (OOC), let’s put it here instead of in the Gameplay thread.

About Me: I’ve done a bit of PFS and PbP GMing, but I am certainly not perfect. If you have ideas for how I could do something better, a disagreement with a decision, or confusion over what I’m saying, please let me know via the Discussion thread or PM.

For your first post here, please use the Reply option on the following post, delete the [quote'] tags, and fill in the provided fields. And be sure to pop over to the Gameplay thread and dot in - actual gameplay will begin next week (around Dec. 28th).


Witch's Winter Holiday

Player Name:
Character Name:
PFS Number:
Faction:
Day Job (please roll now):
Special Notes/Abilities: Please replace this text with anything unusual about your character here, such as “I always deal non-lethal damage and use the Enforcer feat to demoralize as a free action” or “I ride a Huge serpent mount, but it’s got both the Narrow Frame feat and a Belt of the Weasel so it can fit through a 5-ft hallway easily.” This will help both you as a player not have to type the same thing over and over again and me as the GM prepare so the game runs more smoothly.
Scenarios Played: Please list (in order) all chronicle sheets this character has received.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Player Name: Otha
Character Name: Flyndyngylyn
PFS Number: 239913-1
Faction: Grand Lodge
Slow Tracking? (Y/N): N
Day Job (please roll now): Survival (Hunting Lodge): 1d20 + 20 ⇒ (10) + 20 = 30

Special Notes/Abilities: Don’t know as Flyn has anything deemed unusual. As an Infiltrator, he can use Darkvision (60') 60 minutes a day, in ten minute increments. Fights strictly with his magic composite longbow; can fight at range (preferred) and up close with no AoO (Point Blank Master). Ignores cover and concealment other than total (Improved Precise Shot). Favored Enemies are Undead (+4) and Outsider (Evil) +2. Has a +3 Elven Rune Cloak (combines a Cloak of Elvenkind and a Cloak of Resistance) via a boon from Serpents Rise. Can disable mechanical and magical traps (Trapfinding). As a Psychic Detective, adds 1d6 to all Knowledge Checks, Spellcraft, and Linguistics. As a Divine Hunter, can detect evil at will and smite evil as a swift action once a day...

Scenarios Played:
Master of the Fallen Fortress (PFS Module)
The Confirmation (S5-08)
The Wounded Wisp (S6-10)
The Consortium Compact (S7-10)
We B4 Goblins (PFS Module/Pregen Credit)
Library of the Lion (S5-11)
The Wardstone Patrol (S5-02)
Voice in the Void (S1-35)
Prince of Augustana (S0-13/GM Credit)
The Devil We Know, Part 1 (S1-29)
We Be Goblins Free (PFS Module/Pregen Credit)
The Devil We Know, Part 2 (S1-30)
The Devil We Know, Part 3 (S1-41)
The Devil We Know, Part 4 (S1-48)
The Blakros Matrimony (S4-09)
Tome of Righteous Repose (S8-07)
In Wrath's Shadow (S4-02)
City of Golden Death (PFS Module)
Serpents Rise (S6-98/Pregen Credit)
Where Mammoths Dare Not Tread (S5-10)
Siege of the Diamond City (S5-S Special)
Tower of the Ironwood Watch (S4-17/GM Credit)
Tapestry's Toil (S6-21)
Wonders in the Weave, Part I (S3-12/GM Credit)
Wonders in the Weave, Part II (S3-14/GM Credit)
On Sevenfingers's Sails (S10-17/GM Credit)
The Hao Jin Cataclysm (S10-00 Special)
King of the Storval Stairs (S4-04/GM Credit)
The Elven Entanglement (S5-05)
Siege of Gallowspire (S10-98 Special)
What Prestige is Worth (S10-08/GM Credit)

Other Boons:
Tattoo of the Open Road (Welcome to Pathfinder Boon)
Model Pathfinder Agent (Gameday VI Boon)
Diverse Training (Student of Scrolls/GM Star Reward)
New Days, New Choices (Paizocon UK 2018 Boon/Trade)
Moment of Glory (Outpost III Boon)

Grand Lodge Faction Sheet:
7 Goals Completed

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Thanks so much for GMing GM Hawthwile!!

Player Name: noral
Character Name: Zaarah Katsu
PFS Number: 314670-4
Faction: Scarab Sages
Day Job (please roll now): perform dance : 1d20 + 3 ⇒ (8) + 3 = 11
Special Notes/Abilities: Zaarah is a typical Hexcrafter / Bladebound Magus with an intelligent black blade, shocking grasp as her main attack spell, mirror images for defense, slumber hex for special circumstances. She has a level of Swashbuckler so she has the parry / riposte routine.

Scenarios Played:

Six of those scenarios with Otha as the GM! :-) Thanks for that Otha!


#23: Tide of Morning
#5–08: The Confirmation
#7–21: The Sun Orchid Scheme
Crypt of the Everflame
#5–04: The Stolen Heir
#9-09: Beyond the Halflight Path
#4–07: Severing Ties
#7–05: School of Spirits
#9-10: Signs in Senghor
#4–09: The Blakros Matrimony
#8-19: Treacherous Waves
#10-02: Bones of Biting Ants
#4–23: Rivalry's End
#6–21: Tapestry's Toil
#3-12: Wonders in the Weave—Part I: The Dog Pharaoh's Tomb
#3-14: Wonders in the Weave—Part II: Snakes in the Fold
#4–03: The Golemworks Incident
#4–12: The Refuge of Time
#9-11: The Jarlsblood Witch Saga
#10-18: The Daughters' Due
#10-17: On Sevenfingers's Sails
#5–05: The Elven Entanglement
#10-98: Siege of Gallowspire
#4–26: The Waking Rune
#4–10: Feast of Sigils
#9-23: The Ghol-Gan Heresy
#20: King Xeros of Old Azlant
#7-00: The Sky Key Solution
Pathfinder Adventure Path #10: A History of Ashes

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

GM: As for my Knowledge checks, I'm trained in all of 'em, they are all the same (1d20+6+1d6). And you're spot on as far as Flyn goes, as DR is the thing he cares about most. That being said, Fendel's Knowledge checks blows everyone else's away though, so it's probably a moot point...

And no worries, noral, 'twas always a pleasure GM'ing Zaarah...

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

Player Name: supervillan
Character Name: Kiboko
PFS Number: 75577-6
Faction: Liberty's Edge
Day Job (please roll now): survival (hunting lodge): 1d20 + 18 ⇒ (16) + 18 = 34
Special Notes/Abilities: Well now, what we have here is two large raging hippos :D
Kiboko and his animal companion, Mvumbu the Wise and Beautiful, are a melee 'pack' using Teamwork feats to bring the hurt. Kiboko and Mvumbu's usual attack sequence goes something like this - Mvumbu moves adjacent to the enemy and readies a Vital Strike for when Kiboko is adjacent. Kiboko rages (Amplified Rage Teamwork feat) granting the benefits of his rage to Mvumbu (Ferocious Beast rage power) and moves adjacent to the same enemy. Mvumbu's Vital Strike happens, probably with the Entangling Strike trick; Kiboko Vital Strikes with Furious Finish. Kikoko has the Scarred Rager barbarian archetype enabling a kind of limited rage-cycling. Kiboko loves to be in hippo form via Share Shape, because two large raging hippos are better than one (especially when you add in Strong Jaw).
I may post with my "AM HIPPO" alias if Kiboko takes hippo form in combat - it will make his stats easier to follow. Between Animal Focus, rage and Amplified Rage Kiboko's hp and max hp totals change a lot. Kiboko has the Snapping Flank feat, which is not normally PFS legal - it is made legal by the Gnoll Tactics boon earned by my -2 PC.
Scenarios Played:
1. Dead Man's Debt
2. The Goblinblood Dead
3. The Confirmation
4. The Wounded Wisp
5. The Consortium Compact
6. Library of the Lion
7. boon
8. Graves of Crystalmaw Pass
9. Champion's Chalice 1, Blazing Dangerous Trails
10. Champion's Chalice 2, Agents of the Eye
11. boon
12. Prince of Augustana
13. Devil we Know 1: Shipyard Rats
14. Devil we Know 2: Cassomir's Locker
15. Devil we Know 3: Crypt of Fools
16. Devil we Know 4: Rules of the Swift
17. Blakros Matrimony
18. Race for the Runecarved Key
19. We be 5upergoblins
20. A Case of Missing Persons
21. Fury of the Final Blade
22. The Rebel's Ransom
23. Beyond the Halflight Path (shining deep)
24. Where Mammoths Dare Not Tread
25. Siege of the Diamond City
26. Refuge of Time
27. Fragments of Antiquity
28. Glories of the Past 1: Halls of Dwarven Lore
29. Glories of the Past 2: The Price of Friendship
30. Salvation of the Sages
31. Glories of the Past 3: The Secrets Stones Keep
32. The Cultist's Kiss
33. The Ghol-Gan Heresy
34. Encounter at the Drowning Stones
35. Hall of Drunken Heroes
36. Feast of Sigils
37. Below the Silver Tarn

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Player Name: TriShadow
Character Name: Fendel CSI:Absalom
PFS Number: 151777-2
Faction: Dark Archive
Day Job (please roll now): Alchemy (Crafter's Fortune): 1d20 + 25 + 5 ⇒ (14) + 25 + 5 = 44

Special Notes:
Special Notes/Abilities: In addition to the Holy property, Fendel has Merciful on his bow and will default to Non-Lethal damage to "goodly" races (Think CORE races). He can also BANE his weapon for a minute due to his Occultist's Legacy Weapon ability. He also has a +2 Elven Rune Cloak (similar to Fynn).

What Fendel brings to the table are his skills. He is trained in all skills. As an Investigator with Expanded and Underworld inspiration, he adds an additional 1d6 without using a point of inspiration on the following: Bluff, Diplomacy, Disable Device, Disguise, Heal, Intimidate, all Knowledge, Linguistics, Perception, Profession, Sense Motive, and Sleight of Hand checks.

Trap Spotter 10', and can disable magic traps

The Empiricist archetype lets Fendel use his INT bonus on Disable Device, Perception, Sense Motive and Use Magic Device instead of the usual skill. Additionally, he uses INT instead of CHA on Gather Information checks.

Due to the Research Specialist boon, Fendel receives a +1 untyped bonus to all knowledge skills. The Mindchemist archetype doubles the INT bonus on Knowledge checks. Student of Philosophy allows for INT in place of CHA to be used on Bluff (to lie only - not to feint in combat) & Diplomacy (to persuade) checks. Deific Obedience provides a +4 sacred bonus to Knowledge checks

The Book of Puzzles allows for a second d20 to be rolled on a Disable Device, Knowledge or Sense Motive check and take the higher result (once in a 24 hour period).

The Game of Fortunate Passing adds a +2 luck bonus on all skill checks and saves vs Fear and Death effects for 24 hours (if the INT check is passed)

The Clear Ear adds a +2 Alchemical bonus to Perception and Knowledge checks (with a -2 to CHA skills, though most CHA skills have been replaced).

Quick and Ranged study allows Fendel to use Studied Combat as a swift action as well as non-melee targets.

In short, Fendel will see it, identify it, disarm it, or tell the team how to kill it.

Scenarios Played:

# 1 - 5-19 The Horn of Aroden
# 2 - 5-08 The Confirmation
# 3 - 6-00 Legacy of the Stonelords
# 4 - 6-01 Trial by Machine
# 5 - 5-23 Carin of Shadows
# 6 - MOD The Dragon's Demand, Part 1 (Module)
# 7 - 6-08 The Segang Expedition
# 8 - MOD The Dragon's Demand, Part 3 (Module)
# 9 - 4-21 Way of the Kirin
#10 - 6-03 The Technic Siege
#11 - 6-17 Fires of Karamoss
#12 - 6-19 Test of Tar Kuata
#13 - 6-12 Scions of the Sky Key, Part 1: On Sharrowsmith's Trail
#14 - 6-18 From Under Ice
#15 - 6-07 Valley of Veiled Flame
#16 - 6-98 Serpent's Rise
#17 - 3-24 The Golden Serpent
#18 - 6-2 The Silver Mount Collection
#19 - 7-06 To Judge a Soul Part 1: The Lost Legacy
#20 - 7-08 To Judge a Soul Part 2: Karma Reclaimed
#21 - 6-97 Siege of Serpents
#22 - 6-11 The Slave Master's Mirror
#23 - 7-13 Captive in Crystal
#24 - 7-25 Orders from the Gate
#25 - 6-21 Tapestry's Toil
#26 - 8-03 Captives in Toil
#27 - 8-09 Forged in Flame, Part 1: The Cindersworn Pact
#27 - 8-11 Forged in Flame, Part 2: Cleansed with Fire
#28 - 3-26 Portal of the Sacred Rune
#29 - 5-05 The Elven Entanglement
#30 - 5-10 Where Mammoths Dare not Tread
#31 - 9-07 Salvation of the Sages
#32 - 6-04 Beacon Below
#33 - 6-23 The Darkest Abduction
#34 - 7-28 Ageless Ambition
#35 - 10-08 What Prestige is Worth
#36 - 4-08 The Cultist's Kiss
#37 - 4-10 Feast of Sigils

33 XP / 63 Fame / 44 PP / 10001 GP


Witch's Winter Holiday

A few notes from reading through everyone's character sheets:

@Zaarah:
- Muleback cords of resistance are not a printed magical item and thus do not exist beyond the +1 and +2 versions stated on the Chronicle sheet. As such, your +5 versions are not legal. This is confirmed by the difference in writing between this item and the elven rune-cloak several other players have:

Muleback Cords of Resistance wrote:
These sturdy leather straps combine the benefits of muleback cords (Ultimate Equipment 267) with the benefits of a cloak of resistance +1 or cloak of resistance +2, respectively. A PC who buys the +1 version of the cords can later upgrade into the +2 version by paying 3,000 gp, and a PC who finds the +2 version can purchase the +1 version instead.
Elven Rune-Cloak wrote:
This diaphanous cloak functions simultaneously as a cloak of elvenkind and a cloak of resistance. To calculate its price, add 3,750 gp to the market price of a cloak of resistance. You may upgrade the resistance bonus to saving throws granted by the cloak following this same calculation (e.g. upgrading an elven ren-cloak's resistance bonus from +1 to +2 costs 3,000 gp).

We can either refund you the money spent to upgrade them from +2 to +5 (21000 gp) or refund the difference between what you paid for the final version and a cloak of resistance +5 (1500 gp). You might consider investing in the Burdenless armor enhancement, a handy haversack, and/or a pale blue rhomboid ioun stone to work with that encumbrance issue.

@Kiboko:
- Please add a tracker on Mvumbu's tagline showing how many uses of Hunters Tricks are available.

@Fendel:
- Is your default "setting" on your bow to have Merciful active or in-active? It takes a standard action to switch settings, so we should both be clear where it starts.
- Remember that unless you have the feat Agile Maneuvers your CMB is calculated based on your Strength modifier rather than your Dexterity modifier.
- How many uses of your Puzzle Book remain?
- A masterwork tool for Perception does not exist - therefore, the circumstance bonus from the tool either has a limited number of uses or is applicable only in specific applications of the skill. How does yours work, and what exactly is the item?
- I didn't see Deific Obedience listed in your feats - when did you take it?

Still waiting on @Kramac to check in with his reporting information.


Witch's Winter Holiday

A few more notes regarding this series of scenarios:

- Enemies will do illegal things. Were this a home game, I could easily adjust tactics and feats to bring them back in-line with PFS (and PF) rules. However, I need to run these adventures as they are written. We can all complain together about how unfair it is, but we do not have the power to change it. I'll try to let you know OOC when something is known to be illegal and written into the scenario so you can confidently call me out when I accidentally do something else that's illegal. XD

- Faction missions play a larger part in this scenario set. While not mandatory for the first three adventures, it can be quite a shock to suddenly be forced to pay attention to them in the final scenario. To that end, I'd like to include the faction missions right away even though they are no longer part of the secondary success conditions.

No Sovereign Court folks here, right?:
Also so we can laugh at the Taldor faction missions after each scenario. They're... a hoot. XD

- People have changed. Several faction leaders and other notable members of the Pathfinder Society have changed rather dramatically over the course of the ten seasons of adventures. Please be prepared for some whiplash.

You should all have received a message via Discord - please let me know if you have not so I can investigate.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Received discord message about the mission

On Absolom/Golarion, bow is defaulted to Merciful (unless stated otherwise). In planar, off-world situations, the default is lethal damage.

I actually didn't see where my CMB was listed, but it is +10 and added to stat line.

Puzzle Book: 9 of 10 uses remain
Game: 10 of 10 uses remain

Always envisioned the tool as modified 'hearing cones' built into the hood so as to not draw attention. Limited to audio checks?

Deific Obedience was taken at 11th. I initially intended to take Empty Quiver, but never updated the character sheet.


active effects:
bear focus, tiger focus, longstrider, GMF, barkskin
F Hippopotamus 11HD, animal companion (lvl 13)| current AC 38 T 16 FF 34 | HP [115/115] 93/93 |CMD 30| F +15 R +14 W +7; +2 vs nonmagical disease; +1 vs fear; +2 vs haunts; devotion; evasion | Init +2(+4) | Perc +7 lowlight vision, scent| Tricks 6/6

Mvumbu's tagline is updated.

Kiboko has received his instructions via Discord

:)

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn received his dispatch as well...he’s already turned the Voracious about and is heading with all speed towards Absalom Harbor... :)

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Thanks for pointing that out GM! I have to make this adjustment to another character of mine too then.

Then I’ll drop the Muleback cords and take a handy haversack.

I checked and should be at 19 lbs which is light encumbrance but as soon as I take out my rod I’m encumbered.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Player Name: Kramac
Character Name:Yogadragon
PFS Number:238239-1
Faction: Grand Lodge
Day Job (please roll now):NA
Special Notes/Abilities: Beak does have the narrow frame feat and the bodyguard feat. Beak will make use of it whenever possible to shield Kramac or other allies. Kramac also has Mounted Combat. I will include a mounted combat roll under a spoiler with each of my combat turns. Kramac's AC can also fluctuate a lot, even within a round (between broken wind gambit, bodyguard, combat expertise, shield of faith, litany of defense, etc). I will try to include a list with each combat post stating AC vs 1st attack, AC vs second attack etc etc.

Kramac and Beak also have many teamwork feats, but I think you're well aware of how they work. I don't remember how you ruled on Escape Route while mounted on my animal companion who also has Escape Route (ie, does it negate all AoOs for movement?). I'd appreciate a refresher on how you'd like to run that

Scenarios Played:
8-01 Portent's Peril
5-08 The Confirmation
6-10 Wounded Wisp
7-10 Consortium Compact
5-11 Library of the Lion
8-00 Cosmic Captive
6-99 True Dragons of Absalom
5-02 Wardstone Patrol
01-13 Prince of Augustana
01-29 Shipyard Rats
09-02 A Cse of Missing Persons
01-40 Cassomir's Locker
01-41 Crypt of Fools
00-48 Rules of the Swift
07-25 Orders from the gate
04-09 Blakros Matrimony
04-00 Race for the Runecarved Key
09-03 On The Border of War
08-24 Raid on the Cloudborne Keep
06-04 The Beacon Below
09-07 Salvation of the Sages
10-03 Death on the Ice
Tapestry Vanguard Boon
10-00 Hao Jin Cataclysm
05-10 Where Mammoths Dare Not Tread
08-20 Torrent's Last Will
05-99 Siege of the Diamond City
10-15 Tapestry's Trial
05-05 Elven Entanglement
10-98 Siege of Gallowspire
09-23 The Ghol-Ghan Heresy

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones
Zaarah Katsu wrote:

Thanks for pointing that out GM! I have to make this adjustment to another character of mine too then.

Then I’ll drop the Muleback cords and take a handy haversack.

I checked and should be at 19 lbs which is light encumbrance but as soon as I take out my rod I’m encumbered.

GM, I went for the burdenless armor after all. :-)


Witch's Winter Holiday

@Kramac:
- Yep, I don't see a reason to change how we ran Escape Route during Siege of the Gallowspire. As long as you're riding Beaky, you shouldn't provoke attacks of opportunity due to movement.
- Have Beaky's ability scores been updated? I think their Strength and Dex should be 1 higher. This is important because...
- How much does Kramac + equipment weigh? Beaky unfortunately does not have the 1.5x modifier on their carrying capacity since they are not a quadruped, so I would like to verify that they can carry Kramac and his gear without becoming encumbered. In terms of calculating Kramac's weight, I'm happy to take the average human male weight of 175 lbs.
- Is Beaky's intelligence accurate? Animal companions have a limited list of feats they can choose from without an intelligence score of 3 or higher, and Step Up is not on that list. Bodyguard is also not an available option, though the Bodyguard archetype does add it. Though if Beaky does have that archetype, then we need to fully apply it (losing things like Multiattack and Evasion in the process).
- How is Beaky adding twice their Strength modifier to their damage rolls for their bite attack? Normally that would require something like a tyrannosaur's Powerful Bite ability.

@Zaarah, sounds good on Burdenless!

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Beak's Str is almost always going to be 28, which gives him a medium load of 400-800 (I remember reading somewhere that a medium load could still fly?). I'll calculate Kramac's load and update it, but I am sure that it is less than 800.

Beak is supposed to have an int of 3 - I'll double check all the ability modifiers and make sure everything is right. I think I had the damage calculated for WITH animal focus, but had a note on it stating otherwise.


Witch's Winter Holiday

Going to give Kiboko a bit of time to respond to Fendel before moving us along tomorrow.

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

Just finished post :)

Silver Crusade

M Mutant Phalanx Fighter 3, Paladin 2, Wizard 4, Swashbuckler 1
Fendel wrote:
I was able to play with the great GM Hmm! One of the best scenarios I have ever experienced. Happy to share a link for anyone interested in a read through.

As Fendel noted, I was also part of this game as Quenly. I heartily agree, it was a great game enhanced by the PbP medium, an enthusiastic bunch of players and a skilled GM. Salvation of the Sages in in my view one of the very best PFS scenarios and I was excited to run it after having played it.

(Kiboko also has the Salvation chronicle, from GM xp).

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Upon rereading the speeches and such, noticed where Fendel was prepping some buffs …and that looks prudent to me. So, if it’s OK by you GM, after giving his speech and settling in, Flyn will tap himself with his wand of Mage Armor, just in case (AC27 for the next hour)...

I’m assuming during the speeches, we’re all in the Great Room, correct?


Witch's Winter Holiday

@Flyndyngylyn - sounds fine by me.

@Everyone - could you roll a Diplomacy or Perform (oratory) check here in the Discussion thread to represent how well you delivered your tale this evening? Student of Philosophy is applicable.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Diplomacy (SoP/Luck): 1d20 + 15 + 9 + 2 + 1d6 ⇒ (14) + 15 + 9 + 2 + (4) = 44

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Diplomacy: 1d20 + 3 ⇒ (1) + 3 = 4

Wow, Flyn knocked ‘em dead...literally...

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

diplomacy : 1d20 + 22 ⇒ (13) + 22 = 35

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

diplomacy: 1d20 - 2 ⇒ (7) - 2 = 5 +2 vs dwarves, +2 vs barbarians, and +2 vs agents of Torch :p

"Kiboko is a warrior, not an orator."

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

We need to team up and change our Day Jobs to an oratory tag team: the Flyn & Kiboko speaking tour!


Witch's Winter Holiday

You could be motivational speakers! XD

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Diplomacy!: 1d20 + 16 ⇒ (4) + 16 = 20

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

Kiboko might do ok on tour as long as it's a tour of Shadow Lodge 4 Life Dwarven Anti-Civilisation Alliance meetings :)


Witch's Winter Holiday

Regarding the interaction between the feat Dervish Dance and the item Swordmaster's Flair (blue scarf):

Dervish Dance wrote:
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Swordmaster's Flair wrote:

These garish tokens usually take the form of a colorful clothing accessories. So long as a token is grasped in the user’s off hand, she can spend 1 panache point to gain the use of a specific ability associated with the token. Once per day, the bearer can use the token to gain the full benefit of the token without spending panache. Non-swashbucklers can use the tokens, but unless they have another way of gaining panache, they can use the ability only once per day. A character can benefit from only one token at a time; holding a second token provides no additional benefit. There are four types of tokens, each offering a different benefit.

Blue Scarf: The user can spend 1 panache point as a swift action to increase her melee reach with light or one-handed piercing weapons by 5 feet for 1 minute.

As the Swordmaster's Flair is an item and not a feat or class ability, it doesn't look like Dervish Dance would allow someone to extend their reach with it while wielding a scimitar. @Zaarah, can you find a FAQ or something similar stating otherwise? The only one I can find regards whether holding the Swordmaster's Flair still counts as having a hand free (which it does).

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Oops. You are right! :-(

So did not use it this round!!


Witch's Winter Holiday

Illegal Tactics: The Archers

Sigh. No, you can't use Vital Strike as part of a full-round attack. That's literally the point - to try to make up for not being able to take a full-round attack by hitting once with some extra umph. While it certainly looks dramatic (though it would be more impressive if they were using something stronger than shortbows), it's highly illegal. I can't tell if the author thought that the fire damage would also double, or if they thought the second arrow from Manyshot would also double (or both), but I have gone with a literal application of "the first attack" to mean just that first arrow.

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

Does the scenario text say to double the damage of the first attack because of vital strike? Weird.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Fendel, I see that your con is 12 so you’ll die next round in case there isn’t any other option you can draw.

You are before me in initiative so you’ll die before I act this round.

I could cast improved invisibility and not spell combat but move to you and draw a wand but that would only kick in after your next turn.

Do you have anything that can halt death for a round?

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Fendel, I saw that you have a breath of life amulet and as I cannot reach you in time , I’ll go to the offense. I hope you have a boon or so and will not need the breath of life. :-(

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

When If Fendel becomes life unabled:

Breath of Life talisman (CL 9): 5d8 + 9 ⇒ (6, 8, 7, 7, 8) + 9 = 45

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

He's just bleeding out. I've done the math. There is simply no way I can get to him in time. The detective feels a moment of disorientation before realizing he is now next to the fallen warrior. Wasting no time, he slams his right hand to Kiboko's chest and invokes the magic within, compelling the hunter's soul to return to its mortal cage for a while longer.

Breath of Life!: 5d8 + 9 ⇒ (5, 7, 4, 5, 5) + 9 = 35

Liberty's Edge

active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

I assume GM wil be happy to take this roll ^ for the Breath of Life, since this was the first roll for the healing? (pretty please?)

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Nice touch, Zaarah, your slumber hex is awesome and was a great call...not being a caster though, I’m ignorant on many things magic...if you had centered a fireball on the Elf, the 20’ radius wouldn’t reach the hostages, would it?

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones
Flyndyngylyn wrote:
Nice touch, Zaarah, your slumber hex is awesome and was a great call...not being a caster though, I’m ignorant on many things magic...if you had centered a fireball on the Elf, the 20’ radius wouldn’t reach the hostages, would it?

You are completely right!!

Dark Archive

1 person marked this as a favorite.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Flyn wrote:
"I’m ignorant on many things magic..."

Flyndyngylyn then proceeds to pull out a slide-ruler, compass and protractor to accurately calculate the volume of a powerful arcane spell.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Sorry, Fendel. I didn’t think it’d be right to say ‘Flyn signals to Fendel that yada-yada lies ahead.’ So I tried to think of what I’d personally try to signal if I were Flyn and ran with that...

I wish the Pathfinders had a secret hand signaling language...would make silent communication a whole lot easier...for all the good my signals did, Fendel might think I’m ordering 5 hamburgers from a curvy woman. On second thought, perhaps I should’ve just headed back and told them what’s ahead; I’ve been watching too many old WWII movies where they do crazy hand signals and everyone understands...only in the movies...

Liberty's Edge

1 person marked this as a favorite.
active effects:
barkskin, GMF, longstrider, air walk, heightened awareness
more effects:
tiger focus, bull focus
Male Half Orc (Mwangi heritage) Barbarian (scarred rager) 4 / Hunter 9 | current AC 31 T 17 FF 27 | HP 130/130 [130/130] | F +22 R +17 W +13 (+2 Fort and Will in rage) | CMD 30 | CMB +14| Init +5 | Perc +19 dv 60' | Rage (16/21) | Animal focus (6/9) | Spells (-, 5/6, 0/5, 2/4)

There is in fact a secret pathfinder sign language

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’
Kiboko wrote:
There is in fact a secret pathfinder sign language

Oh wow, thanks Kiboko, I was unaware of that. So, would most of us be at least somewhat fluent in that then?


Witch's Winter Holiday

I'm pretty sure that would fall under Sign Language as a language you'd have to learn via Linguistics. It's from the Lost Omens Pathfinder Society Guide, but there's nothing that would suggest all Pathfinders automatically know it.

Also, this is someone who is trying to be unnoticed and is green to match the walls around him trying to communicate with his fingers at a distance of over 70 feet. Even with Fendel's keen eyesight, I wouldn't be surprised if there's some miscommunication happening. XD

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Roger that, GM, thanks.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

No worries Flyn. It is one of the few hazards playing Pbp. My comment was not to imply you did anything wrong. It was more to point out that I was lost whereas my character would probably have a much better understanding of what was going on.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

GM, just a note, I went back to edit my last gameplay post not long after posting, but it looks like it didn’t take and just noticed it...wanted to add that Flyn attached his weapon cord to his bow before going back into the cavern...

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

In my spoiler posted a few days ago, I stated I have Blur, which is a 20% miss chance and Shield, for an AC of 25, so the javelin did not confirm if it did hit. I thought I had my Stat bar set correctly, but the AC was incorrect. It's up to date now.

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