[PFS1] 6-21 Tapestry's Toil (GM Watery Soup) (Inactive)

Game Master Watery Soup

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(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Please post, even if it's identical to information given in the other thread:

Player Name (optional):
Character Name (required):
Character Level (required):
Character PFS# (required):
Character Faction (required):
Character Advancement (Slow/Normal):
Replay? (Y/N):
Day Job (please go ahead and make your roll):

Any significant changes to your character since 4-06?

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Player Name (optional): Mark M
Character Name (required): Ehm Sven Nien
Character Level (required): 9
Character PFS# (required): 30504-9
Character Faction (required): Grand Lodge
Character Advancement (Slow/Normal): Normal
Replay? (Y/N): Maybe, I have to check in binder when get back home.
Day Job (please go ahead and make your roll): craft alchemy: 1d20 + 21 + 5 ⇒ (19) + 21 + 5 = 45

Any significant changes to your character since 4-06? More bombs, bigger bombs, more extracts. Not purchased all gear yet. Definitely need some more ammo.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

Player Name: C. Dragos
Character Name: Rakesh
Character Level: 9
Character PFS#: 17148-6
Character Faction: Grand Lodge
Character Advancement: Slow!
Replay? (Y/N): nope
Day Job (please go ahead and make your roll): Hunting Lodge vanity, Greenheart's Blessing, Wayfinder:
Take 10, Survival: 10 + 15 = 25 =50 gp

Any significant changes to your character since 4-06?
Going slow track for level 9. Took deadly aim for 9th level feat and Trick Shot for Hunter's Trick. Not gonna jump into melee so quick from now on.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Were we supposed to all come over here? I was not sure if by invite only or otherwise.

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

I believe he is intending to run this short series for all of us.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Ok, if you all are willing- I will get Roderick leveled and post tomorrow.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

Hey, you wizards & alchemists! Which one of you should I give my wand of CLW to in case I go down in combat again? Or any other wands I might pick up? It really sucks that I wasted a really good boon to get temporary hp & DR right when the baddies were dropped. We should be discussing tactics with each other in the discussion thread.

I've never played an alchemist. I know that clerics, wizards, & bards have spells to buff their fellow party members. If that is not the case with alchemists, let me know. It kind of seems like it since an alchemist needs to drink an extract or elixir beforehand and the target is probably "you". So, I put two more points into UMD upon reaching level 9. In other words, I'd rather use a full-round action to attack with weapons than UMD-ing a wand or scroll before combat.

Help me help you. ;)


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺
Roderick Xim wrote:
Were we supposed to all come over here? I was not sure if by invite only or otherwise.

Yes, everyone is supposed to come here.

Rakesh Manidhar wrote:
It kind of seems like it since an alchemist needs to drink an extract or elixir beforehand and the target is probably "you".

I don't know how many alchemists have this feat, but there's the Infusion feat which allows an alchemist to pass a personal extract to another player.

In general, I strongly encourage you guys to coordinate with one another.

Coincidentally, when I played 4-06 with an alchemist, I ended up hitting a bunch of immunities due to failed Knowledge checks and then running out of bombs (we stupidly didn't rest midway, unlike you smarties), I ended up running around with a dagger for flanking, and reviving people with a wand of CLW.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick has infusion but it takes an action to drink. So not as good as a curative spell or channel. We definitely were low on healing as he spent a good part of the first and second combat in single digit HP.

I would offfer to swap out a different character with better healing or buffs but really don’t have one in this tier.

I tried to think of other ways to help heal During combat but had no good options. Very Sad to lose the boon but well used at least.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Player Name (optional): miteke
Character Name (required): Kitoro
Character PFS# (required): 141936-7
Faction (required): Dark Archive
Slow/Normal (Normal by default): Normal
Day Job (optional): Perform Comedy: 1d20 + 24 ⇒ (14) + 24 = 38

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

All righty then.

First: CLW is on the alchemist list. So any of us can use the wand for you. I would be happy to carry it if you would like.

Second: The only way an alchemist can buff others is if he has the Infusion feat, as Watery Soup mentioned.

Now I do happen to have that feat, so it is a possibility. However, alchemists do not get nearly as many spells per day compared to wizard and clerics. Also, it is a standard action for me to prepare the infusion and a standard action for you to drink it. So it really kinda sucks hind teat for in-combat buffing.

The one advantage we have though, is that we can make an infusion of a personal range spell. So I can actually give you an infusion of Shield. Which is normally impossible to give to someone else.

So I can hand out some pretty decent buffs. Not in great quantities. Not during fights. And not to everyone all the time.

Unfortunately getting ready for the last fight, I was thinking like a module player not a PFS player. I was thinking we would have to explore some shrine/temple thing with multiple encounters over time. Stupid on my part.

So in conclusion. Yes, I can and will try to do better. Let me know what general type of buff(s) you would most prefer. Bonus to hit, bonus to AC, resist energy, etc... I will prepare them for the day. Then let me know when you want them (preferably prior to combat starting). We will see how it goes.

I also usually try to leave at least 1 slot of each level unfilled, for unusual situations.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

I'm probably going to pick up a few wands and hope we have a couple rounds before combat to buff.

I'll make some purchases later today. One will be a partially charged wand of CLW from a chronicle so that Rakesh has one on his person and give Ehm the other just in case.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

Four-Leaf Clover, potion/invisibility, potion of fly, wand/cure light wounds (12 charges), wand/shield (2 prestige).

4,980 gp spent. Noted on ITS.

Had too many allocated skill points. Now fixed.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Player Name (optional): GM Aarvid
Character Name (required): Roderick Xim
Character PFS# (required): 9884-9
Faction (required): grand lodge
Slow/Normal (Normal by default): normal , replay
Day Job (optional): alchemist Alchemy : 1d20 + 13 ⇒ (8) + 13 = 21


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺
Ansha Saeralyan PFS wrote:
You know, Ansha's presence here could cause a continuity error since she's been to the Hao Jin Tapestry before (from The Hao Jin Hierophant). 'Hey, we discovered this new demiplane!' 'Oh, that? I've been there before.'

Don't worry about it.

I guess I should mention that there will be a HUGE and 100% unavoidable continuity error if any of you have played #8-02, Ward Asunder, with these characters. There's no way to finesse it - you'll just have to suspend disbelief. :)


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Slides are up. Please double check your icon on Slide 2, and put in your Perception and Initiative modifiers (I didn't copy them over because I know several characters leveled up).

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

I am not sure why, but I can't seem to find the chronicles.


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

4-06 Chronicles

The Exchange

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gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Sorry that took a while, I've been having some computer "issues" lately.

Well, since no one asked for anything in particular, I have a couple extra Shield, a Bear's Endurance, and a Heroism that I could pass out.

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

I am going to be offline until Monday. Feel free to bot me as you see fit.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
GM Watery Soup wrote:
The scenario doesn't mention anything about differing heights, but that seems reasonable. They will, instead, ready actions in case you move in.

Thank you for seeing the boulder as higher than the water's surface. I would probably have to jump down into the water, or attack from where i am with high ground.

What about jumping over them to the next rock?


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(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

That should just follow the usual rules about jumping (DC = length) with the DC+5 slippery penalty.

If you're talking about AoO, no, they wouldn't be able to take an AoO if they can't hit your otherwise.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Kit pulled a wand of heightened awareness and cast the spell, but that was before combat started. It does not make sense to take that action if combat had already started. Would it be possible to change that action to a move and casting of heroism on Rakesh if this is the case?


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

Yeah, that's fine.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

Heroism:
10 mins/level
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Thank you, Kit!

Dark Archive

1 person marked this as a favorite.
Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Probably won't last you past the one battle and into the next because of all the travelling, but ask for it before we enter a location and she can recast with extend.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
Kitoro wrote:
Probably won't last you past the one battle and into the next because of all the travelling, but ask for it before we enter a location and she can recast with extend.

Awesome, thank you!

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
GM Watery Soup wrote:

Not sure why there was damage, I removed it.

The four-leaf clover would give a +2 to your will save, but here's the thing: the clover must be activated before the check is made - "A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check." If you're saying the check would have been important enough to have used it, I'm okay with retconning it in. But, in the future, please state that you're using it before you roll (so there's the full chance of (a) using it and failing by more than 2, and (b) using it and succeeding by more than 2.

Ahh. Forgot that I have to announce it beforehand. Fair enough. I will also make sure to request the height/elevation for things and areas on maps if it isn't obvious or relevant (like a tavern map).


(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

To be clear, I have the four-leaf clover on my alchemist and ninja (both low-Will classes) and consider it totally reasonable that you would have activated it anyway. I almost always do on Will saves. So if you want to retcon it, I think it's quite reasonable. Like, if you bought the item to help boost your Will saves, I'm not skeptical at all.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Will and fort saves. Kit has one too and that is what she uses it for. When I remember. Though I like ot keep at least one use for the final battle.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

Nah. Don't worry about retconning it. It makes for some good roleplay. So much was going on, Rakesh simply forgot about his amber-encased 4LC.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

How deep is the river? If it's deep enough to swim in and rakesh needs to make swim checks to avoid being pulled downstream, wouldn't the undead need to make swim checks? Are they incorporeal and floating above the surface of the water?

It seems like it's just a foot or so deep and thus considered difficult terrain. But, why the need to make swim checks to avoid being pulled downstream?


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(he/him) | Troubles in Otari | 2-17 | | Icons: ◆◇↺

The river is deep enough that swim checks are required - the enemies all have swim speeds and/or Swim modifiers high enough to auto-make the checks.

Realistically, the squares closest to shore shouldn't require a check, but as written, the scenario only describes water and land so in the text, it's either level with the surface of the water or >5' deep. I'm amenable to ruling that any water tiles adjacent to the shore is <5' deep and just difficult terrain, but I don't want to add any more clutter to the map.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

Here's how I see it (and I'm only coming up with this from descriptions and stuff that were mentioned).
This area of the rushing river is about knee deep on a human (1 to 2 ft deep) and about 40' to 50' across. Consider it at least difficult terrain, maybe even greater difficult terrain because of the rushing water. But, if someone falls into the rushing water, (main thing is if someone fails an acrobatics check jumping from the slippery rocks which, it seems, they only addressed in the scenario) they need to make a swim check as they flail about prone to avoid being washed downstream to the waterfall. However, if someone is tripped, that's still considered "falling". They would need to make a swim check to avoid being pulled downstream. Unless they have a swim speed, as mentioned earlier, they are able to handle the rushing current and are just considered prone while the rushing water washes over them.
I would've made the river at least 5' deep, though, which would probably require underwater combat rules. But, if the enemies are walking in the river, then, yeah, it must be pretty shallow.

To keep elevations simple and since maps go by a 5' scale, I would've said the 3 big boulders along the river's edge are 10' high and the 3 boulders in the river are 5' above the surface. The waterfall looks like a 20' drop.

Ok, you did say it is 5 ft or greater in depth. I'm wondering how the baddies are attacking with greataxes while swimming. Are we using underwater combat rules for fighting in the water?

Dark Archive

Female Elf Wizard (Manipulator) 6/Enchanting Courtesan 4 | HP 58 AC 10 ff 10 touch 10 F+6 R+4 W+7 CMD 12 Init. +4 | Portrait
Kitoro wrote:
IC stacks with Hero

It does? They're both morale bonuses, so I wouldn't have thought they did.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

I looked them both up & they're both morale bonuses, which don't stack. So, I only get heroism to attack and IC to damage.

Only dodge bonuses stack.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

Wow! A lot of other bonuses stack that I didn't know.

Stacking bonuses.

Dark Archive

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Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

The morale bonus is to saves, not to your melee. For melee it is a competence bonus. Yea, I know. With a name like inspire COURAGE, you would have thought they all would have been morale bonuses.

Dark Archive

Female Elf Wizard (Manipulator) 6/Enchanting Courtesan 4 | HP 58 AC 10 ff 10 touch 10 F+6 R+4 W+7 CMD 12 Init. +4 | Portrait

Hah, looks like I need to pay more attention to the text. XD

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---
Ansha Saeralyan PFS wrote:
Hah, looks like I need to pay more attention to the text. XD

Haha! Ditto!

Kitoro wrote:
The morale bonus is to saves, not to your melee. For melee it is a competence bonus. Yea, I know. With a name like inspire COURAGE, you would have thought they all would have been morale bonuses.

That's exactly why I thought it was all morale bonuses.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

And if you stop reading where it talks about the morale bonus to saves, you can easily miss that it switches types when it gets to melee.

I have to admit I have made the same mistake which is why I was fairly certain it was a competence bonus. One of the reasons bards are the queens of buffing :)

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Ehm is just about totally useless in melee. So I figured the total defense to keep it busy for a couple more rounds was better than doing just a few points of damage.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Maybe Ehm should take one of the gems then. At least Kit has some spells she can cast. Just not a lot of them.

Dark Archive

Female Elf Wizard (Manipulator) 6/Enchanting Courtesan 4 | HP 58 AC 10 ff 10 touch 10 F+6 R+4 W+7 CMD 12 Init. +4 | Portrait

Ansha's the kind of character who likes casting a spell or two strategically, and then watching her enemies kill each other while cackling maniacally. So I'm fine if you two want to split the gems between you.

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Well I won't refuse one. Which do you want?

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

@Ansha
I'm in a similar boat. I try use at most 1/3 of my spells per battle since there are often 3 battles per day. So that gives me about 3-4 castings per combat. Kit can cast confusion so you might want to swap that spell out for a different combat spell.

@Ehm
They are the same. Both are (primal water) elemental gems.

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Roderick, I've only used 1 bomb and 1 spell. If you want the Gem, I'm fine with that.
I don't feel any great need to rest.

Grand Lodge

LN male Nagaji | Ranger (skirmisher) 9 | HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7  | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

I wouldn't mind resting for the night. I get my level in hit points back and Fuzzfoot would get a new save to remove the negative level.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Might as well as long as it is a freebie, even if there is a wandering monster roll involved.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick is good either way. He has most spells and half his bombs. Are we pressed for time tracking someone? As long as we are not going to lose trail…rest is fine.

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