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Hello! Welcome to my table. Before we start, please do the following:
Please complete the macros linked at the top of the page. This will be used for initiative and secret rolls.
Please also post your token to the slides and post your position in the marching order. The slides are also linked at the top of the page.
As per the Organized Play Foundation Community Standards, each player must decide if they will allow their characters to be damaged by friendly fire (usually via splash damage). In keeping with the “Explore, Report, Cooperate” motto of the Pathfinder Society, engaging in non-consensual character-versus-character conflict is prohibited. While accidental friendly fire happens due to missed attack rolls or other factors, players must obtain the consent of other players before deliberately including fellow PCs in damaging effects. This rule does not apply in situations where a character is not acting of their own free will, such as if they’re being mind-controlled by an NPC and forced to attack a fellow Pathfinder.
Credits:
Macros - Doug H, Frozen Frost, BretI
Slides - Doug H (Marching Order), Frozen Frost

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Done with RPGChronicles, Macros, and Slides. I have a glyph to share. Splash Damage is okay unless I am Dying.

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2 players with campaign coins in a convention table ending in -01... that looks familiar :)

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Checking in first. Still need to fill in all the above.
Ok with friendly fire.

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Just wanted to share that as an aerokineticist, one of his more distinctive ability is Four Winds, which allows up to four allies near me (30ft) to Stride half speed during my turn (for 2 actions). This is great to reposition, e.g. martials moving into flank, squishies or someone low in hp moving out of range of melee. However, it might be a bit difficult to run in asynchronous play, because it would waste a lot of time for me to ask if people want me to use it.
One way I thought to make this viable for PBP is if you give me blanket permission to move your character during my turn, i.e. for those reasons above, if it looks like it would help your character. If you don't, then I won't unless you make specific request during the game, but due to asynchronous play, might be missed. So, GM permitting, if you could let me know now before the game starts?
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GM, another matter. Would you allow the kineticist's Kinetic Aura to be on by default in combat? Or would Fung need to Channel Elements at the start of every combat? RAW, it only deactivates if the kineticist is knocked out, dismisses it or uses an overflow impulse.

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I've been thinking about that same pbp problem with 4 winds.
I'm happy to be moved as part of activation.
(Hasira is pretty fragile, but has optimal damage turns generally when able to attack at reach without moving).
(I've also been thinking about the aura a bunch)
It feels to me like the equivalent of having weapons drawn. Makes sense to have it on when in a position of danger, but not so much when negotiating with a friendly merchant. (Yours and the GMs opinion may differ though)
Luckily activating it isn't generally a huge cost as you get a free 1 action blast/stance when you spent the action to activate the aura. (Still nice to have options and not have to do it)
I haven't finalized it yet but amusingly enough I built a very similar character to Tai Fung.
Plan Here.
Except a air genie who's been cursed to be a goblin who can't stand still.
(I think Goblin Scuttle and the Air Junction and 4 winds etc are going to provide a hilarious amount of extra movement)

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I haven't finalized it yet but amusingly enough I built a very similar character to Tai Fung.
Plan Here.Except a air genie who's been cursed to be a goblin who can't stand still.
(I think Goblin Scuttle and the Air Junction and 4 winds etc are going to provide a hilarious amount of extra movement)
Lol. Yeah, against much of the online builds, I wanted to try a strength-based aerokineticist so that he can still do some respectable damage. Hope his mobility will make up for the shortfall in AC by not pumping Dex.
So Hasira would optimally be placed within reach but not adjacent to target (for some protection), and hopefully with flank. But due to squishiness, to move out of melee range if badly damaged.
Anyone else ok for Fung to move when activating Four Winds?

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Lol. No, 台风. Or typhoon. (I know, I'm mixing mandarin and cantonese in the spelling, but Tai Feng wouldn't be pronounced quite right.)

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Ignatius is a battle oracle. He does have a reaction to rolling initiative.
It would provide his allies with a +2 status bonus to initiative and 2 temp hp, but as you don't count as your own ally in 2e, he isn't affected. He'll only use the spell if at least 3 of his allies are within 20 feet.

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if anyone has glyphs, go ahead and hand them out. I suspect we have enough so that each player starts with 2 hero points each... IIRC Hasira7 has 3, Magdalene has 1 and Ignatius has at least 1...

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Lol. Yeah, against much of the online builds, I wanted to try a strength-based aerokineticist so that he can still do some respectable damage. Hope his mobility will make up for the shortfall in AC by not pumping Dex.
I think I'm mostly solving the AC issue with Sentinel at level 2, not super happy with that plan though and I'll still have to suffer through level 1.
3 Glyphs here

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Tai Fung, do you have a glyph for PF2?
If not, we have 5 glyphs to share. Those with glyphs - please indicate who you're handing them to.

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GM Tiger,
I don't understand the map. Babak is on a staircase. I imagine that those things at the edge of the stairs would be banisters and railings. If Babak positions himself at the edge closest to the square of Red, can he shoot arrows down on him?

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You can certainly step down to the next landing and shoot Red. The railings are your average railings -- maybe waist-high to a human.

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What's left to explore?
All areas still open but the center area and the precarious shelves are limited to the major discovery (crit success).

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As this is the last encounter, if you'd like your downtime included with your chronicle, you may roll them now.

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Warfare lore: 1d20 + 4 ⇒ (15) + 4 = 19

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Hasia is going to finally remember to cast false life and longstrider, that he should have cast 17 encounters ago.
OMG I know the feeling. I played 01-11 (Flames of Rebellion) 2 years ago and keep forgetting to use the retribution boon that comes with it!

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I posted that here before getting to gameplay and seeing the combat started, am hoping to have them up for this.
If not that's fine too.
what's your casting mod?

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Chronicle looks good. Thank you for running the game.
Performance to Earn Income: 1d20 + 6 ⇒ (12) + 6 = 18