[PFS2] 1-09/1-23 Star Crossed Voyages / Star Crossed Court (Inactive)

Game Master Watery Soup

Slides
Hero: Aldonza 1, Apoc 1, Mindartis 2, Slipp 1, Storg 2, Tharpe 1
Challenge: 28


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(he/him) | Troubles in Otari | 2-22 | 1-24 | Icons: ◆◇↺

Tawk amongst yourselves.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
GM Watery Soup wrote:
3.1. Those of you using Replays, please mark it during sign in.

How do I do that?

Edit: Unscooped!

=)


(he/him) | Troubles in Otari | 2-22 | 1-24 | Icons: ◆◇↺

You're not supposed to be this quick!

I'm going to try RPGChronicles for the first time, setting it up today.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

We logged in the same time. As an east coaster now, I have already worked and run a bunch of errands and currently doing laundry with wifi!


1 person marked this as a favorite.
(he/him) | Troubles in Otari | 2-22 | 1-24 | Icons: ◆◇↺

Alrighty, in my attempt to join the 21st century, I am trying out RPG Chronicles.

Please sign your character information HERE.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Testing out my header now.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

I basically just went into Pathbuilder and selected "Export Stat Block PDF" and copied and pasted everything into here.

Horizon Hunters

Sorcerer-5 HP 54/63; Spells L1:3/4;L:2 4/4;L3:2+0/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';

Picking my nice new level 3 spells. Got fireball from bloodline - any suggestions for other must-have primal spells?

Radiant Oath

| Male Orc Rogue 4 | HP 48/48 | AC 21 (+2 nimble dodge) | F +7 R +10 W +9 | Perc +9 (darkvision) | Default Exploration: Stealth | Speed 25ft | hero points 1 | Active Conditions:

Hey Folks, I am the last to join the party, I am bringing Tharpe, and since I see that we play in the big league ;) I would appreciate menthor boons :D As Tharpe will be playing with lvl bump

Tharpe is a jack of all trades, he brings expert thievery and Athletics ;) I play him as a frontline but given the high tier scenario we will see how I will play him ;)

I have 1 glyph ;) I prefer to mention it sooner as probably there are like gazilion of glyphs around

====================

Lvl 3 primal spell? I have troubles with those, I end up going for Haste/slow ;) I personally like Wooden Double to protect from crits ;) I also like forms (Insect form/Heightened Animal form) and a classic lightning bolt ;) But I would not call any of those spells as must-haves.

I also like Mind of menace but it is a situational spell. I also like Jump heightened to lvl 3 ;)

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Apoc can offer Magical Mentor:

Magical Mentor

Magical Mentor:

While working with less experienced Pathfinder allies, you provide key spellcasting insights that augment your colleagues’ magic. Any PCs benefiting from a Level Bump and whose levels are lower than yours can prepare one additional spell of their highest-level spell slot or cast one additional spell of their highest-level spell slot. When casting spells of a magical tradition that is the same as the tradition you use for spellcasting, the affected PC also increases the Level Bump’s modifier to spell DCs to 2.

Apoc uses the Arcane Tradition

Vigilant Seal

1 person marked this as a favorite.
(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg has Combat Mentor.

"While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’
attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level
Bump’s modifier to attack rolls to 2."

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

I thought I'd be able to fit all my prepared spells in my header, but they don't seem to fit.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

I can already tell that this roll, 1d20 + 4 ⇒ (3) + 4 = 7, is a seven because I clicked Preview. Doesn't that kind of defeat the purpose of rolling?

Verdant Wheel

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Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

There is an unspoken honor system.

If you use preview, observe failure (or success), and post it in good faith without altering the stakes of your roll, but use the pre-information to decide how to describe the roll - because PbP allows an added element of narrativity! - then you are using the preview feature with honor and utility.

=)

Vigilant Seal

1 person marked this as a favorite.
(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

So something like this?

Storg Casts a Spell and hurls his warhammer, hoping to ground the monster.

hand of the apprentice (+1 striking warhammer) 1d20 + 13 ⇒ (11) + 13 = 24 to hit; 2d8 + 4 ⇒ (6, 2) + 4 = 12 bludgeoning damage. On crit: double damage and critical specialization: DC 22 Fortitude save vs prone.

Not bad, but Storg would seriously consider preparing sure strike going forward.

Or should the rolls be put into their own post in case the enemy wants to use a defensive ability like Uncanny Dodge (which must be used before the roll)?

Horizon Hunters

Sorcerer-5 HP 54/63; Spells L1:3/4;L:2 4/4;L3:2+0/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';

I tend to write my text in such a way that the rolls are at the end.

Then I do the rolls, and sometimes (or sometimes not) write what I think might be the result of them. Often best leaving that for a follow-up post after the GM confirms, as things like reactions can turn even what looks like a success into something else.


(he/him) | Troubles in Otari | 2-22 | 1-24 | Icons: ◆◇↺
rainzax wrote:
There is an unspoken honor system.

It's spoken sometimes.

Much like lying about your rolls at a F2F table, it's just a jerk move that even if seems like it's unpunished at the moment, develops into a long-term avoidance of playing with someone. Everyone knows That Person(TM) who's just kind of an unfun person to play with (lying about dice rolls, trying to sneak banned feats, etc), and just stop inviting them to games after a while.

My kids used to lie about their rolls sometimes, and I had to pause several games before they got the message.

Storg Dragondropper wrote:
So something like this?

Yes, but you can put text into your dice rolls.

[ dice=Hyperspace Expressway Lore]1d20+42[/dice] (minus the space)
Hyperspace Expressway Lore: 1d20 + 42 ⇒ (7) + 42 = 49

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
Slipp wrote:

I tend to write my text in such a way that the rolls are at the end.

Then I do the rolls, and sometimes (or sometimes not) write what I think might be the result of them. Often best leaving that for a follow-up post after the GM confirms, as things like reactions can turn even what looks like a success into something else.

What about the reactions that must be used before the roll is even made?

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

These are good questions.

I like to house my reactions pro-actively in the posts before they happen, including spoilering a die roll of it requires one.

If GM has to “undo” a bunch of things that happens because you “forgot” about a reaction your character had that might greatly impact the gamestate, suddenly you have increased the amount of bookkeeping they must do on your behalf.

The more info you give your GM about your character pro-actively, the smoother it is for them to run the game.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Since you asked. I invite you to put on your "GM-hat" and ask yourself which post is clearer, yours or mine?

Moving into position, Storg Casts a Spell and hurls his warhammer, hoping to ground the monster.

◆◆) Stride x2
◆) Cast Hand of the Apprentice
~) Hammer Critical Specialization (Fort save vs Prone DC 22)

Warhammer of Striking (B) vs Monster: 1d20 + 13 ⇒ (3) + 13 = 162d8 + 4 ⇒ (3, 1) + 4 = 8

It flies totally wide, and Storg would seriously consider preparing sure strike going forward.


(he/him) | Troubles in Otari | 2-22 | 1-24 | Icons: ◆◇↺
rainzax wrote:
I like to house my reactions pro-actively in the posts before they happen, including spoilering a die roll of it requires one.

Yes, this.

[ spoiler=Glimpse of Redemption]Resistance 8, plus
[ dice=Guisarme]1d20+15[/dice]
[ dice=Slashing]2d10+4[/dice] plus move 5' back if crit[/spoiler]

Glimpse of Redemption:
Resistance 8, plus
Guisarme: 1d20 + 15 ⇒ (15) + 15 = 30
Slashing: 2d10 + 4 ⇒ (7, 1) + 4 = 12 plus move 5' back if crit

If there's a complex decision, you can also write it down in your character sheet. See my sparkling targe magus for an example.

Shield Block wrote:

Shield Block: Merian may choose to use or not use her Shield Block reaction according to the following rules, applied in descending order:

1. If the damage is less than her shield's hardness (currently 8), Merian will always use her Shield Block reaction.
2. If the damage with Shield Block would keep her standing but damage without Shield Block would knock her to 0 HP, Merian will always Shield Block, even if it breaks her shield.
3. If the damage would break Merian's shield, Merian will generally not use Shield Block.
4. Otherwise, Merian will generally use Shield Block.

Worse comes to worst, explain what you would have done after, and we'll do a retcon. It's not preferred, but it's also not the end of the world.

The #1 reason for retconning is that the GM gets a rule wrong. It happens. :)


(he/him) | Troubles in Otari | 2-22 | 1-24 | Icons: ◆◇↺

Other PbP-specific alterations (these are actual changes to the way the game is played, but approved by PFS leadership to make things easier)

1. Block initiative. I generally make one initiative roll for all enemies of a certain type. So, if you're fighting one type of enemy, all the PCs will go in a block, and all the enemies will go in a block. If you're fighting two types of enemies, you may be split into two blocks. This speeds up PbP play by quite a bit.

Exception: For Extreme encounters (and sometimes Severe), I'll roll straight up. That's because block initiative is a little more hazardous for the party than the game is designed for, with all the enemies going one after another.

2. Botting. If someone hasn't acted for a while (typically double the time), I may decide what your character is going to do that round. Or I might ask someone else at the table to bot you. Or I might Delay your character.

Little quirks that are specific to me:

3. GM Screen. I frequently use spoilered checks that the PCs should not look at. I keep them in the post, both so that PCs could go back and audit after the game, but mostly because I sometimes forget, and need to look back myself.

You're on your honor to not open spoilers marked "GM Screen".

4. Secret checks and Spoilered checks. If something is relatively unimportant, or there's no critical failure possible, I might just spoiler the result and let people open it as they roll.

For example:

Perception DC 25 or Paizo Lore DC 20:
Spoilers can be nested!

Critical Success:

Spoiler:
But the nested spoiler can't have a title! It has to be an unlabeled spoiler, with the title put in manually, as in this example.

If a check is so secret that I don't even want you to know that I'm making a check, I'll just pull it from your character sheet and roll a physical d20. Personally, I tend not to make these checks very often (I think I've done it once in 50+ games), as I consider it more fun when PCs roll.

Most often, I'll just use a "GM Screen" spoiler and post the results. In PbP format, I'll try to end every post with a prompt to action as an OOC note, just so that it's clear what I'm expecting (since I might not check again for 12-24 hours).

Example:

I see 6 people checked in to the campaign, and 5 on RPGChronicles (Slipp is missing). Does everyone have an updated character sheet?

Radiant Oath

| Male Orc Rogue 4 | HP 48/48 | AC 21 (+2 nimble dodge) | F +7 R +10 W +9 | Perc +9 (darkvision) | Default Exploration: Stealth | Speed 25ft | hero points 1 | Active Conditions:

I have, but I was waiting for mentor boons, magical mentor is not helpful ;) but the Combat mentor is ;) So I will update the stat lines with the value from lvl bump today/tomorrow

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Mindartis can offer Rugged Mentor

Verdant Wheel

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Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
Storg Dragondropper wrote:

Storg has Combat Mentor.

"While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’
attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level
Bump’s modifier to attack rolls to 2."

Mindartis Nightbreeze. wrote:
Mindartis can offer Rugged Mentor

It looks like three of our players are Horizon Hunters.

So looks like, as a non-caster, your options are from:

Rugged Mentor (Saving Throws)
and
Combat Mentor (Attack Rolls)

Fortunately, you can have two Mentors - so it looks like Mindartis and Storg will be showing Tharpe the ropes!

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Maybe I can fit my prepared spells in my header with abbreviations or emojis. Hmm...

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Alas, although emojis can be entered into the fields, the site crashes if you try to save changes. Ugly abbreviations it is.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Some emojis work, others cause crash. There is a thread that aggregates them I will try and find it for you!

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---
rainzax wrote:
Some emojis work, others cause crash. There is a thread that aggregates them I will try and find it for you!

Don't worry about it. As long as the names fit and I can use strikethrough to mark off spell slots, it should be fine.

Horizon Hunters

Sorcerer-5 HP 54/63; Spells L1:3/4;L:2 4/4;L3:2+0/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';

Sorry, I missed the rpgchronicles link, could you post it again?


(he/him) | Troubles in Otari | 2-22 | 1-24 | Icons: ◆◇↺

Slipp, please sign your character information HERE.

Horizon Hunters

Sorcerer-5 HP 54/63; Spells L1:3/4;L:2 4/4;L3:2+0/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';

And... done.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Just noticed the Slides link. I guess we'll all have to fill that information out? I won't have time until tonight though.

Verdant Wheel

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Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

I’ll give it a go for you Storg your tagline looks complete!

Edit: In this party, Apoc looks to be the frontline, so changing his Exploration to Repeat a Spell (Shield)

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Doesn't Scout grant the entire party a +1 circumstance bonus? It looks like only 1 initiative formula in the slides is applying it. Additionally, shouldn't Aldonza be somewhere in the front? She appears to be a melee build.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Oh hey, look! Slides, you guys!

Heh. Heh heh.

Horizon Hunters

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Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Also, I’ve been having an issue with pasting images into slides, where the page refreshes instead. Could someone please copy my avatar in? I’ll even take point! :-)

Horizon Hunters

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CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

I got you. I pasted Aldonza's token on the slide.

Yes. Don't forget to add that +1 on your initiative for Mindartis' Scout exploration.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Thank you!

Verdant Wheel

1 person marked this as a favorite.
Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

I added a "+1" to everyone so initiative look like "1d20+x+1" easy to remove if Scout for some reason changes.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

We're eventually going to have to decide our Pathfinder Provisions. How good is everyone at healing? I have Battle Medicine, but that's about it for me.

I'm replacing my dispel magic slot with lightning bolt since it looks like we'll be at sea for a while. But I think I should at least have a rank 3 dispel magic scroll.

Horizon Hunters

Sorcerer-5 HP 54/63; Spells L1:3/4;L:2 4/4;L3:2+0/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';

I have heal as a signature spell. As well as restoration and remove disease. And a lot of fire based blasts.

Generally probably best off blasting rather than healing, but I can put out a fair amount of healing if required.

I'll take a moderate healing potion as my provisions.


(he/him) | Troubles in Otari | 2-22 | 1-24 | Icons: ◆◇↺

Anyone with GM glyphs or Campaign Coins can also let me know how many and to whom they should be assigned.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Why is "The mask, trained in religion" a spoiler? Is it only for the GM to see?

Radiant Oath

| Male Orc Rogue 4 | HP 48/48 | AC 21 (+2 nimble dodge) | F +7 R +10 W +9 | Perc +9 (darkvision) | Default Exploration: Stealth | Speed 25ft | hero points 1 | Active Conditions:

I will give hero point to Slipp, I have 1 glyph.

With regards to spoiler from Slipp - it is for all players, sometimes when you character has something about them, and you want to give it away to anyone who should know, you can do those tricks.

Similarly if you had a noble man disguised as a peasant you could provide such information to someone with high perception, and also who may care about it. It provides a 'hook' for other players to interact if they want to

Verdant Wheel

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Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

3 Glyphs @ Tharpe, Mindartis, and Storg!

Horizon Hunters

Sorcerer-5 HP 54/63; Spells L1:3/4;L:2 4/4;L3:2+0/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';

Yeap, what Tharpe says.

I figure if you are trained in religion you might recognize who the mask was of. But for most folk, it would just be an ugly mask which makes them feel uncomfortable.

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Thanks, Rainzax!

Will also grab a moderate healing potion from the Society

Radiant Oath

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| Male Orc Rogue 4 | HP 48/48 | AC 21 (+2 nimble dodge) | F +7 R +10 W +9 | Perc +9 (darkvision) | Default Exploration: Stealth | Speed 25ft | hero points 1 | Active Conditions:
Slipp wrote:
I'm pretty unfamiliar with summons in PFS2. It looks like they are three action spells rather than full round casts now. Does the summoned creature get an action to attack right away? And do I spend an action each round maintaining the summons?

So, if I am not mistaken, a summon is 3 action spell => so effectively full round, unless you are hastened. When you summon a creature on that round it gets 2 actions that it can use to move and attack.

Each round you need to sustain the summon (1 action) which gives your summon 2 actions to move/attack.

Horizon Hunters

1 person marked this as a favorite.
Sorcerer-5 HP 54/63; Spells L1:3/4;L:2 4/4;L3:2+0/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';

So Mr Crocodile can have a second attack as well as its primary bite?

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