[Outpost VIII] PFS1 #8-99 The Solstice Scar, Version D (Subtier Tier 10-11)

Game Master cmlobue

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Solstice Scar | Defy the Dragon | Inheritors of Gadrathar | Upon Wheels and Rime | ◆◇↺

Feel free to introduce yourselves in the Gameplay thread. The first official post of the game will be on March 2. Please also complete the >SIGN-IN SHEET< add your token, perception and initiative to the >SLIDES<.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor, False Life (12) Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

GM, fyi, Undy & Riddy engage in some shenanigans built around a particular teamwork feat, Elemental Commixture. It's a bit complex so I've written up a summary that you can find here. Let me know if you have any questions.

Scarab Sages

Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Freedom of Movement, Blessing of Fervor, Barkskin female | human | oracle 10 | HP 43/73 | AC 29, FF 22, T 13 | CMB +8, CMD 16 | Init -1 | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +11, W +9 (+15 vs. Mind Effect) | Focused Trance 2/3 | Natural Divination 3/3 | Lore Needle 2/3 Spells: 6/7 1st, 5/7 2nd, 5/7 3rd 1/5 4th 3/3 5th

That looks pretty cool, I've never seen that before. Personally I wouldn't call it overpowered; there's a lot of very strong things in Pathfinder.

For Katswiri, she is a Lore Oracle, and a member of the Scarab Sages. She's a Seer, and has a lot of Divination/Skill Boosting abilities; her most stand out ability is to more or less automatically succeed at three out of combat Int based skill checks each day using her Focused Trance revelation. She spends standard actions for 1d6 rounds (which usually precludes combat use), then gets to make a check with a +20 circumstance bonus. Her natural divination ability also usually is used to get three skill checks with a +10 competence bonus, for helping to guarantee a few important non-int skill checks. She can also effectively Commune 2/day, once with a 1 minute cast time and once with a 1 hour cast time using her Gift of Prophecy and Automatic Writing revelations. I usually flavor all these abilities as either omens or visions of the past or future, as Katswiri is a seer. She also has a Lore Needle that allows her to make 3 skill checks per day using her Knowledge:History bonus of +29 instead of one of her other bonuses.

Katswiri has the deaf oracle curse, so she cannot hear. Mechanically, deafness:
--Causes her to automatically fail all perception checks based on sound
--Gives her a -4 penalty to initiative checks [Removed by her level 10 Deaf Curse].
--Gives her a -4 penalty to opposed perception checks
--Makes her immune to language dependent spells and abilities, audible bardic performances, and some specific spells or situations (like the stun on sound burst)
--Would give her a 20% spell failure chance for casting spells with verbal components, but her curse gives her the silent spell metamagic on all her spells for free with no level or cast time increase.

To help understand the people around her, she took read lips as a language with linguistics as noted in the PFS faq: http://paizo.com/organizedplay/faq#v5748eaic9vhs

More recently, she has purchased magical Spectacles of Lip Reading, which have made it much easier for her to understand those around her without needing ideal conditions (she just needs to pass a DC 0 perception check, modified by distance and conditions as appropriate to understand someone as long as she speaks the language they are using). Most of the time, lip reading is sufficient to allow her to function pretty well, but occasionally events will require some help with someone repeating information or explaining things, like when she runs into intelligent talking objects or there are loud noises out of sight that need to be responded to.

Katswiri mostly buffs with her spell slots, and focuses on healing and status removal during combat.

Katswiri also has Extend Spell, and if the adventure goes multiple days will usually cast a number of 1 hour/level spells in the evening before sleeping, so they're active for most of the following day. Delay Poison, Ant Haul, Magic Vestment and Life Bubble usually get cast with this, and she can Extend anyone else's level 1 and 2 spells similarly using Blessing of Fervor to allow her team mates to persist spells like False Life, Darkvision or Mage Armor.

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5

Jules is a Vexing Daredevil Mesmerist, basically the swashbuckler variant.
She's got a lot of weird tricks & a few spells as well, which make for a very odd melee fighter.

So far as daily spell casting goes, she usually has a False Life running (1d10+9 temp HP), since it lasts 9 hours.
She usually casts a Heightened Awareness as well before moving into dangerous situation.

False Life: 1d10 + 9 ⇒ (7) + 9 = 16

Grand Lodge

Male CN Human Warpriest of Besmara 10 7/9 Fervor, Shirt Re-Roll [0/1] Conditions: Divine Favor | HP: 93/93 | AC: 29 (13 Tch, 28 Fl) | CMB: +12, CMD: 23 | F: +12, R: +7, W: +12 | Init: +1 | Perc: +6, SM: +15

I have not played Amwari since 2017, and because of GM credits, the last time I played him, he was level 7. So any cool tricks he has, I have long forgotten.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

Jules DeLay, where is the rest of your "character-sheet"?

In particular, it'd be useful to see your other psychic powers.

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5
Dr. Zephyrus Vitruvian wrote:

Jules DeLay, where is the rest of your "character-sheet"?

In particular, it'd be useful to see your other psychic powers.

I hadn't done a full sheet for her & was in a rush to set up the basics.

She's also been on ice since 2019, so I may be a bit rusty as well.

I'll endeavor to post a list here in the next day or so.

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5

In no particular order, here's Julia's list of Mesmerist abilities & powers.

Mesmerist Basic Abilities

Hypnotic Stare: As a Swift action, a target within 30 ft of you takes a -3 penalty to their Will saves. Single target only.

Knacks: Detect Magic, Detect Psychic Significance, Lullaby, Prestidigitation, Read Magic, Unwilling Ally.

Painful Stare: When an attack deals damage to the target of your Hypnotic Stare, add +4 damage to the target when it takes damage (as a free action, even when it's not your turn). If you deal the damage to increase your own damage, deal an additional 3d6 Precision damage.

Towering Ego: Add your Charisma mod to your Will saves (+5).

Mental Potency: Add +1 to the level & effect of your Illusion & Enchantment spells.

Manifold Tricks : You may have up to 3 tricks implanted at a given time

Mesmerist Tricks: 9/day

...False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.

... Mesmeric Mirror (2 images) : An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

... Slip Bonds : While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn.

... Mesmeric Pantomime : By orchestrating the movement of his ally’s body, the mesmerist imparts to that ally his own skill at a physical task. The mesmerist can trigger this trick when the subject attempts a Strength- or Dexterity-based skill check. The subject either uses the mesmerist’s bonus on the skill check in place of her own or gains a morale bonus on the check equal to the mesmerist’s Charisma bonus, whichever results in a higher modifier. The mesmerist can’t implant this trick on himself.

Dazzling Feint: Each time that you successfully Feint against a creature under the effect of your Hypnotic Stare, you can also choose to manifest one of your Dazzling Feint abilities. DC = 19

...Blinding Strike: The vexing daredevil’s weapon emits a bright flash of light into the opponent’s eyes. If the vexing daredevil’s next attack hits, the target must succeed at a Fortitude saving throw or be blinded for 1 round.

... Outmaneuver: The vexing daredevil’s darting movements foil the target’s attempts to box her in. If her next attack hits, the vexing daredevil gains a +4 circumstance bonus on Acrobatics checks to move through the target’s space or threatened area for 1 round. She can also move up to half her speed after the attack hits as a free action. If she wants to use Acrobatics to move through the target’s threatened area or an enemy’s space during this movement, she must reduce her speed or the DC of the Acrobatics check increases by 10, as normal.

Spells
...1st Level 7/day: Color Spray, Hideous Laughter, Expeditious Retreat, Heightened Awareness, Unwitting Ally.

...2nd Level 5/day: Blindness/Deafness, False Life, Heckle, Tongues

...3rd Level 4/day: Aura Sight, Charm Monster, Displacement, See Invisibility.

And for those language dependent abilities, Jules comprehends the following languages: Common, Polyglot, Ignan, Terran, Auquan, Auran, Draconic, Azlanti, Celestial, Infernal, Orc, & Osirion.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor, False Life (12) Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Hypnotic Stare will synergize very nicely with Undy's Elemental Commixture ability, especially the Steam effect which inflicts 1d4 rounds of Blindness on a failed Will save.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor, False Life (12) Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

I'm taking my kid on a short vacation tomorrow and will have limited ability to post until Monday. Please bot me as needed though I'll try to post when I can.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

May I have utilized a few long-lasting infusions and such before this fight started?


Solstice Scar | Defy the Dragon | Inheritors of Gadrathar | Upon Wheels and Rime | ◆◇↺

Yes. Anyone with buffs that are measured in hours would likely have applied them at the beginning of the day. Shorter than that and I need to know so I can determine if they are still in effect.

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5

Jules typically implants a few psychic tricks at mission start.
She can manage up to 3 simultaneously, though only 1 per person.

Mesmeric Mirror is her go-to trick for personal use.
Jules can trigger this as a free action when the target (her or whoever else) is attacked or becomes the target of an attack spell.
It generates 2 images (as per Mirror Image) that last 1 minute or until they get popped (aka Mirror Image).

She would've offered to implant a Mesmeric Mirror into both Amwari's & Eric's mind as well.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

Well, in that case, how about barkskin (10 mins./level)?

Also, as fate would have it, I've got this weird thing, which doesn't seem to specify a duration:

Sihedron Rune of Endurance wrote:
This dark image of the Sihedron rune appears to writhe beneath the surface of the skin on which it is inscribed, as though a worm were crawling under the skin. A character marked with this arcane tattoo receives a +2 profane bonus on Fortitude saves. Once per day, the character may activate the tattoo to receive a number of temporary hit points equal to twice her character level. If the PCs displays the arcane tattoo, she gains a +4 circumstance bonus on Bluff and Diplomacy checks against worshippers of Lissala.

I guess temporary hit points from separate sources are freely cumulative? False life lasts hours/level, so maybe I'd have that as well (and could that, hypothetically, be cumulative with greater false life??).

There is one other thing that lasts 24 hours, pure and simple. You'll see it, just a heads-up.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

We wouldn't happen to have a "bruiser" sort in this party, would we?
Amwiri? Jules? Eric? Any of you think you're "close enough for government-work" in that field?

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5

Jules is a melee, but think more swashbuckler than bruiser.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

I've taken the liberty of making our figure-borders a little more distinctive, I hope they're to everyone's tastes!

Grand Lodge

Male CN Human Warpriest of Besmara 10 7/9 Fervor, Shirt Re-Roll [0/1] Conditions: Divine Favor | HP: 93/93 | AC: 29 (13 Tch, 28 Fl) | CMB: +12, CMD: 23 | F: +12, R: +7, W: +12 | Init: +1 | Perc: +6, SM: +15

From what I remember of this character, if I get divine favor up with my fervor, I can be dangerous in melee, but at least for this fight, it may not matter unless I get rid of this poison.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

Undiana Jones, please remember that huge tactical Discussions like what you just posted are precisely what this thread is here for!

Scarab Sages

Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Freedom of Movement, Blessing of Fervor, Barkskin female | human | oracle 10 | HP 43/73 | AC 29, FF 22, T 13 | CMB +8, CMD 16 | Init -1 | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +11, W +9 (+15 vs. Mind Effect) | Focused Trance 2/3 | Natural Divination 3/3 | Lore Needle 2/3 Spells: 6/7 1st, 5/7 2nd, 5/7 3rd 1/5 4th 3/3 5th

I'm currently waiting to see if the results of round 1 still have Katswiri hit, but if she is she's 1 hit from dead. Without more buffs her AC is too low for that to be close to comfortable; she may try to get behind someone for cover, but then needs to either Buff AC, heal herself out of 1 shot dead range or work on getting someone else into the fight.

She can delay poison to stop the poison effects on someone, or Freedom of Movement off the Paralysis/Entangle effects.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

Their weakest saving throw is Will...but they're immune to mind-affecting; well how do ya' like that?!

Pretty bananas encounter, from the looks of it; not a bad example of how party composition and preparation makes most of the difference between a trivial fight and a hopeless one.

Does anyone have any means of lowering their other two saving throws? That seems like it could be a good thing right now (I have my means, but of course those all allow Fortitude saves).

Also, the more of us can take to the air, the better.


Treacherous Waves | Ancient's Anguish

I went with Blessing of Fervor, which is not the safest option but I think is worth the risk since it helps everyone.

Undy, if you're still able to move, can you stay between the spider and Katswiri? She needs the soft cover bonus to try and keep down the chance she gets hit again.

Katswiri does have a boon to heal for 3d8+5, and another for gaining ferocity for a round, so she's somewhat likely to not die die if she's hit again. But its close, and want to keep the chance of that down as much as possible.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor, False Life (12) Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Just back from my trip. Will post my turn in the morning.


Solstice Scar | Defy the Dragon | Inheritors of Gadrathar | Upon Wheels and Rime | ◆◇↺

We now have an Aid Token. This can be used to gain one of the following benefits:

Allied Offensive: Other Pathfinders aid your attack, increasing the damage you deal by 3d8. After the attack, anyone attacking the target is considered to be flanking until the beginning of your next turn. [Currently boosted to 4d8]

Burst of Healing: A fellow Pathfinder heals all of the PCs by 5d6.

Timely Inspiration: A fellow Pathfinder grants the benefits of a bard’s inspire courage performance for 3 rounds, granting a +3 bonus.

Once it is used, it goes to another table of our choice. Ideally it is frequently cycled, and it looks like now would be a good time to use it in any case.

Before passing, we can also boost it for the next table. Choose one

* Succeed at a DC 27 attack roll to add 1d8 to the Allied Offensive effect.

* Channel positive energy or expend a healing spell of half your level or higher to add 2d6 to the Burst of Healing effect.

* Expend 3 rounds of bardic inspiration or a similar ability to add +1 to the Timely Inspiration effect.

* Make a Knowledge or Spellcraft check to grant a free success on a similar check.

* Cast lesser restoration, neutralize poison, remove curse, or remove disease to allow the table to use that spell once.

Scarab Sages

Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Freedom of Movement, Blessing of Fervor, Barkskin female | human | oracle 10 | HP 43/73 | AC 29, FF 22, T 13 | CMB +8, CMD 16 | Init -1 | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +11, W +9 (+15 vs. Mind Effect) | Focused Trance 2/3 | Natural Divination 3/3 | Lore Needle 2/3 Spells: 6/7 1st, 5/7 2nd, 5/7 3rd 1/5 4th 3/3 5th

I think we want the Burst of Healing, which will possibly take Eric and myself out of 1 shot range.

Do we need to actually take the action in our current combat to improve it, or just use the resource?

Scarab Sages

Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Freedom of Movement, Blessing of Fervor, Barkskin female | human | oracle 10 | HP 43/73 | AC 29, FF 22, T 13 | CMB +8, CMD 16 | Init -1 | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +11, W +9 (+15 vs. Mind Effect) | Focused Trance 2/3 | Natural Divination 3/3 | Lore Needle 2/3 Spells: 6/7 1st, 5/7 2nd, 5/7 3rd 1/5 4th 3/3 5th

Also, Eric got a 27 on the fort save, I think the DC would be 25 (23, +2 for second exposure) right?

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor, False Life (12) Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Burst of Healing makes sense to me.

Boosting it is always a good idea but it depends on the action economy.

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5

I'm fine with the Burst of Healing.

Jules has a wand of Lesser Restoration & could sacrifice a charge if needed.


Solstice Scar | Defy the Dragon | Inheritors of Gadrathar | Upon Wheels and Rime | ◆◇↺

Noticed the bad save and will fix.

No action to use the aid token, either the primary effect or to boost.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

I'd apologize for my absence, but apparently I've not missed anything I shouldn't have, so peachy.

Before I go, though, is there a reason I don't appear to have gotten the blessing of furverts?
You might want to be tracking my Sihedron Brand HP-bonus, in any case.

Also, under the circumstances, yes, healing seems like a good choice.

Scarab Sages

Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Freedom of Movement, Blessing of Fervor, Barkskin female | human | oracle 10 | HP 43/73 | AC 29, FF 22, T 13 | CMB +8, CMD 16 | Init -1 | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +11, W +9 (+15 vs. Mind Effect) | Focused Trance 2/3 | Natural Divination 3/3 | Lore Needle 2/3 Spells: 6/7 1st, 5/7 2nd, 5/7 3rd 1/5 4th 3/3 5th

I think you should have blessing of fervor, I can get everyone as long as you're in range and I don't think you were more than 30 feet away from any of us.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

It was just the DM had neglected to put it next to my initative-slot, but now he has!

Eric (and potentially everyone else)? WARNING: To either side of you know, see those two dark cloud-shapes?

Those are the NASTY disease-clouds I just threw (Alchemists may not be spellcasters, BUT we literally 'cast' our spells!), and they'll be there for several more rounds, so as they say in horror-movies, don't go in there!!!

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo

Also, heads up, everyone:

I don't know if we'll have time to wait around in the area for an hour after we finish this fight, but if possible, I have something I'd REALLY like to do.

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

I *just* noticed this part of the message board!
Eric is definitely a bruiser with good saves, decent ac, parry and riposte. I have 4 levels of Paladin and I did not trade away disease immunity so I should be fine. My mercy is fatigue, which fits in well with blood raging. Divine strategist so I can always act in surprise round and divine barrier can give improved evasion effectively vs elemental -not sonic- to those within 30 of me. Worst cleric of APSU can't cast spells due to low wis, but paladin spells are ok.

Dark Archive

CN male Elf Alchemist 10
Spoiler:
|AC 25**, T 18**, FF 17*|HP: 90*/70|F +10, R +16**, W +2* (+4 vs poison/+2 vs fear/con. disease/+1 vs inh. disease/poison/stench)|Init +6*, Perc +19*|CMB +11* CMD 25*|16/18 Bombs, 0/1 Mutagen, 7/10 Healing, 0/1 Tattoo
Eric-Trade prince wrote:
I have 4 levels of Paladin and I did not trade away disease immunity so I should be fine.

Oh-ho, duly noted! You and I might just have FUN together....

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

Now I really want to know what you really want to do for an hour? Some ritual?

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

If we take an hour after, I will rebrew my mutagen.

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

I love that Undi has 3 different saves tossed out each round. If that blind can stick for 2 rounds I can get over without eating an AOO.

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

What is the horn blowing event that has come up? Does that end our current combat? Are other tables involved and completing faster than us?

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5

There are other tables involved.
It's a Pathfinder Special multi-table event.
And, typically, the higher-level tables are the slowest.
So many more options.


Solstice Scar | Defy the Dragon | Inheritors of Gadrathar | Upon Wheels and Rime | ◆◇↺

It didn't help that the dice were not on your side at the beginning of the encounter.

The house has enough successes to move on. It doesn't technically end the encounter, but I am encouraged to get to the new one as fast as possible, which means these mindless vermin are going to develop a morale condition.

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

How long has it been since last encounter?

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

Also if any buffs are planned let me know, if not I can advance.


Solstice Scar | Defy the Dragon | Inheritors of Gadrathar | Upon Wheels and Rime | ◆◇↺

Anything measured in minutes per level has expired. 10 minutes per level or longer are still in effect.

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5

Noted.

Btw - Jules just implanted the Mesmeric Mirror trick - it's not active yet. But she did cycle up a Displacement spell, so though it's just 1 of her, she's not quite where she appears to be.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor, False Life (12) Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

GM, I've added Undy and Riddy's knowledge skills to the header. In the future feel free to roll their knowledge checks yourself if you wish to speed things up. I'm always going to be most interested in weakest save and resistances/immunities, or just whatever you feel like sharing.

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

Ok mutagen will be up for me

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

Since nobody is saying what spells might be happening, I will do longarm while waiting. Remember I can protect you vs AE stuff if you are within 30 of me

The Exchange

buffs mutagen str+4 nat2 int-2, longarm, fervor movement | HP 78/78 Nonlethal 0/78| AC 28 T 11 FF 26 | CMB +14, CMD 25 | F +20, R +16, W +13+7 charm comp | Init +12 | Perc +4 DV-always act in surprise round spirit 3-1, Panache 4-0, Bane 5-2 swash1/med1/cleric1/bld1/pal4/alc2(meta)

I did mention I have divine barrier ot gives everyone on 30 feet improved evasion if i ise an immeriate channel.if Amwari runs out of the 30 foot I can't help

Sovereign Court

Female Aasimar [Scion of Humanity (Chelaxian)] Mesmerist 9 [Vexing Daredevil] | HP 57/57| Temp HP 16 |AC 24 T 17 FF 18 | CMB +6, CMD 21 | F: +6, R: +13, W: +13 | Init: +5 | Perc: +12, SM: +6 | Speed 30ft | Active conditions: Resist Acid 5/Cold 5/ Electricity 5

Jules told both Eric and Umwari to let her know when they wanted her to trigger their mirror images, noting that they had to be attacked to initiate the figments.

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