
GM PaleDim |
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This is a GM Choice/Lottery entry in the Gameday XIV event. I will utilize a random lottery for this game.
Full details of Gameday XIV can be found in the ANNOUNCEMENT.
Start of PBP Gameday XIV is September 4, 2025. My goal is to finalize the selection by midnight 9/1 (so the final roster will be known during the day of 9/1). However, if I get a healthy number of submissions before then I may conduct the lottery earlier. The sooner the table can be locked in, the better.
If you would like to be considered, log your submission below!
This is a scenario designed for 1st- through 4th-level PFS2 characters.

GM PaleDim |

Ah darn. Well if you should decide to use a replay and come back let us know.
Beezhul, welcome!
Current entrants are:
* Gitaena
* Faethor Silverbrow
* Eladithas of Wolfpoint
* Beezhul Honeysuckle
* Herkemer Halfshanks
We're sitting at 4. If I simply get two more players by sometime Saturday (US/Pacific time) I'll call it and finalize the table. If I get a suddenly influx of applicants before then (very doubtful) then I'll run the lottery asap.

GM PaleDim |
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Okay! Since we're getting pretty close to the start date I'm going to just declare that you four are in the game :) There's no need for an actual lottery with less than six entrants.
Can the four of you proceed over to discussion where we can get organized before Gameday starts!
If I get additional entrants I'll take the first two additional players that come along.

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Beezhul is a Guardian with the Ever Ready ability. This allows her to use reactions on her first turn no matter the circumstances. She will typically use her Intercept Attack action to protect one of her caster-friends up to 10 feet away in this circumstances.
Ever Ready
You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal.
Intercept Attack (↺)
Trigger: An ally within 10 feet of you takes physical damage.
You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally’s.
Special: You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.