Gameday VII! 9-20 Fury of the Final Blade (Inactive)

Game Master Incendiaeternus


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Sovereign Court

Fangwood Keep Maps

Greetings Players!

Welcome to what hopefully will be a fun filled time.

I put this up just to get this out of the way, so you know what to expect from me, and vice versa.

Have Fun Seriously, if your not having fun why are you playing? If for some reason you are not having fun, message me and I'll see if I can fix the situation.

Roleplay This is possibly an old Cam adage that follows me, this is a roleplaying game not a "roll" playing game, we do both but one helps the other. Try and describe a bit of what you are doing, this is one of the advantages of PbP -- you can internal monologue, you can describe your weapon flourishes, ect and your not slowing down the game. Talk among yourselves in character - it's fun!

Posting I'm going to aim for non-Weekends once every 24 hours. This doesn't mean I ignore you on the weekend, or it will take 24 hours per round of posting. If everyone has posted, I'll move things on. I keep in mind everyone has Real Life obligations and different time zones.

Rolling I will roll the following to set up things and only really to keep things moving.

  • Initiative
  • Perception (hidden)
  • Saving throws

Botting: I prefer not to bot, but I want the game to keep moving. If I do bot you, it will likely be minimal. I won't use player non-renewable resources except in dire situations. If you have specifics put it up with your sheet under a spoiler.
I will Bot under the following circumstances:

  • It's combat, and 24 hours have passed;
  • You tell me that you will be gone for a few days, and ask me to bot you.

Sheets and Statistics This is to make everyone's life a bit easier. Please have your sheet posted to your character and have vital stats in your tag lines, this puts everything in your tagline to help adjudication situations where the GM rolls for the whole party. I've made a guide for how to do this if your new to PbP or just want to try out a new format. (I'm not picky as long aseverything is there.) Kyten's Intro to PbP Setup

GM Need to Know Send me a PM if there is something about the character that you don't want to post up but will affect how your character interacts with the scenario. This includes I'm impersonating another class and I've dual classed but don't advertise one of them. -- Yes both have happened.

Sovereign Court

Fangwood Keep Maps

I will open up the gameplay thread closer to time, for me dotting in will be introducing your character.

Sovereign Court

Fangwood Keep Maps

Some helpful information so we don't forget it in having fun.


Player Name/Alias:
Character Name:
Character Level:
Normal or Slow?:
PFS # / Character #:
Faction:
Perception Modifier:
Initiative Modifier:
Favorite Color:
Day Job Roll (if any):

Liberty's Edge

Female HP: 66/66 (| Current AC: 21/ 16 Tch/ 17 FF | Current CMB: +5 (+13 rapier/hair), CMD: 20 (hair=28 v grapple, trip) | F: +9, R: +11+1, W: +7 | Init: +8 | Perc: +16, SM: +4 Speed 30ft +10 charge, withdraw | Arcane Pool: 5/10 | Inspired Panache: 7/8 | Flight Hex 3/7 | Prehensile Hair 3/7 | Active Conditions: Combat Reflexes, +1Keen (9/10), Flying, Hair active

Player Name/Alias: Jim / Uktar
Character Name: Daru Apsulon
Character Level: 7 (Inspired Blade Swashbuckler 1/Hexcrafter Magus 6)
Normal or Slow?: Normal
PFS # / Character #: 100685-6
Faction: Liberty's Edge
Perception Modifier: +9
Initiative Modifier: +6 (+10 if using Heightened Awareness)
Favorite Color: Blue & Yellow, of course
Day Job Roll (if any): +18 Craft Alchemy (usually +23 with Crafter's Fortune)

Shenanigans: Parry & Riposte, Slumber hex, Prehensile Tail AND Prehensile Hair (ear-hair, of course--she comes by her 5 Charisma honestly...)

I'll try and update this profile soon...

Description:
It's hard to decide what's the most offputting when one first meets Daru Apsulon. The scaly skin, the cloven feet, the awkward tail that flops around as if it has a mind of its own, not to mention the clearly visible horns sprouting from her head, despite her rather amateurish attempts to disguise these. Then there's the weird chirps and whoops she seems to emit at odd moments, particularly when she's intently studying a book. But the piece de resistance is when you occasionally notice her ear-hair elongate and turn the page for her. And yet, when she turns to speak with you, her eyes burn with an intensity, and her cultured tones bely her very awkward and offputting appearance.

Silver Crusade

Paladin of Shelyn 17

Player Name/Alias: Redelia
Character Name: Hania
Character Level: 11
Normal or Slow?: normal
PFS # / Character #: 184425-1
Faction: Silver Crusade
Perception Modifier: 0
Initiative Modifier: +4
Favorite Color: aqua/turquise
Day Job Roll (if any): perform(sing): 1d20 + 13 ⇒ (17) + 13 = 30

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

Player Name/Alias: Michael Hallet
Character Name: Favian Aldori
Character Level: 11
Normal or Slow?: Normal
PFS # / Character #: 2608-9
Faction: Sovereign Court
Perception Modifier: -1
Initiative Modifier: +14 (+18 with Heightened Awareness)
Favorite Color: Gold
Day Job Roll (if any): Intimidate (Caravan): 1d20 + 25 ⇒ (9) + 25 = 34

Liberty's Edge

Female HP: 66/66 (| Current AC: 21/ 16 Tch/ 17 FF | Current CMB: +5 (+13 rapier/hair), CMD: 20 (hair=28 v grapple, trip) | F: +9, R: +11+1, W: +7 | Init: +8 | Perc: +16, SM: +4 Speed 30ft +10 charge, withdraw | Arcane Pool: 5/10 | Inspired Panache: 7/8 | Flight Hex 3/7 | Prehensile Hair 3/7 | Active Conditions: Combat Reflexes, +1Keen (9/10), Flying, Hair active

Daru may be level 8 by the time we start...

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Heyo! Pooka here (Papasteve08) Not sure how I missed this discussion thread, but thanks a million to Redelia for dropping me a note.

Here is my info for reference:

Player Name/Alias: Papasteve08
Character Name: Pooka Bladespinner
Character Level: 7
Normal or Slow?: Normal
PFS # / Character #: 133958-1
Faction: Liberty's Edge
Perception Modifier: +2
Initiative Modifier: +1
Favorite Color: Silver
Day Job Roll (if any): Handle Animal (via Farmstead Vanity): 1d20 + 20 ⇒ (12) + 20 = 32

Pooka is technically level 6.2 right now. I am running a scenario tonight to get that last XP required to get to level 7 before this game starts. I'll have his stats updated as soon as I get my chronicle sheet and level him up, well before the game starts. (day job roll already accounts for the modifier as if he was level 7)

The Exchange

Male CN gnome evoker (Admixture) 9 | HP: 29/65 | AC: 21 (13 Tch, 19 Fl) | CMB: +2, CMD: 14 | F: +7, R: +7, W: +8 (+2 illusion) | Init: +9 | Perc: +9, SM: +0 | Speed 20ft | Spells 1st 7/7 2nd 7/7 3rd 5/5 4th 4/4 5th 3/3 Reroll 1/1 MM Rod 3/3 | Active conditions: Mage Armor, Shield, 6 Images

Hello all - was referred to this game by Pooka (longtime friend).

Added my info to the spreadsheet and here is a quick bio:

Player Name/Alias: TheBobJones
Character Name: Nugats
Character Level: 8
Normal or Slow?: Normal
PFS # / Character #: 75655-8
Faction: Dark Archive
Perception Modifier: +8
Initiative Modifier:+9
Favorite Color: Bright
Day Job Roll (if any): Craft (Alchemy) +18

So any enemy we encounter I will make a Kn roll to find their defensive capabilities. As an admixture evoker, I can modify my energy types 8x a day, i.e. Fireball becomes Acidball.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Woo! Welcome Nugats!

FYI - I did get that chronicle last night, so Pooka hit level 7. By virtue of that, I can finally apply a lvl 7 pregen chronicle I have had since 2015 Gen Con (wow!), so he is technically 7.1. I plan to update herolab tonight, and I will get his profile updated so it is accurate.

Pooka is a quintessential cavalier - he likes to use his lance and charge. Pooka has some special tricks that make it much easier for you to not have to worry about spoiling his charge lanes. Particularly his Wheeling Charge feat, which allows him to take a single 90 degree turn, and also specifies that allies do NOT impede his movement. I just can't attack from, or end my movement in a space you occupy.

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

Favian is a kensai magus. His blade of choice is the Aldori dueling sword. He has flamboyant arcana, so he can use his arcane pool to parry/riposte like a swashbuckler. He usually only parries when flat-footed (which he can do thanks to iaijutsu as normally his AC is very high which often makes parrying often not worth it).

He has a monkey familiar, Desmond, that likes to sit on his shoulder and flings nuts at enemies that try to distract the attacker (protector archetype).

Silver Crusade

Paladin of Shelyn 17

Hania may be a paladin, but will not be an impossible stick in the mud if there is some intrigue or politicking needed in the scenario. She can't lie, but has been known to be silent while others lie if it is necessary in the service of good. She's a paladin of Shelyn, so strongly emphasizes the good in neutral good.

She also learns the spell paladin's sacrifice, and will be happy to use it to keep a lower level squishy character alive. When we're getting ready to start and I can see the whole party, I'll post about in what circumstances I would use it, in order to make things easier for the GM.

Sovereign Court

Fangwood Keep Maps

Looking forward to this group already :)

Welcome back those I've run for in the past and welcome new peoples!

I'm currently settling in from GenCon Return, so I'll at least get introductions and such up and running here shortly.

Liberty's Edge

Female HP: 66/66 (| Current AC: 21/ 16 Tch/ 17 FF | Current CMB: +5 (+13 rapier/hair), CMD: 20 (hair=28 v grapple, trip) | F: +9, R: +11+1, W: +7 | Init: +8 | Perc: +16, SM: +4 Speed 30ft +10 charge, withdraw | Arcane Pool: 5/10 | Inspired Panache: 7/8 | Flight Hex 3/7 | Prehensile Hair 3/7 | Active Conditions: Combat Reflexes, +1Keen (9/10), Flying, Hair active

Now level 8, thanks to Gen Con (already adjusted on signup sheet).

Player Name/Alias: Jim / Uktar
Character Name: Daru Apsulon
Character Level: 8 (Inspired Blade Swashbuckler 1/Hexcrafter Magus 7)
Normal or Slow?: Normal
PFS # / Character #: 100685-6
Faction: Liberty's Edge
Perception Modifier: +16
Initiative Modifier: +8 (+12 if using Heightened Awareness)
Favorite Color: Blue & Yellow, of course
Day Job Roll (if any): craft alchemy dayjob: 1d20 + 27 ⇒ (12) + 27 = 39

Liberty's Edge

Female HP: 66/66 (| Current AC: 21/ 16 Tch/ 17 FF | Current CMB: +5 (+13 rapier/hair), CMD: 20 (hair=28 v grapple, trip) | F: +9, R: +11+1, W: +7 | Init: +8 | Perc: +16, SM: +4 Speed 30ft +10 charge, withdraw | Arcane Pool: 5/10 | Inspired Panache: 7/8 | Flight Hex 3/7 | Prehensile Hair 3/7 | Active Conditions: Combat Reflexes, +1Keen (9/10), Flying, Hair active

In anticipation of the opportunity to compare spellbooks , here's Daru's Spellbook:
(Scribing costs and potential spellcraft checks apply--though I suspect we can all autosucceed on the spellcraft)
(The curses are available to Hexcrafter Magi, but may not be available to y'all--certainly not our kensai, afaik.)

1st LEVEL:
BLURRED MOVEMENT:
BURNING HANDS:
CHILL TOUCH:
CORROSIVE TOUCH:
ENLARGE PERSON:
EXPEDITIOUS RETREAT:
FEATHER FALL:
FROSTBITE:
ILL OMEN (Curse-Hexcrafter):
INFERNAL HEALING
JUMP:
JURY-RIG:
MAGIC MISSILE:
MAGIC WEAPON:
MOUNT:
MONKEY FISH:
SHIELD:
SHOCKING GRASP:
SILENT IMAGE:
SNOWBALL:
THUNDERSTOMP
TRUE STRIKE:
VANISH:
WEAPONWAND:
COLOR SPRAY:
GREASE:

2nd LEVEL:
ACID ARROW:
ABLATIVE BARRIER:
BLADED DASH:
BLINDNESS/DEAFNESS (Curse):
FRIGID TOUCH:
INVISIBILITY
GLITTERDUST:
MIRROR IMAGE:
SCORCHING RAY:
STONE CALL:
WEB:
CURSE OF KEEPING (Curse):
MATHEMATICAL CURSE (Curse):

3rd LEVEL:
ACQUEOUS ORB:
BESTOW CURSE(Curse):
FIREBALL
FLY
HASTE
LIGHTNING BOLT

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Really looking forward to this!

So I got Pooka (and Luna) all set up in HeroLab.

And promptly forgot I needed to update the profile here. Apologies. Thankfully I've still got some time before our game starts. I'll make sure it gets done as soon as I can make some time.

It's been quite a while since I have had a chance to write for Pooka on the boards, so I am excited to dust this character off. If you get annoyed at the length of my posts, I won't take it personal if you let me know. At the same time, I'll do my best to keep it reasonable. Introductions are a little unique though. :)

We don't start until next week, but just FYI I am on the boards frequently, so I am happy to interact before then. Feel free to strike up a conversation! With Pooka or Luna... :)

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Ok, Pooka is updated. Ready to go!

Liberty's Edge

Male Human Ranger-12 (Div Tracker) AC23/T16/F18/CMD21 |HP 112/112| Fort:+14;Ref:+17 Will+10| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Sorry if I missed the general announcement. Assuming Roland is still on this one.

Player: GM Aarvid
Character: Roland Garros
Character Level at start: 10
Pathfinder Society Number: 9884-5
Faction: Scarab Sages? (Liberty Edge?)
Perception: +19
Initiative: +6
Slow Track or Normal: Normal
Day Job Roll: craft bows: 1d20 + 11 ⇒ (13) + 11 = 24

[EDIT] So since Roland was/is Scarab Sages, I have not finished reading all the faction changes. If he is able (or required) to change, he would switch factions to Liberty Edge.

The Exchange

Male CN gnome evoker (Admixture) 9 | HP: 29/65 | AC: 21 (13 Tch, 19 Fl) | CMB: +2, CMD: 14 | F: +7, R: +7, W: +8 (+2 illusion) | Init: +9 | Perc: +9, SM: +0 | Speed 20ft | Spells 1st 7/7 2nd 7/7 3rd 5/5 4th 4/4 5th 3/3 Reroll 1/1 MM Rod 3/3 | Active conditions: Mage Armor, Shield, 6 Images

Daru and anyone else for that matter ...

Here is Nugat's spellbook. Though he is a ninny, he will be very agreeable should you wish to compare and scribe spells.

Spellbook

Level 0:

Acid Splash Wizard 0
School: conjuration / earth elemental (creation) [acid]; Components: V,
S; Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Effect: one
missile of acid; Duration: instantaneous; Save: none; Resistance: no
Orb deals 1d3 acid damage.

Arcane Mark Wizard 0
School: universal; Components: V, S; Casting Time: 1 action; Range:
touch; Effect: one personal rune or mark, all of which must fit within 1 sq.
ft.; Duration: permanent; Save: none; Resistance: no
Inscribes a personal rune on an object or creature (visible or invisible).

Bleed Wizard 0
School: necromancy; Components: V, S; Casting Time: 1 action;
Range: close (25 + 5 ft./2 levels); Target: one living creature; Duration:
instantaneous; Save: DC 16 Will negates; Resistance: yes
Cause a stabilized creature to resume dying.

Breeze Wizard 0
School: evocation [air]; Components: V, S, M (a miniature fan); Casting
Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one creature or
object; Duration: 1 hour (D); Save: Will negates (harmless); Resistance:
yes
Conjured breeze grants +2 bonus on saves against very hot conditions,
severe heat, breath weapons, and gas attacks.

Dancing Lights Wizard 0
School: evocation [light]; Components: V, S; Casting Time: 1 action;
Range: medium (100 + 10 ft./level); Effect: up to four lights, all within a
10-ft.-radius area; Duration: 1 minute (D); Save: none; Resistance: no
Creates torches or other lights.

Detect Magic Wizard 0
School: divination; Components: V, S; Casting Time: 1 action; Range:
60 ft.; Area: cone-shaped emanation; Duration: concentration, up to 1
min./level (D); Save: none; Resistance: no
Detects all spells and magic items within 60 ft.

Detect Poison Wizard 0
School: divination; Components: V, S; Casting Time: 1 action; Range:
close (25 + 5 ft./2 levels); Target: one creature, one object, or a 5-ft. cube;
Duration: instantaneous; Save: none; Resistance: no
Detects poison in one creature or small object.

Flare Wizard 0
School: evocation [light]; Components: V; Casting Time: 1 action;
Range: close (25 + 5 ft./2 levels); Effect: burst of light; Duration:
instantaneous; Save: DC 17 Fortitude negates; Resistance: yes
Dazzles one creature (-1 on attack rolls).

Ghost Sound Wizard 0
School: illusion (figment); Components: V, S, M (a bit of wool or a small
lump of wax); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels);
Effect: illusory sounds; Duration: 1 round/level (D); Save: DC 16 Will
disbelief; Resistance: no
Figment sounds.

Light Wizard 0
School: evocation / wood elemental [light]; Components: V, M/DF (a
firefly); Casting Time: 1 action; Range: touch; Target: object touched;
Duration: 10 min./level; Save: none; Resistance: no
Object shines like a torch.

Mage Hand Wizard 0
School: transmutation; Components: V, S; Casting Time: 1 action;
Range: close (25 + 5 ft./2 levels); Target: one nonmagical, unattended
object weighing up to 5 lbs.; Duration: concentration; Save: none;
Resistance: no
5-pound telekinesis.

Mending Wizard 0
School: transmutation / metal elemental; Components: V, S; Casting
Time: 10 minutes; Range: 10 ft.; Target: one object of up to 1 lb./level;
Duration: instantaneous; Save: Will negates (harmless, object);
Resistance: yes (harmless, object)
Makes minor repairs on an object.

Message Wizard 0
School: transmutation / air elemental [language-dependent];
Components: V, S, F (a piece of copper wire); Casting Time: 1 action;
Range: medium (100 + 10 ft./level); Target: one creature/level; Duration:
10 min./level; Save: none; Resistance: no
Whisper conversation at distance.

Open/Close Wizard 0
School: transmutation; Components: V, S, F (a brass key); Casting
Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: object weighing
up to 30 lbs. or portal that can be opened or closed; Duration:
instantaneous; Save: DC 17 Will negates (object); Resistance: yes
(object)
Opens or closes small or light things.

Prestidigitation Wizard 0
School: universal; Components: V, S; Casting Time: 1 action; Range:
10 ft.; Target: see text; Effect: see text; Area: see text; Duration: 1 hour;
Save: see text; Resistance: no
Performs minor tricks.

Ray of Frost Wizard 0
School: evocation / water elemental [cold]; Components: V, S; Casting
Time: 1 action; Range: close (25 + 5 ft./2 levels); Effect: ray; Duration:
instantaneous; Save: none; Resistance: yes
Ray deals 1d3 cold damage.

Read Magic Wizard 0
School: divination; Components: V, S, F (a clear crystal or mineral
prism); Casting Time: 1 action; Range: personal; Target: you; Duration:
10 min./level
Read scrolls and spellbooks.

Resistance Wizard 0
School: abjuration; Components: V, S, M/DF (a miniature cloak);
Casting Time: 1 action; Range: touch; Target: creature touched;
Duration: 1 minute; Save: Will negates (harmless); Resistance: yes
(harmless)
Subject gains +1 on saving throws.

Level 1:

Burning Hands Wizard 1
School: evocation / fire elemental [fire]; Components: V, S; Casting
Time: 1 action; Range: 15 ft.; Area: cone-shaped burst; Duration:
instantaneous; Save: DC 18 Reflex half; Resistance: yes
1d4/level fire damage (max 5d4).

Color Spray Wizard 1
School: illusion (pattern) [mind-affecting]; Components: V, S, M (red,
yellow, and blue powder or colored sand); Casting Time: 1 action;
Range: 15 ft.; Area: cone-shaped burst; Duration: instantaneous; see
text; Save: DC 17 Will negates; Resistance: yes
Knocks unconscious, blinds, and/or stuns weak creatures.

Ear-Piercing Scream Wizard 1
School: evocation [sonic]; Components: V, S; Casting Time: 1 action;
Range: close (25 + 5 ft./2 levels); Target: one creature; Duration:
instantaneous; see text; Save: DC 18 Fortitude partial (see text);
Resistance: yes
Deal sonic damage and daze target.

Enlarge Person Wizard 1
School: transmutation; Components: V, S, M (powdered iron); Casting
Time: 1 round; Range: close (25 + 5 ft./2 levels); Target: one humanoid
creature; Duration: 1 min./level (D); Save: DC 18 Fortitude negates;
Resistance: yes
Humanoid creature doubles in size.

Grease Wizard 1
School: conjuration / earth elemental (creation); Components: V, S, M
(butter); Casting Time: 1 action; Range: close (25 + 5 ft./2 levels);
Target: one object or 10-ft. square; Duration: 1 min./level (D); Save: see
text; Resistance: no
Makes 10-ft. square or one object slippery.

Hydraulic Push Wizard 1
School: evocation / water elemental [water]; Components: V, S; Casting
Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one creature or
object; Duration: instantaneous; Save: none; Resistance: yes
Wave of water bull rushes an enemy.

Mage Armor Wizard 1
School: conjuration (creation) [force]; Components: V, S, F (a piece of
cured leather); Casting Time: 1 action; Range: touch; Target: creature
touched; Duration: 1 hour/level (D); Save: Will negates (harmless);
Resistance: no
Gives subject +4 armor bonus.

Magic Missile Wizard 1
School: evocation / aether elemental [force]; Components: V, S; Casting
Time: 1 action; Range: medium (100 + 10 ft./level); Target: up to five
creatures, no two of which can be more than 15 ft. apart; Duration:
instantaneous; Save: none; Resistance: yes
1d4+1 damage; +1 missile per two levels above 1st (max 5).

Snowball Wizard 1
School: evocation [cold, water]; Components: V, S; Casting Time: 1
action; Range: close (25 + 5 ft./2 levels); Effect: one ball of ice and snow
; Duration: instantaneous; Save: none; Resistance: yes
You throw a ball of elemental ice and snow at a single target as a ranged
touch attack. The snowball deals 1d6 points of cold damage per caster
level you have (maximum 5d6).

Level 2:

Burning Arc Wizard 2
School: evocation [fire]; Components: V, S; Casting Time: 1 action;
Range: close (25 + 5 ft./2 levels); Target: one primary target plus one
additional target / 3 levels (each of which must be within 15 ft. of the
primary target); Duration: instantaneous; Save: DC 19 Reflex half;
Resistance: yes
Creates an arc of flame that leaps between foes.

Create Pit Wizard 2
School: conjuration / earth elemental (creation); Components: V, S, F
(miniature shovel worth 10 gp); Casting Time: 1 action; Range: medium
(100 + 10 ft./level); Effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels;
Duration: 1 round + 1 round/level; Save: DC 18 Reflex negates;
Resistance: no
Creates an extradimensional pit.

Endure Elements, Communal Wizard 2
School: abjuration; Components: V, S; Casting Time: 1 action; Range:
touch; Target: creatures touched; Duration: 24 hours split among the
recipients; Save: Will negates (harmless); Resistance: yes (harmless)
As endure elements, but you may divide the duration among creatures
touched.

Flaming Sphere Wizard 2
School: evocation / fire elemental [fire]; Components: V, S, M/DF (tallow,
brimstone, and powdered iron); Casting Time: 1 action; Range: medium
(100 + 10 ft./level); Effect: 5-ft.-diameter sphere; Duration: 1 round/level;
Save: DC 19 Reflex negates; Resistance: yes
Rolling ball of fire deals 3d6 fire damage.

Frigid Touch Wizard 2
School: evocation / water elemental [cold]; Components: V, S; Casting
Time: 1 action; Range: touch; Target: creature touched; Duration:
instantaneous; Save: none; Resistance: yes
Target takes cold damage and is staggered.

Glitterdust Wizard 2
School: conjuration / earth elemental / metal elemental (creation);
Components: V, S, M (ground mica); Casting Time: 1 action; Range:
medium (100 + 10 ft./level); Area: creatures and objects within 10-ft.-
radius spread; Duration: 1 round/level; Save: DC 18 Will negates
(blinding only); Resistance: no; see text
Blinds creatures, outlines invisible creatures.

Invisibility Wizard 2
School: illusion / void elemental (glamer); Components: V, S, M/DF (an
eyelash encased in gum arabic); Casting Time: 1 action; Range:
personal or touch; Target: you or a creature or object weighing no more
than 100 lbs./level; Duration: 1 min./level (D); Save: Will negates
(harmless) or Will negates (harmless, object); Resistance: yes (harmless)
or yes (harmless, object)
Subject is invisible for 1 min./level or until it attacks.

Mirror Image Wizard 2
School: illusion (figment); Components: V, S; Casting Time: 1 action;
Range: personal; Target: you; Duration: 1 min./level
Creates decoy duplicates of you.
Spider Climb Wizard 2
School: transmutation; Components: V, S, M (a live spider); Casting
Time: 1 action; Range: touch; Target: creature touched; Duration: 10
min./level; Save: Will negates (harmless); Resistance: yes (harmless)
Grants ability to walk on walls and ceilings.

Summon Monster II Wizard 2
School: conjuration / all elements (summoning); Components: V, S,
F/DF; Casting Time: 1 round; Range: close (25 + 5 ft./2 levels); Effect:
one summoned creature; Duration: 1 round/level (D); Save: none;
Resistance: no
Summons extraplanar creature to fight for you.

Level 3:

Ablative Sphere Wizard 3
School: abjuration; Components: V, S, M (a crystalline sphere worth 10
gp); Casting Time: 1 action; Range: personal; Target: you; Duration: 1
minute per level (D); Save: none; Resistance: no
Creates a sphere around the caster that provides cover.

Aqueous Orb Wizard 3
School: conjuration / water elemental (creation) [water]; Components: V,
S, M (a drop of water and a glass bead); Casting Time: 1 action; Range:
medium (100 + 10 ft./level); Effect: 10-ft.-diameter sphere; Duration: 1
round/level; Save: DC 19 Reflex negates; Resistance: no
Creates rolling sphere of water.

Dispel Magic Wizard 3
School: abjuration / void elemental; Components: V, S; Casting Time: 1
action; Range: medium (100 + 10 ft./level); Target: one spellcaster,
creature, or object; Duration: instantaneous; Save: none; Resistance: no
Cancels one magical spell or effect.

Fireball Wizard 3
School: evocation / fire elemental [fire]; Components: V, S, M (a ball of
bat guano and sulfur); Casting Time: 1 action; Range: long (400 + 40 ft.
/level); Area: 20-ft.-radius spread; Duration: instantaneous; Save: DC 20
Reflex half; Resistance: yes
1d6 damage per level, 20-ft. radius.

Fly Wizard 3
School: transmutation / air elemental; Components: V, S, F (a wing
feather); Casting Time: 1 action; Range: touch; Target: creature touched;
Duration: 1 min./level; Save: Will negates (harmless); Resistance: yes
(harmless)
Subject flies at speed of 60 ft.

Haste Wizard 3
School: transmutation; Components: V, S, M (a shaving of licorice root);
Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one
creature/level, no two of which can be more than 30 ft. apart; Duration: 1
round/level; Save: Fortitude negates (harmless); Resistance: yes
(harmless)
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Mad Monkeys Wizard 3
School: conjuration (summoning); Components: V, S, DF; Casting
Time: 1 round; Range: close (25 + 5 ft./2 levels); Effect: swarm of
monkeys; Duration: 1 round/level; Save: none; Resistance: no
Summon a swarm of mischievous monkeys.

Sleet Storm Wizard 3
School: conjuration / water elemental (creation) [cold]; Components: V,
S, M/DF (dust and water); Casting Time: 1 action; Range: long (400 + 40
ft./level); Area: cylinder (40-ft. radius, 20 ft. high); Duration: 1 round/level;
Save: none; Resistance: no
Hampers vision and movement.

Slow Wizard 3
School: transmutation; Components: V, S, M (a drop of molasses);
Casting Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one
creature/level, no two of which can be more than 30 ft. apart; Duration: 1
round/level; Save: DC 20 Will negates; Resistance: yes
One subject/level takes only one action/round, -1 to AC, Reflex saves,
and attack rolls.

Stinking Cloud Wizard 3
School: conjuration / earth elemental (creation); Components: V, S, M (a
rotten egg or cabbage leaves); Casting Time: 1 action; Range: medium
(100 + 10 ft./level); Effect: cloud spreads in 20-ft. radius, 20 ft. high;
Duration: 1 round/level; Save: DC 19 Fortitude negates; see text;
Resistance: no
Nauseating vapors, 1 round/level.

Stunning Barrier, Greater Wizard 3
School: abjuration; Components: V, S; Casting Time: 1 action; Range:
personal; Target: you; Duration: 1 round/level or until discharged; Save:
DC 19 None and will negates (see text); Resistance: no and yes (see
text)
Magical field grants a +2 bonus to AC and on saves, and stuns multiple
creatures attacking you.

Summon Monster III Wizard 3
School: conjuration (summoning); Components: V, S, F/DF; Casting
Time: 1 round; Range: close (25 + 5 ft./2 levels); Effect: one summoned
creature; Duration: 1 round/level (D); Save: none; Resistance: no
Summons extraplanar creature to fight for you.

Level 4:

Black Tentacles Wizard 4
School: conjuration (creation); Components: V, S, M (octopus or squid
tentacle); Casting Time: 1 action; Range: medium (100 + 10 ft./level);
Area: 20-ft.-radius spread; Duration: 1 round/level (D); Save: none;
Resistance: no
Tentacles grapple all creatures within a 20-ft. spread.

Globe of Invulnerability, Lesser Wizard 4
School: abjuration; Components: V, S, M (a glass or crystal bead);
Casting Time: 1 action; Range: 10 ft.; Area: 10-ft.-radius spherical
emanation, centered on you; Duration: 1 round/level (D); Save: none;
Resistance: no
Stops 1st- through 3rdlevel spell effects.

Ice Storm Wizard 4
School: evocation / water elemental [cold]; Components: V, S, M/DF
(dust and water); Casting Time: 1 action; Range: long (400 + 40 ft./level);
Area: cylinder (20-ft. radius, 40 ft. high); Duration: 1 round/level (D);
Save: none; Resistance: yes
Hail deals 5d6 damage in cylinder 40 ft. across.

Invisibility, Greater Wizard 4
School: illusion (glamer); Components: V, S, M/DF (an eyelash encased
in gum arabic); Casting Time: 1 action; Range: personal or touch;
Target: you or creature touched; Duration: 1 round/level (D); Save: Will
negates (harmless); Resistance: yes (harmless) or yes (harmless, object)
As invisibility, but subject can attack and stay invisible.

Stoneskin Wizard 4
School: abjuration / earth elemental / metal elemental; Components: V,
S, M (granite and diamond dust worth 250 gp); Casting Time: 1 action;
Range: touch; Target: creature touched; Duration: 10 min./level or until
discharged; Save: Will negates (harmless); Resistance: yes (harmless)
Grants DR 10/adamantine.

Summon Monster IV Wizard 4
School: conjuration / all elements (summoning); Components: V, S,
F/DF; Casting Time: 1 round; Range: close (25 + 5 ft./2 levels); Effect:
one summoned creature; Duration: 1 round/level (D); Save: none;
Resistance: no
Summons extraplanar creature to fight for you.

Telekinetic Charge Wizard 4
School: evocation / aether elemental [force]; Components: V, S; Casting
Time: 1 action; Range: close (25 + 5 ft./2 levels); Target: one willing
creature; Duration: instantaneous; Save: Will negates (harmless);
Resistance: yes (harmless)

The Exchange

Male CN gnome evoker (Admixture) 9 | HP: 29/65 | AC: 21 (13 Tch, 19 Fl) | CMB: +2, CMD: 14 | F: +7, R: +7, W: +8 (+2 illusion) | Init: +9 | Perc: +9, SM: +0 | Speed 20ft | Spells 1st 7/7 2nd 7/7 3rd 5/5 4th 4/4 5th 3/3 Reroll 1/1 MM Rod 3/3 | Active conditions: Mage Armor, Shield, 6 Images

Day Job Craft Alchemy: 1d20 + 18 ⇒ (14) + 18 = 32

Silver Crusade

Paladin of Shelyn 17

Hania will be buying a pair of First Aid gloves and two scrolls of lesser restoration just before this adventure starts, and putting them on this chronicle sheet. (cost of 4500 gp for the gloves, 150 GP each for the scrolls, so a total of 4650 GP)

Liberty's Edge

Male Human Ranger-12 (Div Tracker) AC23/T16/F18/CMD21 |HP 112/112| Fort:+14;Ref:+17 Will+10| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland will spend 2PP on his prior chronicle to get a MW Darkwood Comp Longbow (+3 str) as a backup weapon.

Liberty's Edge

Female HP: 66/66 (| Current AC: 21/ 16 Tch/ 17 FF | Current CMB: +5 (+13 rapier/hair), CMD: 20 (hair=28 v grapple, trip) | F: +9, R: +11+1, W: +7 | Init: +8 | Perc: +16, SM: +4 Speed 30ft +10 charge, withdraw | Arcane Pool: 5/10 | Inspired Panache: 7/8 | Flight Hex 3/7 | Prehensile Hair 3/7 | Active Conditions: Combat Reflexes, +1Keen (9/10), Flying, Hair active

Daru would like to pick up 500gp of Diamond Dust.

Sovereign Court

Fangwood Keep Maps

Akk -- sorry meant to have this up last night. Most of the time I'll have things up in the morning. Mondays are me cleaning up from the weekend at work, so things get pushed back depending on severity of what's left behind for me.

Sovereign Court

Fangwood Keep Maps

Just as an fyi -- we're high tier with a 4 player adjustment per the newly release guide.

Sovereign Court

Fangwood Keep Maps

Please let me know if this character has played #9–02: A Case of Missing Persons

Liberty's Edge

Male Human Ranger-12 (Div Tracker) AC23/T16/F18/CMD21 |HP 112/112| Fort:+14;Ref:+17 Will+10| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland has not been in 9-2. (A different character of mine had).

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Pooka has not run 9-02.

Just FYI - All of my characters like to give Valsin a hard time. He is generally a gruff prick. Just want to make sure you don't think it's me giving you (the GM) a hard time. Loving this game so far, you guys are great!

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

Favian has not played 9-02 either.

Liberty's Edge

Female HP: 66/66 (| Current AC: 21/ 16 Tch/ 17 FF | Current CMB: +5 (+13 rapier/hair), CMD: 20 (hair=28 v grapple, trip) | F: +9, R: +11+1, W: +7 | Init: +8 | Perc: +16, SM: +4 Speed 30ft +10 charge, withdraw | Arcane Pool: 5/10 | Inspired Panache: 7/8 | Flight Hex 3/7 | Prehensile Hair 3/7 | Active Conditions: Combat Reflexes, +1Keen (9/10), Flying, Hair active

Daru has not played 9-02 (I have played it with a different character)

Silver Crusade

Paladin of Shelyn 17

Nope, have not played that scenario.

The Exchange

Male CN gnome evoker (Admixture) 9 | HP: 29/65 | AC: 21 (13 Tch, 19 Fl) | CMB: +2, CMD: 14 | F: +7, R: +7, W: +8 (+2 illusion) | Init: +9 | Perc: +9, SM: +0 | Speed 20ft | Spells 1st 7/7 2nd 7/7 3rd 5/5 4th 4/4 5th 3/3 Reroll 1/1 MM Rod 3/3 | Active conditions: Mage Armor, Shield, 6 Images

I have not played 9-02 either. And I agree with Pooka giving Valsin a hard time. It is just something we do.

Sovereign Court

Fangwood Keep Maps

So this doesn't get lost in the shuffle, you get to roll for boons.

Here in discussion roll a d20, there are two numbers selected by HMM that will get a boon, if you get that as a result, I'll ask you to roll a d4.

Sovereign Court

1 person marked this as a favorite.
Fangwood Keep Maps

Rules of being a pathfinder

* Give Valsin a hard time
* Bonus points if you remind him his girlfriend is asking him to start this mission and its true
* Second one if he can't give you lip because you'll go back and tell her
* Survive anything given by Shiela Heidmarch (breath of life scrolls are a staple)
* Run far away if you see Canayven Heidmarch as your venture-captain
* Manage to not fall asleep during Kreighton Shaine explanations

Silver Crusade

Paladin of Shelyn 17

1d20 ⇒ 6

If we split up, I don't think we want Hania by herself, since she cannot lie without major consequences.

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

1d20 ⇒ 20

Favian isn't good at lying either. But he can be quite intimidating if we want to pair him up with someone with good diplomacy skills.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Baaahahahaha that's so great.

Boon roll: 1d20 ⇒ 2

So the stupid "scheduled maintenance" kept me from posting earlier. Pooka will volunteer to canvas. He is a good soul, and not prone to lying, so would be happy to travel with Hania if she wants to canvas.

Silver Crusade

Paladin of Shelyn 17

Hania does indeed do best joining with a CG friend in conversation. She can trust they have a solid reason for lying when they do, and so remain silent.

Liberty's Edge

Male Human Ranger-12 (Div Tracker) AC23/T16/F18/CMD21 |HP 112/112| Fort:+14;Ref:+17 Will+10| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

boon: 1d20 ⇒ 14

Sovereign Court

Fangwood Keep Maps
Favian Aldori wrote:

1d20

Favian isn't good at lying either. But he can be quite intimidating if we want to pair him up with someone with good diplomacy skills.

Roll a d4 :)

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

1d4 ⇒ 1

The Exchange

1 person marked this as a favorite.
Male CN gnome evoker (Admixture) 9 | HP: 29/65 | AC: 21 (13 Tch, 19 Fl) | CMB: +2, CMD: 14 | F: +7, R: +7, W: +8 (+2 illusion) | Init: +9 | Perc: +9, SM: +0 | Speed 20ft | Spells 1st 7/7 2nd 7/7 3rd 5/5 4th 4/4 5th 3/3 Reroll 1/1 MM Rod 3/3 | Active conditions: Mage Armor, Shield, 6 Images
Pooka Bladespinner wrote:
Pooka will still canvassing the town, will travel with whomever. I do think we should split the party... *gasp!* At least this time.

Seriously - have you learned NOTHING? Oh well, this should be fun regardless.

Boon: 1d20 ⇒ 20 And there goes my one and only crit for the scenario.

Liberty's Edge

Male Human Ranger-12 (Div Tracker) AC23/T16/F18/CMD21 |HP 112/112| Fort:+14;Ref:+17 Will+10| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

At least Roland critted his perception on an empty dock. :-)

The Exchange

Male CN gnome evoker (Admixture) 9 | HP: 29/65 | AC: 21 (13 Tch, 19 Fl) | CMB: +2, CMD: 14 | F: +7, R: +7, W: +8 (+2 illusion) | Init: +9 | Perc: +9, SM: +0 | Speed 20ft | Spells 1st 7/7 2nd 7/7 3rd 5/5 4th 4/4 5th 3/3 Reroll 1/1 MM Rod 3/3 | Active conditions: Mage Armor, Shield, 6 Images

But what an empty dock ... the briny air, the weathered pier, the floating dead fish ...

Yeah I see your point :)

Sovereign Court

Fangwood Keep Maps
Nugats wrote:
Pooka Bladespinner wrote:
Pooka will still canvassing the town, will travel with whomever. I do think we should split the party... *gasp!* At least this time.

Seriously - have you learned NOTHING? Oh well, this should be fun regardless.

[dice=Boon]1d20 And there goes my one and only crit for the scenario.

It does mean roll a 1d4 :)

Liberty's Edge

Female HP: 66/66 (| Current AC: 21/ 16 Tch/ 17 FF | Current CMB: +5 (+13 rapier/hair), CMD: 20 (hair=28 v grapple, trip) | F: +9, R: +11+1, W: +7 | Init: +8 | Perc: +16, SM: +4 Speed 30ft +10 charge, withdraw | Arcane Pool: 5/10 | Inspired Panache: 7/8 | Flight Hex 3/7 | Prehensile Hair 3/7 | Active Conditions: Combat Reflexes, +1Keen (9/10), Flying, Hair active

BOOON!: 1d20 ⇒ 5
Or not...

The Exchange

Male CN gnome evoker (Admixture) 9 | HP: 29/65 | AC: 21 (13 Tch, 19 Fl) | CMB: +2, CMD: 14 | F: +7, R: +7, W: +8 (+2 illusion) | Init: +9 | Perc: +9, SM: +0 | Speed 20ft | Spells 1st 7/7 2nd 7/7 3rd 5/5 4th 4/4 5th 3/3 Reroll 1/1 MM Rod 3/3 | Active conditions: Mage Armor, Shield, 6 Images

Fun: 1d4 ⇒ 2

Very exciting!

Sovereign Court

Neutral Human Magus 12 (Sheet) (Equipment) | HP: 76/87 | AC: 38 (29 T, 23 F) | CMD: 38 | F: 13, R: 15, W: 10 | Init: 18 | Perc: 13 | Speed 60, fly 90 (good) |
Tracked Resources:
Arcane Pool 5/14 | Lesser Extend Rod 0/3 | Pearl I 0/2 | Reroll 0/1 | Ablative Barrier 20/50 | Mythic Power 0/2

Anyone? Anyone?

Silver Crusade

Paladin of Shelyn 17

Hi, just letting everyone know that I'm still here, since everyone is probably going to trickle in.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Yes! Finally!

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