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Organized Play Member. 28 posts (3,410 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters. 7 aliases.


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Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Thanks for the game everyone, its been fun scarab saging with you all!

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Knowledge, History, Osirion: 1d20 + 23 + 3 ⇒ (16) + 23 + 3 = 42

"The lawful rulership of this land changed from the Keleshite empire to the dynasty of Khemet in 4609 AR, over 100 years ago. Khemet III rules these lands by right of his descent from the Pharoahs of ancient days, and has granted our organization, the Pathfinder Society, dig permits to explore ancient sites within Osirion. The execution sentence for the original Jeweled Sages is no longer in force, and the current day members of the organization post-date the execution sentence as they were not members of the order until after the execution law was nullified by the change in government."

"Further, while we are working for the organization of the Jeweled Sages as contractors, we ourselves are not members of the organization and thus would not be subject to the same order of execution even if it was still in legal force."

"Please see Venture Captain Norden Balentiir at the Sandswept Hall in Sothis, Osirion for appropriate permits on file."

Diplomacy, Natural Divination: 1d20 + 17 + 7 ⇒ (14) + 17 + 7 = 38

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

"We're going to destroy Badru. Saruna we can talk about afterward, but I am inclined to not fight her."

Katswiri will cast Silence after Taresh's displacement, and the group can sneak over to the door, ready to launch a surprise attack. When the group is in position, she casts Blessing of Fervor and signals the attack.

It looks like there's actually a 10 ft wide gap in the tunnel; we'll need someone other than Katswiri to help plug that exit to stop him from escaping that way. Though we can probably follow him if he does.


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Treacherous Waves | Ancient's Anguish

I believe it will disrupt it if you roll an effect that would stop you from taking a free action to maintain; I would say it definitely isn't disrupted by the Acts Normally rounds, but would be by the other three. That will give 2 rounds after this for lingering performance. I think that means you puched yourself for 1 more point of damage as well.

One of the Satyrs shoots Corners of Spheres successfully. The Rock hits Corners of Spheres, but the spell fizzles.

I did not realize they erattaed snowball to be SR:Yes, but that makes sense.

Corners of Spheres, Round 4
The Rock
Ginger
Orenjii
Omar (-9, confused 1 rounds)
Triix (Confused 1 Rounds)
Dexter (-9)
Salazar
Corners of Spheres (-73)
Jaakko

The bold are up!


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Treacherous Waves | Ancient's Anguish

I think Gurgle is paralyzed from the fear.

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

I went back and counted again, and I think you're right! Your previous position and Taresh look to be 30 feet apart, so Katswiri can get you too. Katswiri will include Gurgle with the spell as well.

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Oh man, Fire Elementals. I wasn't really expecting to find them when I mentioned an Elder Fire Elemental was our worst case opponent; hopefully these will appreciate the help against the mummies and we can talk to them instead of fighting them, though at least these are probably small enough to not have DR 10-.

Katswiri has the Elemental Ward ability from her Faction cards, with 10 faction card goals completed to give a 10 ft aura of +3 sacred bonus to AC and Saves vs. creatures with a air, earth, fire or water subtype

Knowledge Checks for when its Katswiri's turn.

Knowledge(religion) on Mummies, Heroism:: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Knowledge(planes) on Elementals, Heroism:: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Knowledge(planes) on Mephits, Heroism:: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20

Katswiri will want Special Attacks, Immunities, DR, Hit Dice for her info.

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Katswiri makes notes in her journal about which plants are extinct outside of these samples. "We could reintroduce them in a controlled fashion. Something thought lost to time, found here!" She looks around the room at the exits. "Shall we head north next, then work around the complex from there? Gurgle or Taresh, if you would like to check the door for any traps or locks, I will ward you in case there's anything unpleasant on the other side."

Katswiri will cast Shield of Faith on Gurgle and Taresh.

That gives a +3 deflection bonus, which I think takes Gurgle to 26 and Taresh to 23.

The map is on slide 4, if everyone wants to get their tokens in place.

For Gurgle's spells, I do really like dispel magic but I think its weaker for Gurgle because of the multiclassing, since it needs a caster level check to work. Prayer is nice, it nudges everything just a bit in the party's favor and doesn't need a lot of level scaling to work at full strength most of the time. Invisibility Purge is also potentially very good, but its one of those spells that does nothing 90% of the time and the last 10% has a huge impact. Resist energy is a little weaker than usual because Katswiri can do the communal version and gets 20 points of resist.

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Actually, I guess its a generalized limit; for everyone that regains spells, they don't regain any they cast in the last 8 hours when the refresh.

I think given that, we would all cast 8 hours before dawn, then wake up with Guy and do our preparations around dawn, then head on down shortly thereafter. If we assume about an hour of non-spell prep before starting, that would be about 10 hours down on the durations of anything precast.

I think Taresh and Guy are CL 10 and Katswiri is CL 8. That would be:

Extended Endure Elements: 38 hours
Extended Ant Haul: 22 hours
Extended Delay Poison: 6 hours
Extended Mage Armor: 10 hours
Extended Darkvision: 10 hours
Extended False Life: 10 hours
Life Bubble: 10 hours
Magic Vestment: 8 hours
Hunter's Blessing: 10 hours

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Katswiri will accept the Blessing of Fervor for her own preparations. She will cast extended Delay Poison, Ant Haul and Endure Elements on all of the team members, using her own Blessing of Fervor when Guy's runs out.

"Nikita, Taresh, Gurgle; if any of you have spells that would last until we enter the complex tomorrow if extended that could benefit from Blessing of Fervor, let us know."

We could get Mage Armor, Darkvision, False Life, Delay Disease I think. Nikita, you might also want to choose a different second level spell in the morning, since Katswiri will have Delay Poison covered.

Soon after the nightly spellcasting, Katswiri will go to bed to get a good night's rest for the exploration.

The following morning before preparing to enter the complex, Katswiri will prepare her Natural Divination ability by watching birds in the sky and charting marks in dirt or stone to get 2 +10 competence bonuses to skill checks in the next 24 hours and 1 +4 insight bonus to an initiative check in the next 24 hours.

Before entering the complex, she will cast Magic Vestment on her breastplate and shield, and Gurgle's Buckler to enchant them all to +2, then nod to companions that she's ready to proceed.

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

"I have a great deal of knowledge regarding the Jeweled Sages and the pillars of the sun, both from personal experience and from my oracular gifts. Allow me to consult my second sight for a moment, and I can summarize."

Katswiri's eyes flicker back and forth as she enters a brief trance, viewing information only she can see, then refocuses as she smiles.

Knowledge: History, Savior of the Sages, Focused Trance: 1d20 + 23 + 3 + 20 ⇒ (10) + 23 + 3 + 20 = 56

Knowledge: Geography, Focused Trance: 1d20 + 12 + 20 ⇒ (7) + 12 + 20 = 39

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

"Pleased to meet you both, Gurgle and Guy. They are handy, sometimes. Katswiri runs her finger down the edge of her glasses frame and smiles mischeviously. "I caught an Aspis agent out once when they were holding a whispered conversation across a ball room, and the glasses let me see their words easily. I practiced a lot reading lips before I joined the Society, but its much harder with distance without the magical aid and a good deal more work. I still need to do it the old fashioned way if I use a Clairvoyance spell though, since the magical augmentations don't worth through the sensor."

"You are from Osirion as well, Guy? I grew up in the desert wastes before I eventualy landed myself in Sothis in my teen years. I love seeing all the places the Society sends us, but there is nothing quite like being back on the sands of home."

"I also have a scroll of Comprehend Languages, so you're welcome to them Gurgle. I rarely need them however, as I greatly enjoy languages and am fluent in Ancient Osiriani as well as many of the other dead languages of distant empires past. I'm still learning Cyclops and Infernal, but can read Jistka, Ancient Osiriani, Tekritanin as well as the timeless classics like the elemental tongues, Draconic, Celestial, Aklo and Abyssal, which I find usually covers most of the languages we would encounter in Osiriani sites."

I think we are in Sothis. As far as I know, Read Lips is still a valid language choice; it looks like my FAQ link broke at some point, but the legacy FAQ has it mentioned here if you search for Read Lips: https://paizo.com/organizedplay/legacy/faq

Katswiri has that as a language choice as well, which is how she handled communication for her first few levels of Pathfinding. She upgraded to the Glasses once she could afford them since they let her do it much more effortlessly. Under normal circumstances, with the -1 per 10 ft distance modifiers she can take 10 to see what anyone is saying within 240 feet, or 150 feet minimum in battle or other stressful situations where she would have to roll.

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Katswiri particularly likes Communal Darkvision, as she tends to be very sensitive about being able to see, since she can't hear. If she gets cut off from sight she loses most of her ability to interact with anything that isn't next to her.

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Hello everyone! I'm looking forward to playing this one with you all, fellow Scarab Sages and everyone else!

Now, a bit about Katswiri.

Katswiri 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 cast Divination 1/day with a 1 minute cast time to get general advice on the adventure and Commune 1/day 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.

In addition to her limited use abilities, she can act as a face with a good diplomacy and reasonable bluff check, and is trained in every int based skill, so can handle a lot of skill checks even once her limited use abilities run out.

In combat, she's less exciting, mostly acting as support with buffing and healing. She's got a -3 initiative modifier (though it can get up to +1 with Heightened Awareness), so is often later in the initiative order. She usually casts sound burst or heals people depending on the situation, though can also do mediocre melee damage with her mace. She gets CHA to AC and Reflex saves in place of dex, so does have a pretty good AC though, especially when fully buffed. She can do a good amount of buffing as well, handing out Shield of Faith, Delay Poison, Eagle's Splendor, Bless, Magic Vestment, Communal Resist Energy, and Blessing of Fervor for combat. She can cast Silence to mess with enemy spellcasters (and isn't impeded by it), and carries an extensive scroll collection of 45+ spells to use with Menumonic Vestments or in a pinch to fix various problems.

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 [Reduced to -2 by her curse's level 5 ability].
--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 keeps a visual journal of her adventures, where if she has the opportunity, she will paint pictures of various important events or interesting people/scenery/objects that occur during the mission. Its mostly fluff, but it's fun, and its how she does her reporting for the society.

Scarab Sages

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Hello fellow sages and phaeton_nz! This looks like it's going to be awesome. I'm excited that there are some other sages still around.

I would prefer game day if that's ok phaeton. I have Katswiri scheduled for an online discord Roll20 game on August 13th. I could drop out if needed, but GameDay would be perfect timing.

Scarab Sages

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Are there any other Scarab Sages out there still working through the Scarab Sages storylines? Katswiri recently hit level 7 and is looking to do Beacon Below at some point. If there are any other Sages still out there that might be interested in joining, it could be fun to try and see if we could get a group together.

Dark Archive

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Male | Human (Chelaxian) | Fighter 1/ URogue (Thug) 1 | HP 17/17 | Movement: 20 ft | AC 18, FF 16, T 12 | CMB +5, CMD 17 | Init +4 | F +4, R +5, W +2

"You gotta be a lot smarter than this if you want to stay alive in the enforcer business, buddy. You're lucky I didn't decapitate you."

Vindex offers the thug a hand up from the ground.

"As you might have realized by now, we're not potential clients of Boss Croat. We're not business and we aren't paying protection, so you jumped the wrong damn people without scoping out what's up. Pull that against someone important, strong or mean enough and you're going to get knifed and left to bleed out in a gutter. You're lucky we're so soft hearted."

Vindex barks a short laugh, then makes a face scowling at the weapon the man is holding. "Also, what is this sap s!#~? Get yourself a real weapon if you're going to run protection. You can beat someone just as well with a spear haft and you don't get completely screwed when you run into someone who's prepared to fight back." He twirls his Naginata to punctuate the statement.

Vindex will attempt a diplomacy check to make an impression bonding with the man over their background of shared thuggery :)
Diplomacy: 1d20 - 2 ⇒ (17) - 2 = 15

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Deck of Illiusions: 1d34 ⇒ 1

Katswiri throws a card out, and a Red Dragon comes swooping out to challenge the Black Dragon!

Then she runs for it.

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Katswiri has the Elemental Ward reward from her Season 8 faction card, and gives a +1 Sacred bonus to AC and saves against all creatures with the air, earth, fire or water subtypes to all allies within 10 feet. I think that probably applies against the dragon.


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Treacherous Waves | Ancient's Anguish

"The Tapestry will not fall today, but you are correct that time is of the essence. I will begin the preparations to conduct the ritual, and reach out to the society to coordiante when I am ready. Now, I will return you to Golarion, where I believe your superiors will be pleased with a job well done." Hao Jin casts a spell after giving everyone a chance to say any last goodbyes, and the pathfinders are transported back to the Grand Lodge.

And that's the adventure! Aslynn may show up in future events based on your chronicle sheet boons from convincing 322 to go free, but she won't trouble you any more...for now. I should get the chronicles up later this week.


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Treacherous Waves | Ancient's Anguish

Yanda proceeds with the surgery, cutting the eggs out of Patros with some minimal damage. With that taken care of, the mission is complete, and the Pathfinders can make their way back home, mission accomplished!

Great job everyone! I haven't had time to get the chronicle sheets together, but I'll look to get those set up tomorrow. Thank you all for playing in the game, it was great playing with all of you!

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

Oh no! I was periodically checking the Recruitment thread, and did not realize it wasn't going to autoupdate to the linked thread campaign format when the gameplay thread was posted.

Going to read through the gameplay thread now to see what I missed.


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Treacherous Waves | Ancient's Anguish

Round 45
Metalwhiz (92 HP, 2 Rounds Sickened, Enlarge Person 9 Rounds, Raging Song Lingering 2 Rounds)
Rogjameda (Mirror Images 6 Images/17 Rounds)
Zombie Clerk (-20 HP)
Yanda (-13 HP, 15 Nonlethal Damage, Ablative Barrier 30 Points, 4/17 bombs)
Alain (-24 HP, Raging Song Lingering 2 Rounds)
Donahan (-56 HP, Raging Song Lingering 2 Rounds)
Patros (-17 HP, Paralyzed 4 Hours, Implant 6)
Airon (4 Nonlethal Damage, -71 HP, 1 Rounds Expeditious Retreat, Stabilized (-6 HP), Raging Song Lingering 2 Rounds)
Blackfire Adept (-33 HP, 1 Mirror Image)
Earth Elemental (-58 HP)

Metalwhiz, Rogjameda, Alain and Donahan up first to see if they get the Earth Elemental down.

Note that Donahan needs to get out of they way to let Metalwhiz through, now that he's not dying due to Raging Song. If Alain or Rogjameda gets between him and the elemental, they'll give cover so he can stand up safely without triggering an AOO.


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Treacherous Waves | Ancient's Anguish

Alain is up; Alain, note I used your swift action this turn on the immediate action to use Mounted Combat to block the hit from the Earth Elemental last round, so no swift available to use Challenge or anything else that might need a swift this round. I figured you would probably want to try and use mounted combat so I rolled for it, but if you do not want to use it next round to keep your swift action for the upcoming turn let me know. You can also pre-roll it if you know you're going to want to use it, or specify a maximum hit roll you want to try and stop with it since the choice to use it or not applies after the to-hit is known.


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Treacherous Waves | Ancient's Anguish

Some things to keep in mind regarding pit spells:

Spiked Pit:

This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit’s walls have a Climb DC of 20.

In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Climbing:

With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more. A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Accelerated Climbing
You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).

Climb DC
Modifier Example Surface or Activity
–10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.
–5 Climbing a corner where you can brace against perpendicular walls.

If you are large, you can brace against opposite sides of the pit to reduce the DC by 10, while a medium sized creature can climb a corner to reduce it by 5.


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Treacherous Waves | Ancient's Anguish

Saving Finale Reroll: 1d20 + 9 ⇒ (6) + 9 = 15

Donahan is inspired to fight through the paralyzing screech by Metalwhiz's song. You can go ahead and redo your turn with that change, Alain.

Metalwhiz swats one of the Vargouilles, causing it to crumple to the ground and dissipate. Yanda feels the cloying pressure freezing her in place weaken.

Round 30
Metalwhiz (6/11 Rounds Raging Song)
Rogjameda (Mirror Images 6 Images/31 Rounds, 3 DC 14 Fort Saves vs. Paralysis Pending)
Zombie Clerk
Yanda (Fly, 61 rounds, 10/17 bombs, 5 Rounds Paralysis Vargouille 3)
Alain (-15 HP, Fast Healing 1 1 Rounds)
Donahan (Fast Healing 1 3 Rounds)
Patros (3 DC 14 Fort Saves vs. Paralysis Pending)
Airon (5 Rounds Paralysis Vargouille 1, 4 Rounds Paralysis Vargouille 4)
Blackfire Adept (-10 HP, Invisible)

Patros and Rogjameda are up pending paralysis; you only need to make 3 saves instead of 4 since #2's paralysis wore off when it died, so even if you failed that save you would get to go this round. Alain can redo his turn with Donahan saving via saving finale.


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Treacherous Waves | Ancient's Anguish

Missed the CLW when updating the status post, Alain is at -16 HP right now.


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Treacherous Waves | Ancient's Anguish

Patros, I was looking over your sheet to try and figure out if Charmed Life was used on the reflex save, when I realized two things; you don't have Charmed Life, becuase its subbed out by your archetype, and the extra +2 bonus to will I missed that I thought might have been Charmed Life in the calculation was actually from Iron Will I overlooked, which I think you also missed in the recalculation. That's enough to pass the will save; Iron Will saves the day!

You resist the slow, so can get an attack in and/or move further. You can go ahead and take the rest of your turn.

There's a lot of bonuses to keep track of sometimes!


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Treacherous Waves | Ancient's Anguish

The ceilings are high in these buildings, they're 1 story 15 foot buildings so there is plenty of headroom to be mounted or enlarged.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Thanks everyone! Looks good to me. I think this was one of my favorite PFS experiences. Thank you Bret and all my fellow players for making it a memorable and enjoyable experience!

Scarab Sages

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Magic Vestment (Shield and Armor), Delay Poison, Ant Haul, Life Bubble, Freedom of Movement, Death Ward, Shield of Faith, Eagle's Splendor, Bless, Communal Stoneskin, Twisted Innards, Heightened Awareness, Communal Spell Immunity, Communal Protection female | human | oracle 10 | HP 73/73 | AC 30, FF 25, T 18 | CMB +8, CMD 16 | Init -1 (+3) | Perception +16, -4 Opposed, Auto Fail Hearing | F +7, R +13, W +9 (+17 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 1/3 | Lore Needle 1/3 Spells: 4/7 1st, 4/7 2nd, 1/7 3rd 0/5 4th 0/3 5th

"I bought a powerful scroll of protection against fire just for such an encounter. I believe it will be prudent to employ it as a percautionary measure. Please, everyone, come close so I can cast this on everyone."

Caster Level Check, DC 8: 1d20 + 5 ⇒ (9) + 5 = 14

Katswiri casts Communal Protection From Fire on the group. Everyone and Tabar's dog will absorb the next 84 fire damage they take.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Faerinaa' face clouds over as Mask Narsen lays out the incoming threat, then glances sideways at Tess. "The Undead chose a poor target this time. I have crossed swords with the minions of the Whispering Tyrant before, and Tess is uniquely suited to their destruction. We have repaired the defenses, are almost done adding some extra touches of our own, and will be ready for them."

"Bring the townsfolk, we will stand together. Have them bring any arms, armor or food supplies they can carry. Khaul, Vinny, Bastian, let's get to the walls! We need to finish the fortifications before the undead arrive!"

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet
Bastian Sunbright wrote:


"I'm sure you all know this, but against the undead you have to pick your weapon carefully. You want smashing weapons for the bony ones, cutting weapons for the fleshy kind. Make sure you have both and are comfortable swapping between. If they have a necromancer, target them first."

"Yeah, that one has always been a tough one for me. I got trained for speed and precision to leverage my natural quickness. Its a great technique against the living, but poking holes in the dead doesn't always stop them as well, even if you hit a critical support structure. I definitely recommend Bastian's approach if you've had less specialized weapons training."

Faerinaa smirks slightly. "That said, even a zombie horse doesn't like it if you ram a rapier straight down the spinal column. Ask me how I know some time."

Bastian Sunbright wrote:


He will join in with the chat afterwards and get some extra sparring with Faerinaa.

Faerinaa and Bastian prove to be closely matched, though with very different fighting styles. Faerinaa is highly mobile, looking to rapidly feint to open up her target for attack and roll away from strikes, while Bastian's more solid approach defending himself with his shield gradually boxes her in and wears her down.

"You're -- really -- good -- *oof!* -- with that shield!" Faerinaa rubs as sore spot as her leg gets clipped, as she dodges just a hair too slowly.

I think you have a edge on Faerinaa in a straight fight; she's got +1 to hit/+1 damage vs. Bastian with standard attacks and can feint for flat footed status with an extra +3 damage, but the shield block is super strong and Bastian gets AC 22 vs. both attacks instead of just the primary.

Slight Edit: Realized Bastian's War Flail isn't a 1 hander. I think Faerinaa definitely has a noticeable edge against him in a straight up fight while he's 2 handing.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Whew! I had a lot of fun writing this. Hopefully I didn't take too many liberties with NPCs doing stuff or joining in on things -- its a bit tricky to strike a good balance between building a story and not having to back and forth too many times in a play by post environment!

Day 11 - Fireday
"Ok Khaul! Lets finish getting the barracks in shape. We've put off finishing them up for long enough. I'll follow your lead here, just let me know what you need me to do."

After her lunch break, Faerinaa will wander over to visit Vinny and her team working on the scaffolding to see how its going. "Nice work everyone! This is looking great. We're going to get this place finished in no time."

"Hey Rakka, since we're beginning to wrap up the projects here, we're going to be winding down construction over the next few days. Bastian and I were thinking it might be fun and a good training opportunity to have some friendly sparring matches tomorrow. Keep the skills sharp and maybe learn some new things from each other. Would you and the other guards be interested in joining us as a little training exercise? I would love to learn some tricks from you all, and I bet we could have a few things to teach as well."

Day 12 - Starday

Mid morning rolls around, and Faerinaa knocks on Bastian's door, a wide smile on her face when he answers. "You ready for this Bastian? You had some slick moves when we dealt with those lizards. I'm looking forward to seeing them in action today! Let's go see how the town's defenders stack up, eh?"

Faerinaa and Bastian head down to the temple, and meets up with the temple guards.

Hey, Rakka, Petrus, Aasif! Thanks for joining us! I figure we can pair off, do a kind of round robin matchup kind of thing, feel each other out. Whoever doesn't have partner can watch the two matches going on, rest for their turn, and offer commentary for improvement."

Training swords are handed out, and the matchups begin! Soon the air is full of the clacking of wooded blades and the dull *whump* of wood hitting armor or flesh.

"Nice block Bastian!"

"Good hit Rakka, but he was ready for you. Try feinting high, about...here." Faerinaa adjusts the arm up with her sword in line with her opponent's eyes. "The shield comes up but blocks his vision momentarily, opening up a short window to strike where you can catch him flat footed."

"Ow! Nice hit Petrus! That one is going to leave a bruise."

"Whew! You fight well Aasif, where did you learn?"

As the partners exchange, Faerinaa gets a collection of bruises and a happier and happier expression. She truly enjoys a good scrap, and takes delight both in her own improvement and anything she can offer the others. "Great work everyone! Its good to see such martial skill from the village's defenders." After the sparring, Faerinaa will stay and chat, asking about where and how they learned to fight and going over the fights, both offering frank assessment and soliciting feedback about her own performance.

Diplomacy +6 for Rakka, Aasif and Petrus. Will use a Hero point to reroll critical failures.

Day 13 - Sunday

Ahhh, Sunday!

Faerinaa wakes up at dawn with a joyous heart and a slightly achey body from yesterday's exhertions. It's time for some relaxation!

She prays to herself in her room, thanking Sarenrae for the experiences Faerinaa has had as a Pathfinder, for her aid in cleansing Urgathoa's chamber, for the support of Sarenrae's teachings in resisting alcohol and shiver, and for the protection and support Sarenrae gives her. Then its time for breakfast!

Faerinaa heads downstairs, helps herself to a hearty helping and nods cheerfully to Khaul as she washes up her dishes next to him. After getting cleaned up, Faerinaa takes a stroll outside, breathing in the fresh air and looking up at the sunny sky. "This is going to be a good day, I can feel it!"

A tree next to the inn catches her eye, and a grin breaks out across her face. Faerinaa grabs a branch and climbs up, pulling her self from branch to branch as high as they will bear her weight before nestling up against the trunk and gazing down and out across the hamlet. "This sure is a quiet little place. I wonder how it will change, when the lodge is fully operational? Who knows what this place has in store?" Faerinaa will rest there for a time, watching the leaves sway overhead in the breeze and daydreaming about the adventures that the pathfinders in the new lodge will go on.

After some time, motion catches the corner of Faerinaa's eye, and she sees Mikkel through one of the windows in the inn. Confidently walking out on the tree limb with perfect balance, Faerinaa hops off the end to the roof of the inn. She leans over the edge of the roof down into the window, and waves. "Hey Mikkel, how's it going?"

Faerinaa grabs the lip of the window and flips herself gracefully into the room, flicking off a bit of leaf that stuck to her armor as she does. "Today's Sunday, so I'm taking a day of rest and fun to unwind for a bit. What are you up to today, anything fun?" Faerinaa will try to chat him up to get to know him better; she'll try and tell funny stories about her life, and commiserate and offer to help him with some of his chores if he's stuck doing work. She'll try to coax his interests out of him, to see if she can figure out what he likes doing, and maybe try to do something fun with him later in the day or some other time.

*GRUMBLE* As the scent of cooking wafts into the room, Faerinaa's stomach offers a reminder that its lunch time! "Thanks for the chat, Mikkel, its been fun. Hey, want to get some food?"

Faerinaa will head downstairs, where Lotte is busy putting the finishing touches on the mid day meal. "Hi Lotte! Thanks so much for all of this delicious food. You know, I wanted to thank you and your sons. You've done a really great job helping us feel welcome here. Its been such a busy last few weeks, and you've kept us fed, with a clean and homey place to stay, AND helped out so much with the work at the fort. I just wanted to let you know how much we appreciate everything you've done for us. When mask Narsen comes back, I'm going to be sure to let him know what a great job you've done." Faerinaa will share the meal with Lotte and Mikkel, and try to make small talk, inquiring about how they felt about the work at the fort and the pathfinders in general.

After lunch, Faerinaa will bid her hosts goodbye and head out into town. She takes a long walk around town, climbs some trees on the outskirts of town and walks out on the branches for fun, and explores the stairs and tree in the little area directly south of Sylvina's. After an hour or so of this, Faerinaa heads down to the river for a swim. She dries herself off and heads back to the inn, where she climbs up on the roof and takes a nap, drifting off watching clouds.

She wakes up to the setting sun and the sound of hustle and bustle down below, and joins her companions for the evening meal. After dinner, Faerinaa commandeers some jam and toast and heads out into the evening dusk, heading to Plisken's residence and knocking on the door with the back of her knuckles. "Hi Plisken, mind if I come in? I brought snacks."

Faerinaa will split her toast with him, and take some nuts if he offers them. "We're going to be here a few more weeks, but the work at the fort is wrapping up. There might be some more things that come up, but we're probably going to have more free time around town going forward, and I was wondering if you could show me around the nearby forest one of these days? I spent a little time climbing trees for fun today, but didn't go in too deep since I didn't want to get lost. I would love to visit one of those ponds you told me about too, if you wouldn't mind taking me some time?"

Diplomacy +6 for Lotte, Mikkel and Plisken. Will use a hero point to reroll critical failures.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

We are going to start going low on funds here. We will complete everything ok, as long as no other need for money comes up we should end between 8 and 11 GP with this plan.

If we want to conserve money in exchange for time, we can do the repair the barracks and shrine cleansing without hiring people, which would give us +6 more GP (and slightly increasing the odds of two successes on the scaffolding since it would be vinny+vinny instead of vinny+faerinaa) in exchange for two person-days of effort. In this case, Bastian would assist Tess (And you need to roll at least a 3 to avoid crit fail), and Faerinaa would work with Khaul with assurance to repair the barracks.

What do we think is more important, the money or the time? I am leaning towards money being potentially more important, in case there are other expenses that come up.

Either way, I think we probably want Vinny doing any additional scaffolding checks on day 12+, and Khaul doing all of the roof cover/watchtower construction efforts since he'll automatically succeed on those, guaranteeing its the most efficient use of funds. That also gives everyone with diplomacy opportunities to up the attitudes of the citizens.

Day 12 should be good for Faerinaa and Bastian to have our sparring match with the guards.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

"Maybe, but I think its good to improve relations with the town too, not just look for future pathfinders. Ideally we'll get the lodge set up physically, but also in a good position with regards to future relations with the town."

"We need to finish cleansing this area and get the scaffolding up first, but I think we're on track to finish well before the end of the month. I thought it might be nice to engage the temple guards and get to know them a little better, and I thought maybe some friendly sparring would be a good way to bond as well as keep up our own skills. Would you be interested in joining in a sparring session if I tried to set one up Bastian?"

I figure we could both go after improving the disposition of two or three of the guards as part of the same group activity on one of the days we're influencing people.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

I think that's probably fine.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet
Quote:

“Most of the people in the village just swim the Glass River, just a hundred yards or so south of the docks is a nice place. There are a few ponds that are also nice, but they are a bit harder to find.”

“Guess it really depends on how shy you are about your body.”

"Thanks Plisken, the river sounds good. I wouldn't want to get lost. Never really been the shy type, but I grew up in a harbor town and love to swim."

After finishing her chat and returning back, Faerinaa will take a swim in the river around the suggested spot, and then sun herself on the bank to dry off.

Quote:
Bessama watches in delight as Faerinaa juggles. She asks “Can you do that with weapons? I bet if you could that would be powerful!”

Faerinaa giggles. "Sort of! I could maybe juggle my dagger a bit since its weighted pretty well for it, but the Rapier and my crossbow are too heavy and unwieldy. I would never do it in combat though, you need to keep your eyes on your opponent and be ready to dodge in a fight. The last thing I would need is to miss a catch and stab my hand while someone's trying to stab me." Faerinaa will flip her sheathed dagger a few times from hand to hand and catch it. "It would look really impressive though if I was juggling a bunch of daggers, and just started chucking them at targets, wouldn't it?"

Quote:
She does try juggling, but doesn’t have much luck. “Guess it takes lots of practice.”

Faerinaa applauds Bessama's attempts with a grin. "Oh it does, but not as much as you might think. If you like it, give it a try from time to time and you'll be surprised how fast you get the basics down."

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Faerinaa wakes up with the dawn and prays silently in her room for about a quarter hour before coming down for breakfast. She helps herself to some food and gives Khaul a hand with the dishes.

Once everyone returns from the morning service, she will grab Broderock to consult with him about what he thinks needs to be done to fix the well and what materials might need to be brought up.

On the road up, Faerinaa will make smalltalk with her team members, asking them about how they're feeling about the day ahead. When everyone gets to the keep, she claps her hands and begins pointing at people in turn.
"Ok team! Broderock, Matthild, and Mikkel, you're with me. Lets see what we can do to get this well back in working order."

They spend the morning finishing evaluating the state of the well, doing necessary dredging and getting some of the stones and support woodworking in place when a thundrous *BOOM* rips through the upper area by the tower. Faerinaa turns and gazes towards the source of the explosion, seeing the tower cut down a substantial notch at lets out a low whistle.
"Wow, Vinny was NOT messing around. Looks like we're going to have the stone we'll need to patch up the walls here soon enough."

Crafting: 1d20 + 7 ⇒ (9) + 7 = 16

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Right, I think we should make sure to fill out the team for you Khaul. If you fail the check it will end up doing 2 days of progress instead of 4, so then one of either you or Vinny can fail the check and still succeed.

At first I was thinking there wouldn't be a reason to use more people than person-days of labor, but then I noticed we still make progress on a failure.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

I do think we'll do better splitting some of the problem people. Faerinaa would like to get Bessama split out from Lotte and Wilfred as well, she likes her so far and would like to get to know her better. I do like getting Mikkel out away from Lotte too to see what he's like on his own.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Looking over our plan, I'm not sure I can work on the well tomorrow. We don't have stone yet, right? I thought it was carpentry required for the well at first, but it looks like its stone. Maybe we can clean the fort and the hall+collapse the tower tomorrow?

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Faerinaa digs into the rabbit stew in the corner, interjecting periodically. "We're also going to need to rebuild the stairs and fix the hole in the roof in the keep. There might be more damage up there, but we'll have to get the stairs in place or a ladder up to check it out. Its probably a bit lower priority than some of the other parts that are more dangerous to leave in disrepair, but we're going to want a roof in place to keep the rain out so we can make the inside liveable."

Faerinaa keeps shoveling the stew into her mouth as the conversation progresses onwards to the source of grain. She wipes her mouth on her sleeve after Narsen's call out to Lotte. "I don't drink alcohol; had some problems with it in the past, so I'll stick to water or milk if you have it. I eat pretty much everything though, this stew is delicious. My compliements to the chef."

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

"Be careful with that, Bastian. I don't feel like they're going to be very receptive. Religion banned, its...its unnatural." Faerinaa shudders, just thinking about it sending shivers up her spine.

"There was a time I wouldn't have cared that much about the no religion thing. There wasn't a lot of religion growing up on the streets in the puddles, and I just didn't really think a lot about it. Some of the people I used to run with would worship the Gray Master, but, well....he just didn't really seem like something I should look up to, even when I was stealing a lot. That, and the gods just felt far away when I was just trying to score enough for a good meal and my next hit of Shiver."

Faerinaa smile a small, sad smile as her eyes take on a far away look.
"I was kind of a mess back then. Things changed a lot for me when Absalom got invaded; I went went looting in one of the areas the invaders hit, and got caught and pretty nearly killed. I went down and was bleeding out, when a Pathfinder cleric that was fighting in the area found me and healed me. That feeling, of life ebbing away, feeling weak all over, darkness closing in, feeling that this is it, you're done? Nothing else I've ever felt compares to that moment of despair and panic and desperation. To have that darkness drivien back by divine healing light...that sticks with you. That cleric worshipped Sarenrae, and the Dawnflower's healing light brought me back from the brink of death."

Faerinaa's smile widens, and her eyes refocus on Tess. "I owe the Dawnflower everything. She saved my life, but her teachings also showed me what it really means to live, and that the evil we've done in our past doesn't have to define our future. I've tried every day since to live up to what I felt in that moment, so that some day maybe I can do the same for another lost soul."


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Recall Knowledge was my biggest disappointment in Pathfinder 2e. It was too weak in PF1, and got worse most of the time in PF2. No matter how knowledgeable, how many times you fought them, or how focused a character could be, it was impossible to actually know everything about any monster unless you had a very lenient GM that would choose to interpret "a bit of information" as a significant portion of the stat block.

PF2 made this worse by tightening the math and making it basically impossible to pass by 30 or 40 points ever, removing the ability for a lore focused character to at least pull 7 or 8 pieces of information at a time. Then it got turned into an action, so something that was already weak got an action economy problem tacked on.

The best implementation I've seen was the Pathfinder: Kingmaker video game. It blocked out the whole stat block into 4 chunks with some descriptive information. Every +5 over DC uncovered about a quarter of the information in the stat block. If you could hit DC +20 on a recall knowledge check, you got to read the whole stat block. I want it to work much more like that than what we ended up getting.

Vigilant Seal

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No wayfinder for Milton. I did forget to do his languages, going to put those in.

Goblin, Orcish, Undercommon, Draconic I think.

Vigilant Seal

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Player Name/Alias (for Chronicle): 7thGate
Character Name: Milton Cooper
Org Play and Character Number: 228480-2004
Faction: Vigilant Seal
Ancestry, Class and Levels: Human, Alchemist 1

Perception(Initiative): +3
Stealth(Initiative): +6
Default Exploration Activity: Avoid Notice

Downtime Activity and roll(s): Crafting: 1d20 + 7 ⇒ (14) + 7 = 21

Dark Archive

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M Male | Human (Chelaxian) | Investigator 3/Fighter 4/Cleric 1 | HP 55/55 | AC 23, FF 19, T 14 | CMB +7, CMD 21 | Init +5 | F +11, R +11, W +10 | Inspiration 2/3 Investigator 3/Fighter 4/Cleric 1

Speaking of spellcasting teamwork, Allied Spellcaster is potentially very strong. It is spell penetration that can be buffed by Ring of Tactical Precision. If there's overlap in spells known/memorized, its also a +1 caster level boost (turning into +2 with a Ring of Tactical Precision). That could be really strong with the right spell overlap, but I can't think of too much between the Arcanist and Cleric lists. There's some nice spells that could overlap between Vindler and Berato though, like Magic Vestment or Greater Magic Weapon.

I should have enough to get a ring, which I'm planning to charge with Scion of the Lost Empire and give to Elaril or Vindler. It could be passed around easily for caster level boosts on buffs until we get more of them.

Dark Archive

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M Male | Human (Chelaxian) | Investigator 3/Fighter 4/Cleric 1 | HP 55/55 | AC 23, FF 19, T 14 | CMB +7, CMD 21 | Init +5 | F +11, R +11, W +10 | Inspiration 2/3 Investigator 3/Fighter 4/Cleric 1

I don't think he has, I was briefly confused about the AC boost from it in Anthy's post until I remembered he has the fighter's tactics advanced weapons training. Marcus has the feat normally, so is getting +1 from Anthys.