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Hey, everyone. My sincerest apologies for not posting this last week. I'm going to have to bow out. I was already barely able to post as it was, and life hit me kind of hard this week. I don't see myself able to continue any of my PbPs any time soon, so I'm sending this message out to each of them right now. For the GM: however you want to handle my Chronicle is fine with me. Even if it's 0xp. If you could email it to Nefreet@Yahoo.com that would be best. Otherwise just a PM with a link would be great, too. Again, my apologies to everyone. This isn't something that I've had to do before, but I wish you all the best of luck and happy gaming! ~ Eric
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Alchemists do not get Brew Potion in PFS. You could prepare an Extract of Disguise Self, and hand it out with the Infusion Discovery. Disguise Other is available in potion form, for 300gp. If anyone can read it as a scroll it only costs 150gp. Alchemists (and Investigators) can "craft" mundane alchemical items (such as Acid Flasks) by purchasing them at 1/3 cost, so long as you can make the craft DC. You can Take 10 while doing so.
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If we're supposed to unscramble letters to find an address, "Square" should probably be the last part of it. We don't have an "O" for "Road" (though we could abbreviate "Rd"), or a "C" for "Court" or "Circle", or another "T" for "Street" (though we could abbreviate "St"). That leaves us with TREAFDEER Could be: Trade Reef
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My results below depend on whether the people of this region would be considered "tribal", which has no in-game definition, and is left solely up to the GM to determine. If they are, then I get +1 to Diplomacy. In addition, I have a class feature called "Primal Magnetism" that allows me to expend 2 rounds of Rage for another +2 to Diplomacy, for a total bonus of +3. But if they're not "Tribal", then forget all of that =\ INT check: 1d20 + 2 ⇒ (6) + 2 = 8
Well, that sucked. +9 to Diplomacy doesn't help when you've pissed off the dice roller =(
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Barth hates to hurt things that resemble family =( Taking a step back, Barth rapidly reloads his Double Barrel Pistol with a pair of Paper Cartridges and unloads them both into the hyena (standard action, two shots at -4; I don't have Precise Shot, so -4; Raging makes me +4). Left Barrel: 1d20 + 10 - 4 - 4 + 4 ⇒ (4) + 10 - 4 - 4 + 4 = 10 touch AC
Right Barrel: 1d20 + 10 - 4 - 4 + 4 ⇒ (4) + 10 - 4 - 4 + 4 = 10 touch AC
Drat =( 15/16 rounds of rage left. 28 Paper Cartridges left.
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Hearing the explosions, but also seeing the Half-orc nearby, Barth attempts to stealthily swim over to the shore and grab his gear. Swim is 1/4 speed, Stealth is 1/2 speed, so I probably just get to my gear. GM's call whether I have enough actions to actually grab it right now (probably not). Stealth: 1d20 + 3 ⇒ (13) + 3 = 16 I can't currently move my icon.
This keeps coming up (including earlier in this thread, more than once). Nothing about the rules for pricing ammo changed (though including a price breakdown in this clarifications document would be awesome).
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Barth waits for the explosions to begin before approaching the ships from the opposite direction. Stealth: 1d20 + 3 ⇒ (10) + 3 = 13 <== Apparently I took 10 He carefully lays his firearms at the end of the dock, out of sight, so they don't get wet. Sleight of Hand: 1d20 + 7 ⇒ (13) + 7 = 20 And then slips into the water, safely doggie paddling towards the rudder. Swim check, if needed: 1d20 + 5 ⇒ (16) + 5 = 21 I wish those checks were in reverse order =(
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DM Beckett wrote: Holy crap! So, I'm just going to say from now on you are "Laying Low", because you are pretty close to ending he scenario early already, and there are still more checks to go. Sorry Caith and Thoril, you are both screwed (on skills) no matter what. But, sometimes the party mix just isn't right and sometimes you fail a mission. For skill checks, I'm going to count Cryxial as Aid Another, because there are penalties for failure as a group. I 100% blame the scenario, not us. This is not how social skills in Pathfinder are intended or expected to work. I'm actually just happy ending it now, if you all are. I'll be giving this a low rating on the product page in hopes of steering others away from it.
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Eeeeeehhhh.... *grumble, grumble* If this was a F2F table I'd be philosophically debating what it exactly means to be making a Disguise check. Nobody here knows us. Untrained Charisma check #1: 1d20 ⇒ 8
As a girthy individual, asking around town for the nearest eatery comes second nature to Barth. When he asks his first scowling ruffian and gets the cold shoulder, he shrugs it off. When he meets his second, he thinks it must just be a bad day. When he meets his third, and almost gets into a fight, he begins to doubt why he ever decided to take on this assignment. "Boy... Tough crowd, am-I-right?"
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Before we leave, if the party wants to attempt the "delivery service" route, we can each purchase Sleeves of Many Garments to look the part. It's what Barth uses. If we're going in as bounty hunters or mercenaries, then no need. We really don't need Bluff or Disguise, as nobody here knows us ahead of time. If they can read our minds then we're screwed anyways. If we're going in without disguises, Barth will Take 20 to hide his weapons with Sleight of Hand (DC 27 Perception to find).
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Posting this now because I work in the morning and likely won't be able to post again until tomorrow evening, and because it'll probably speed things along. After noticing the quizzical stares and blank looks, and one confused Venture Captain, Barth clears his throat. He reaches into the crate, and pulls out his Wayfinder. "Alright, so I need to work on my entrance... Name's Barth. Yeah, I'm one of you. But, that's not my only job. Used to work for Guaril Karela back in tha day. Ya heard o' him, right? No? Well... Maybe that's good. Heh. Anyways..." He starts pulling out his belongings from the crate and outfitting himself. He clicks his wrists together and his mechanics outfit magically shifts to resemble a set of hot weather clothing... Or maybe it always was a Hot Weather Outfit, and the mechanic thing was the disguise... "I know a thing or two about Bloodcove. There are some fiercely competitive trading houses that rule the politics there, including the Aspis Consortium. They're always vying for control. But you know the one thing that merchants aren't good at? Shipping. They're too busy selling stuff! Delivering it, on the other hand, they outsource. And that's..." he pauses as he holsters his pistols... "where we can come in." "Most of Bloodcove’s criminal activity revolves around exports, and the trading houses crush anything that gets in their way. So, we move into town, not hiding a thing, and 'advertise' ourselves as being at their service! We don't need stealth, we don't need intrigue. We just need a bunch of able bodied brutes that look like delivery boys! Gets us to talk to the big wigs in charge about what they need moving." "The last thing we want to look like is Pathfinders. Sure, we could try to be bounty hunters, but they'll probably see that coming a mile away. We're not really the sneaky types. And words can only get us so far." "So... what'dya say? You wanna part time job at River Kingdoms Delivery? The pay's a crapshoot, but the perks are worth it!" He winks.
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The Kitsune checks his clipboard. "Pretty sure I got the right place. Wouldn't be the first time the system messed up, tho! Got the city down right; Nantambu. Is this the... Pathfinder Lodge, right? I'm lookin' for... Aya... Allehe? Says 'Captain'." Barth looks around at the assembled group, and finishes by looking the Venture Captain up and down. "Here, print and sign at the bottom..." He hands over a folded paper and clipboard to the Venture Captain while beginning to open up the crate. "I'm sure you'll wanna inspect the shipment. It's traveled a long way to get here!" Barth cracks open the lid, showing the contents to the Venture Captain. What's inside? Who wants to peek?:
It appears to be a stack of clothes and adventuring supplies. A pair of pistols have been placed off to the side, as well as a large box of ammunition. At the top, nestled in the middle, is an open Wayfinder. The inside cover is engraved with the name, "Barth". The Kitsune winks. "I believe the shipper was one... Guaril Karela."
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DM Beckett wrote:
No roleplay? =( Nobody's interacted with Barth, yet. He doesn't look like a Pathfinder, and he's probably exactly what this party needs.
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An overweight Kitsune noisily enters the room carrying a crate. He's wearing a set of khaki overalls and looks like a mechanic of some sort. A nametag on his shirt reads "Barth". His shoes are split open at the ends revealing fluffy orange fur. While he's mostly orange in color, a few white patches of fur appear sporadically (including one around his eye). His ears are floppy, and he's panting profusely in the heat. A hole in his trousers lets his fluffy tail wag freely. "River Kingdoms Delivery! Where do ya want this package? Boy, I tell ya, I've made some treks over my years, but never this far south!"
PLAYER: Eric Bennett
SPECIAL (sorry, he's kind of complex): • He's a Barbarian (Savage Technologist / Superstitious) - 5, Gunslinger (Pistolero / Gun Tank) - 1
Basically, when I learned what Season 6 was all about, I made a character built to handle Technology. I have a couple table variation questions for you, GM:
Consumables and Ammunition:
Wand of Cure Light Wounds: 32 charges
Potion of Cure Moderate Wounds: 1 Alkali Flask: 2 Timeworn Flashlight: 10 charges
Black Powder: 35
Paper Cartridges: 30
Thanks for letting me join!
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