Droogami

Blake's Tiger's page

*** Pathfinder Society GM. Starfinder Society GM. 2,491 posts (25,523 including aliases). 4 reviews. No lists. No wishlists. 72 Organized Play characters. 41 aliases.


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NG male Human (Lirgeni) Inventor 13 | HP 86/164 | AC 36 (38) | F +22 R +19 W +22 (S>CS) (resist acid 9 (11), electricity 9 (11), fire 8* (10*), cold 6 (8), Piercing 3 | Perc +19 (darkvision) | Stealth +14 | 30 ft | Hero 0/3 | 1st: 2 2nd: 2 3rd: 1 4th: 1 | Halcyon 1 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 104/104 | Active Conditions: diehard, see invisible, blindness counter (L7, DC 31), *Walkena's blessing (1 yr)

Chimwemwe thinks on what he has learned this past day and over his Magaambya curriculum. Then he concentrates. An ephemeral blue light begins tracing a medallion in close approximation to the holy symbol of Dajermube. The madelion blinks into existence once the outlines are complete.

Heir to the Soac: 1d4 ⇒ 3
Religion (M): 1d20 + 21 + 3 ⇒ (20) + 21 + 3 = 44
5th rank Creation

Grand Archive

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Explore ➤ Search | Vishkanya (he/him) investigator 2 | ♥️ 24/24 | AC 19 (20) | F +4 R +9 W +7 (+1 vs. mental) | Resist: cold 1, electricity 1 | Perc +7 | Stealth +8 | 25 ft | ☘️ 1/3 | ◆ | ◇ | ↺ | Active Conditions: investigation ("What caused the accidents?",)

I'm sorry for my unexpected and unannounced absence. I know how disrupting that is.

Grand Archive

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Explore ➤ Search | Vishkanya (he/him) investigator 2 | ♥️ 24/24 | AC 19 (20) | F +4 R +9 W +7 (+1 vs. mental) | Resist: cold 1, electricity 1 | Perc +7 | Stealth +8 | 25 ft | ☘️ 1/3 | ◆ | ◇ | ↺ | Active Conditions: investigation ("What caused the accidents?",)

Pawero considers the larger fairy creature harassing Jack as the swarm of tiny fey moves away. While he still does not recognize the type of fey, he sees a recurrent opening in the creature's antics.

He draws one of his shuriken, but he licks the blade instead of throwing it immediately. Then he tosses it toward the (red) fey.

◇ Devise a Strategem vs. Red (Known Weaknesses)
Nature (T): 1d20 + 5 ⇒ (3) + 5 = 8
Strategem: 1d20 ⇒ 18
◆ Interact
◆ Envenom
◆ Shuriken (T), Devise Stratagem: 18 + 7 = 25
Piercing, Strategic Strike: 1d4 + 0 + 1d6 ⇒ (1) + 0 + (4) = 5 +Venom (Fortitude DC 17) Poison: 1d6 ⇒ 3

Venom:
Saving Throw Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 2d6 poison damage (1 round)

Radiant Oath

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Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

"We have searched this side quite thoroughly," Iniquity considers. "Let us use the vice in the room where the giant hammer struck me in the face." He looks at Glourorchaes with a wry smile and a wink. "I'm certain you are sorry to have missed that moment."

Janahar and Glourorchaes were first encountered in the shadow salt baths, right?


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| Extinction | url= |

I'm still here. I've fallen behind on a publishing deadline and I've been on my own with the kids the past few weekends, so I haven't had time to push.

Feel free to make any Gather Information check before I get to pushing, hopefully Saturday morning.

Radiant Oath

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Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

Once he has Hampton ushered out of the room, Iniquity draws a feather in the air and presses it into the half-elf, flooding him with vitalizing energy. "Let me meditate for a moment, but if anyone can bandage wounds, please do," he says before inspecting the art in the hall.

Lay on Hands Cycles:

Hampton +24 = 29
Refocus (10 minutes), Iniquity +10 = 87
Salka +24 = 48
Refocus (10 minutes), Iniquity +10 = 97
Hampton +24 = 53
Refocus (10 minutes), Iniquity +2 = 97
Salka +24 = 72
Refocus (10 minutes)
Hampton +24 = 68
Refocus x 2 (20 minutes)


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| Extinction | url= |

Re: Mission and vision

Benefits of the PbP Forum Lodge to me:

* I can play PFS despite lack of a physical venue and local players.
* I can play PFS despite rarely having a day when I can escape my duties for 4+ consecutive hours.
* I can play PFS with people from all over the world.

My story with these forums is that I live where not many people play PFS. When I found the PFS PbP forums, I finally had a way to play a hobby that I really enjoy. It even brought to my attention a small lodge not too far away from me to game at once a month. Unfortunately, that lodge did not survive, but the PbP lodges are still going. If it were not for the PbP lodges, I would not be able to play very much at all.

What I see for others even more than myself, but also for myself, is that the PbP lodges 1) provide opportunities to play PFS to people in isolated situations and 2) bring diverse players together in camaraderie.

Radiant Oath

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Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

No block on falcon-cat, but he does still have Resist Slashing 3.

Inquity bites back a shout of pain and shrugs off the griffon, keeping ready for the mummy.

Radiant Oath

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Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120) F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 | 25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1

Fortitude (E): 1d20 + 14 ⇒ (11) + 14 = 25

Face quickly turning purple and one eye swelling shut, Iniquity hurries to the other side before the hammer can hit him again. Once there, he lets loose a cry of pain and a string of Isgeri curses he learned in the orphanage from older children.


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Explore ➤ Search | He/Him Tian-Min | Fighter 1 | ♥️ 19/19 | AC 19 (20 with parry) | F +6 R +6 W +6 | Perc +8 | Stealth +1 | 20 ft | ☘️ 2/3 | ◆ | ◇ | ↺ | Active Conditions: - -

Here is a link to all of the Mythic Callings.

I'm now leaning hard on Fighter as a debuff Fighter.


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Explore ➤ Search | He/Him Tian-Min | Fighter 1 | ♥️ 19/19 | AC 19 (20 with parry) | F +6 R +6 W +6 | Perc +8 | Stealth +1 | 20 ft | ☘️ 2/3 | ◆ | ◇ | ↺ | Active Conditions: - -

There are no links except paid Demiplane access for rule and no links to callings/feats except paid Demiplane or free Pathbuilder. There are free links to destinies on Demiplane and inside free Pathbuilder. I can summarize, though.

General: You start play with 3 Mythic points. You spend them as free actions with the Fortune trait to re-roll a Skill at Mythic Proficiency (10+level) bonus.

Since we're not playing a mythic campaign but rather using the mythic rules to be "over-powered," the usual way to regain Mythic points--defeat Mythic challenges--isn't there except by GM decision.

Character Creation:

Choose a Mythic Calling at 1st level.
They come with an Edict, an Anathema, and a way to gain a Mythic point by critically succeeding a specific skill check once per day.

Best choices for Caine would be Acrobat's Calling (regain a Mythic point on the first critical Acrobatics to Tumble Through in combat of the day) or Thespian's Calling (regain a Mythic point on the first critical Performance of the day).

They also let you use a Mythic point to roll specific skill checks with Mythic proficiency--rather than re-rolling--and it doesn't have the Fortune trait.

2nd-10th level, you get a separate line of feats for Mythic feats.
The 2nd level ones are pretty lackluster but have niche uses. They each provide another skill check or two that you can use your Mythic point on to roll--not re-roll--the check with Mythic proficiency and some grant a minor niche benefit (like adding 10 rounds to Hold Breath duration for the swimming one or adding damage to a grapple attempt if the target is already grappled by someone else). There are 2 ones that add new uses for Mythic points: Ears that Hear the Truth allow you to spend a Mythic point to roll Sense Motive or Initiative at Mythic proficiency. We've Met Before allows you to spend a Mythic point and gain a Lore skill on a specific individual creature that you've spoke with for at least 1 minute; the Lore skill lasts for 24 hours and can be used for Recall Knowledge on that individual and Decipher Writing for writings by that individual.

At 12th level, you will choose a Mythic Destiny, and take Destiny feats from 14th-20th, which add a bunch of high level Mythic feats you can take in your Mythic feat slot.

Currently published Destinies are: Apocalypse Rider (become a horseman of the apocalypse with a mount), Archfiend (become an Archfiend with your own conjurable zone of Hell), Ascended Celestial (become a celestial), Broken Chain (become a legendary freedom fighter), Eternal Legend (become a legendary hero; focuses on physical ability), Godling (become a god and allow a fellow PC to be your high priest), Prophesized Monarch (become a hero destined to rule and assign your fellow PCs as your knights), Beast Lord (must have an animal companion and the animal becomes a legendary beast), Wildspell (must be able to cast spells from slots, becomes a legendary spellcaster).

I can make a shareable document with the feats text as we advance. Hopefully, Archives will have caught up before too long.


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Explore ➤ Search | He/Him Tian-Min | Fighter 1 | ♥️ 19/19 | AC 19 (20 with parry) | F +6 R +6 W +6 | Perc +8 | Stealth +1 | 20 ft | ☘️ 2/3 | ◆ | ◇ | ↺ | Active Conditions: - -

Watch the Rules Lawyer YouTube video on Mythic and that will catch you up enough for 1st (and probably 2nd) level. :)


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| Extinction | url= |

The judge's eyes blink open after Hepsubia pours a potion into the woman's mouth. As Holan-Ji makes his way toward the shattered door, the judge groans, "Wha--?" The leshy herbalist also hustles into the courthouse after being blown several blocks away away by an errant breeze (or the force of Holan-Ji's dragonfly wings).


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NG male Human (Lirgeni) Inventor 13 | HP 86/164 | AC 36 (38) | F +22 R +19 W +22 (S>CS) (resist acid 9 (11), electricity 9 (11), fire 8* (10*), cold 6 (8), Piercing 3 | Perc +19 (darkvision) | Stealth +14 | 30 ft | Hero 0/3 | 1st: 2 2nd: 2 3rd: 1 4th: 1 | Halcyon 1 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 104/104 | Active Conditions: diehard, see invisible, blindness counter (L7, DC 31), *Walkena's blessing (1 yr)

Chimwemwe keeps his face neutral with real effort as they pass the undead guards and servants in the god-king's temple. Of all the magic in the universe, the act of binding the dead to service and preventing their passage along the River of Souls has never set well with the arcanist. Necromancy, used in this fashion, breaks the system unlike any other application of the divine arithmetic.

The entrance of the god-king Walkena strikes Chimwemwe for a moment even more than their befriending of a cloud dragon as he considers his humble birth and how his fate has brought him to this place at this time and moment of potential change. He also listens carefully to Walkena's words, searching for the hidden mockery or loophole that belies his true intentions.


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Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

Fortitude vs. DC 20 (8 damage): 1d20 + 8 ⇒ (12) + 8 = 20

Bireli grins at his sister as the demon evaporates between them. He grimaces and turns around as the cultist's energy strikes him. "Dastard!"

With the scent of the ocean and Puddins' quick ministrations, he bounds around the whirling metal until he is in position to strike. He quickly thrusts and then spins to follow with a flashier strike. "Your evil will end before lunch! Ow!" The whirling metal undercuts the poignancy of his boast.

◆ Stride
◆ Strike: +1 fiendbane rapier (T): 1d20 + 10 ⇒ (7) + 10 = 17
Magic, Piercing, Panache: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
◆ Confident Finisher: +1 fiendbane rapier (T): 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25
Magic, Piercing, Panache: 1d6 + 2 ⇒ (2) + 2 = 4 + Precision: 2d6 ⇒ (3, 5) = 8

↺ Opportune Riposted (trigger: strike critical fail):

◆ Strike: +1 fiendbane rapier (T): 1d20 + 10 ⇒ (16) + 10 = 26
Magic, Piercing: 1d6 + 2 ⇒ (6) + 2 = 8

2/5 5/5 **

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That’s funny, though not for you. The rationale is technically correct—digital randomization is not random—but one would need to be very adept at computer science to abuse that fact.

More likely could be that a specific version of dice roller is suspected of being controlled so rather than playing whack-a-mole versus digital apps, they banned all dice rollers. Suggest they generate a list of allowed dice rollers. Pathbuilder should have a decent reputation.

2/5 5/5 **

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While thematically appropriate, Wished Alive has no Access or Prerequisite option, so it can only be accessed in PFS via boon.

2/5 5/5 **

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Pirate Rob is correct: this is a discussion best held with your local organizer. You could also consider asking the father (or the VO) how you could adjust your GM techniques to help the son respond faster.

I would also give up on any illusions that you can maintain a certain tone or gravitas in your games. Plenty of players find roleplay difficult, and plenty of adults throw out movie or TV quotes and references that deviate from the setting and/or tone of a given scenario.


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LG (he/him) Amurrun (Shemtej) Champion (paladin) 7 | HP 92 (+15)/92 | AC <25> 26 (28) | F +13 R +13 W +13 (+1 vs. poison) | resist poison 3 | Perc +11 (darkvision) | Stealth +15 25 ft (40 ft) | Hero 1/3 | focus 2/2 | ◆ | ◇ | ↺ | Active Conditions: catfall, land on your feet, aura of courage, (wild shape, scent)

Religion (T): 1d20 + 11 ⇒ (17) + 11 = 28

The catfolk makes his way around the tower. "Domora name the lake? The people who came after to learn may have named the tower in honor of Domora," the catfolk muses. "Grundle may be speaking ill of the dead without foundation."


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| Extinction | url= |

OK. All that is--mostly--taken care of.

Here is the sign-in sheet for Midnight Mauler: Sign-in Sheet


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Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

I'm posting this to all of my tables: My apologies for my delays and/or minimal posting for the past few weeks. There has been an unusually burdensome conflux of time sensitive urgencies both at home and at work, some anticipated and some not. Things are beginning to finish up, but I expect it to take another week until I'm above water.


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LG (he/him) Amurrun (Shemtej) Champion (paladin) 7 | HP 92 (+15)/92 | AC <25> 26 (28) | F +13 R +13 W +13 (+1 vs. poison) | resist poison 3 | Perc +11 (darkvision) | Stealth +15 25 ft (40 ft) | Hero 1/3 | focus 2/2 | ◆ | ◇ | ↺ | Active Conditions: catfall, land on your feet, aura of courage, (wild shape, scent)

I'm posting this to all of my tables: My apologies for my delays and/or minimal posting for the past few weeks. There has been an unusually burdensome conflux of time sensitive urgencies both at home and at work, some anticipated and some not. Things are beginning to finish up, but I expect it to take another week until I'm above water.


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NG male Human (Lirgeni) Inventor 13 | HP 86/164 | AC 36 (38) | F +22 R +19 W +22 (S>CS) (resist acid 9 (11), electricity 9 (11), fire 8* (10*), cold 6 (8), Piercing 3 | Perc +19 (darkvision) | Stealth +14 | 30 ft | Hero 0/3 | 1st: 2 2nd: 2 3rd: 1 4th: 1 | Halcyon 1 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 104/104 | Active Conditions: diehard, see invisible, blindness counter (L7, DC 31), *Walkena's blessing (1 yr)

I'm posting this to all of my tables: My apologies for my delays and/or minimal posting for the past few weeks. There has been an unusually burdensome conflux of time sensitive urgencies both at home and at work, some anticipated and some not. Things are beginning to finish up, but I expect it to take another week until I'm above water.

2/5 5/5 **

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I now realize hybrid legacy-remaster oracle is a nightmare to understand. I don’t want to have to figure out these ambiguous rule interactions on the fly when GMing.

As a GM, I would like a more standardized endpoint for oracles that removes the ambiguity of how a class works. That is a table argument waiting to happen.

2/5 5/5 **

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Ravingdork wrote:
Why on earth would Paizo allow free rebuilds for Player Core 1 characters, but not Player Core 2 characters? Absurd!

So that the nuance isn't lost to others in the several posts of concern: Player Core 2 characters, including oracles, can be rebuilt for free x 1... if they had 1 XP on them before November 2023.

There are two different concerns with the oracle conversion rules:

1) Newer players who may not even have been PFS players before the blog scrolled off the website's front page who created oracles after November 2023 must now pay AcP to rebuild if they want to not be an NPC acolyte class with penalties rather than rebuilding for free x 1. From my perspective, this is the bigger concern, as it disproportionately affects new players and those players may have accumulated more than 12 XP but not enough games for a rebuild boon. They can't play that character to earn AcP, or else they'll be stuck as a pre-Remaster oracle (see below).

2) Older characters who could rebuild but don't want to, however, the way the conversion rules are written, the Mystery must use the remaster version, which is where all the benefits for an oracle used to rest in the pre-remaster version. 3/day spontaneous divine casting, with no benefits from the Mystery, but a curse that now increases each time you cast a Focus spell, and can only decrease by 1 by refocusing, and has no upper limit--those Ancestor oracles are going to be irritated by their Clumsy 6 status--and any other pre-remaster feat or feature that interacted with the mystery benefits won't work, either. It's a legitimate concern.

2/5 5/5 **

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JohannVonUlm wrote:

It seems like some people are getting really spun up. Reminder here:

Alex Speidel wrote:


Linked below is a draft of the updated Remaster Guidelines, which will work in tandem with the Character Options page to bring these classes into alignment.

Emphasis on draft (bold text is on me). I'm sure the decision makers are reading these posts, even as they get ready for GenCon. I'm also sure that at GenCon, Alex and the gang will be hearing more opinions. "Draft" doesn't mean final. I'm sure they will take all our (hopefully respectful) concerns into consideration before going final --- which will be days after GenCon.

I share concerns about the Oracle, but I'm not going to get spun up about a draft.

That the document is a draft is technically true, but I believe you will find the emotional component of the concern comes from the response received following the concern for oracles built after November 2023 being pointed out.

Alex Speidel wrote:

We made it very clear when we first posted the Remaster Guidelines that characters would not be granted a second rebuild. Players who elected to build characters using classes slated for a remaster should have been aware that they would not be granted a rebuild.

Level 1 characters may still freely rebuild as usual. Higher-level characters will require a purchased rebuild.

That response does not sound very draft-ish.

2/5 5/5 **

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Tridus wrote:
And why do Oracle Mysteries/Curses get replaced by the new ones while other subclasses (like Bloodlines) don't. . .

The problem stems from the PFS rule that features with the same name are treated as an errata by PFS, so PFS players must use the Remaster version. I don't have access to the Player Core 2, but if Angelic Bloodline is still called Angelic, those Angelic sorcerers will need to change to the Remaster version of their bloodline.

The difference being that a pre-Remaster sorcerer using a Remaster bloodline still functions correctly. They just miss out on Blood Potency and any proficiency changes that I might not know about. However, a pre-Remaster oracle with a Remaster mystery 1) looses all benefits from their mystery, 2) can't generate the cursebound status because 3) they can't take the new feats.

An example from Player Core 1: Druid Order Animal kept its name, so Druids must use the new version. Wild Order was changed to Untamed Order, so you have to keep Wild Order if you don't rebuild, which doesn't break anything.

Tridus wrote:
. . .we broke your whole character concept. . .

We, as players, need to be clear on what the problem is, and it is not that concepts were broken, e.g., my flavorful ancestors oracle can't be a gish now, but rather that the pre-Remaster class does not function--the mechanics are broken--except as a very feature poor class.

Furthermore, this makes pre-Remaster oracles so inferior as a class to be an active problem to tables and likely temptation for heated arguments (and bullying) among players once they find out someone brought their beloved pre-Remaster oracle to play (or just don't have enough AcP for a rebuild).

Giving out a rebuild to oracles alleviates that potential harm and has only the downside of creating an expectation for free rebuilds when a class is remastered, though I think they should if the remastering process broke the class.


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Human (Varisian) Gunslinger 3 | HP 35/35 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative, feather step, wary disarmament

Ovidivo's pistol and sword are in his hand as soon as he senses danger. "Ask the last fool who got hurt," he growls.

2/5 5/5 **

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Given the extreme overhaul to Oracle, unseen back in November 2023, and that not rebuilding an Oracle results in a non-functioning pile of mechanics, would it be the worst thing in the world to take a moment to consider and confer within the OP team whether allowing all Oracles created before August 12 wouldn’t be a good thing?


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LG (he/him) Amurrun (Shemtej) Champion (paladin) 7 | HP 92 (+15)/92 | AC <25> 26 (28) | F +13 R +13 W +13 (+1 vs. poison) | resist poison 3 | Perc +11 (darkvision) | Stealth +15 25 ft (40 ft) | Hero 1/3 | focus 2/2 | ◆ | ◇ | ↺ | Active Conditions: catfall, land on your feet, aura of courage, (wild shape, scent)

The amurrun looks at Nicholo from behind his mask and blinks. "Alvarius landed on his feet."

2/5 5/5 **

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You retrain with Downtime, just like regular PF2.

You get 8 days of Downtime after a Scenario (2 days for Quest/Bounty).

It costs 7 days of Downtime to retrain a Feat.

So after you complete a Scenario, instead of rolling Earn Income for 8 days, spend 7 days to retrain and 1 day to Earn Income (or craft or something else).


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SoulBaker wrote:

Under the Tactic class ability, and in "Preparing and Changing Tactics" the text said "These are combat techniques and coordinated maneuvers

you can instruct your allies in, enabling them to respond
to your signals in combat." And "When you drill, you can
instruct a total number of allies equal to 2 plus your
Intelligence modifier, enabling these allies to respond
to your tactics in combat; these allies are referred to as
your squadmates"

Enabling them to respond looks like rules text that enables your squad-mates to take advantage of the granted reactions or free actions based on the specific tactic used. Is there something I am missing?

First, there's no problem with the granted Reactions. The rules for Reactions explicitly state they happen immediately (and there's no text stating if they lack a trigger they occur during your turn like Free Actions have).

What you're doing is reading the text in a way that supports how you (and I) believe the feature should work.

What you're missing is that the text you quoted makes no mention of timing to override the rules text of Free Actions. "Enabling these allies to respond to your tactics in combat" does not grant "immediate" response or response "outside your turn."

And I have experienced at least one GM who reads it such that the Free Actions must wait. Where there is one, there are more, and they are technically correct. So, again, why not throw a few extra words in there to remove ambiguity?


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LG (he/him) Amurrun (Shemtej) Champion (paladin) 7 | HP 92 (+15)/92 | AC <25> 26 (28) | F +13 R +13 W +13 (+1 vs. poison) | resist poison 3 | Perc +11 (darkvision) | Stealth +15 25 ft (40 ft) | Hero 1/3 | focus 2/2 | ◆ | ◇ | ↺ | Active Conditions: catfall, land on your feet, aura of courage, (wild shape, scent)

"Why is Nicholo lying down? The pit is not so deep," the catfolk comments.


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I didn't remember to get this into the survey, but hopefully other people mention it: free actions without triggers wait until the character's turn to activate under baseline rules; if the Commander granted free actions are meant to trigger on the Commander's action, then they need reference to the Commander's action being the trigger. And if not, that needs to be more clear in the class/feature description.


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Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

Bireli watches with a solemn face as Puddins conjures a wooden bridge. He raises his eyebrows. The he holds his belly laughing. "You let me do all that work first?" He grins at the dwarf. "Can I borrow that extra rope? I want to go get something while the others cross."

He ties off Puddins rope on the old bridge post at roughly thirty feet before tying it around his waist. "I'll be right back." He starts feeling for handholds on the rock wall.

Athletics (T): 1d20 + 7 ⇒ (11) + 7 = 18


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NG male Human (Lirgeni) Inventor 13 | HP 86/164 | AC 36 (38) | F +22 R +19 W +22 (S>CS) (resist acid 9 (11), electricity 9 (11), fire 8* (10*), cold 6 (8), Piercing 3 | Perc +19 (darkvision) | Stealth +14 | 30 ft | Hero 0/3 | 1st: 2 2nd: 2 3rd: 1 4th: 1 | Halcyon 1 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 104/104 | Active Conditions: diehard, see invisible, blindness counter (L7, DC 31), *Walkena's blessing (1 yr)

Chimwemwe does his best to leverage his reading of nation-states within the Mwangi Expanse for Ahassunu's class to negotiate with the chief guard for an appointment with Worknesh.

Lore (Mzali) (U**), Clever Improviser: 1d20 + 16 ⇒ (20) + 16 = 36


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Human (he/him) 3 | 15/44 | AC 20 (22) | F +8 R +11 W +7 | Perc +7 | Stealth +4 | 30 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: toughness, feather step, (panache - 35 ft)

Would someone please move my token to flanking behind the construct. Potentially triggers any reaction on movement. Thanks.

”Oh! I thought we were letting it come to us!” Bireli says and charges after Puddins with his shield raised. He swings at the magnetic statue.

Raise a Shield
Stride with Panache
◆ Strike: ”Practice Sword” (probing cane) (T): 1d20 + 9 ⇒ (4) + 9 = 13 vs. flanked target
Bludgeoning, Panache: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

AC 22

Sovereign Court

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AC 18 (19) | HP 17/18 | F+5 R+7 W+4

My autocorrect refuses to obey.

Sovereign Court

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AC 18 (19) | HP 17/18 | F+5 R+7 W+4

It might be more expedient to make it a random lottery.

However, if the consensus is to have some familiarity between the characters, I'll pitch my 2 cents:

If the call includes the promise or allusion to land holdings, I can see Fenric and Quintessa each being interested.

As nobles, Fenric and Quintessa could plausibly be familiar with each other from social events despite their family seats of power being on opposite sides of Brevoy. Easily conceivable that they each know the other has ambition/interest beyond their station. When each hears of the call, they could have simultaneously reached out to one another looking for support.

Tessa, Quintessa's fortunte-telling seamstress, could have a foretelling (real or manufactured) that Quintessa will come into a significant bounty but only if she keeps the seamstress close to her. Either Quintessa remembering a relatively remote foretelling or Tessa having the foretelling--miraculously/suspiciously--right after hearing about Quintessa's plans to go on the adventure.

Fenric could be familiar with Selina from his years spent trying to master his fencing--Restov is an obvious place to find teachers--and recognize her as a potential mercenary to help them with their adventure into the Stolen Lands.

Thark could be known to Fenric in a similar sword-training-adjacent familiarity by face/name, if he wanted, and hired on as a mercenary with the promise of battle and glory. Or Thark could be a last-minute arrival divinely guided to assist this motley band of adventurers. Fenric wouldn't say no to having a cleric along, even if he might be a little suspicious at the serendipity of it.

That way nobody is necessarily intimately familiar with any one member of the party but they all have a reason to go on an adventure with at least one other person in the group. And there should be plenty of wiggle room to play with for everybody.


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That's a wrap. Thank you for playing. I apologize for the unscheduled delays.

I have reported and emailed chronicles. If you did not receive on, and it is not in your spam folder, let me know.


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The council seems to be growing bored with Flory's arguments. Cercuciel and Hisaki manage to gain a few nods. However, Kesstraka stands once more and addresses the council again in favor of your agenda. This turns the direction of the debate, and the council confers.

It continues on like this for several hours. Eventually, the negotiations come to a close. The Council of Stars takes a vote on the presented trade agreement. The majority vote in favor and the agreement is ratified.

Calisro and Eras congratulate you on your hard work and give you permission to rest and relax around Ekkeshikaar until the delegation is ready to return.

Primary Objectives: succeed at least 3 of 5 negotiations.
Secondary Objectives: retrieve the documents, convince Kesstraka to attend, convince Lashwater to attend.

Battlecry! Playtest Blog with Survey Links


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Hancock lasts until the his anklyosaur is broken. The dinosaur finally stops bucking, and the dwarf dismounts having lasted the longest.

The iruxi handlers bring Hancock a leather belt embossed with saurian iconography as a reward for lasting the longest. (lifting belt)

The give Cercuciel a pouch with ten gold coins for lasting the second longest.

Hancock gains the following boon for this scenario: a one time +2 circumstance bonus to any Diplomacy, Intimidation, or Deception check made against an iruxi for the remainder of the scenario.

Cercuciel gains the following boon for this scenario: a one time +2 circumstance bonus to any Diplomacy, Intimidation, or Deception check made against an iruxi for the remainder of the scenario.

You return to your designated quarters in the city where Calisro encourages you to get some rest and warns you against the danger of staying up too late.


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Apologies. After that, I lost Internet--construction company cut through my home linee--and it can be tricky posting at work.


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Apologies. There’s a local power outage. Worst comes to worst, I will very slowly post from my phone. Like this one.


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Human (Varisian) Gunslinger 3 | HP 35/35 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative, feather step, wary disarmament

"Alkenstar magic," Ovidivo says. His pistol is in his hand before you know it, twirling on his finger. His cloak ruffles, and the pistol is back in its holster.


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He did.

2/5 5/5 **

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Monk. Stumbling Stance.


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(Kioko, you could have attempted to strike. It is only affected by a penalty. Humble regular missed. Rakka missed due to frightened this time.)

Kioko extends her blade, but the witch steps to the side and easily avoids the blow. Humble summons a lance of divine energy that crackles into the ground at the witch's feet. Rakka fires at the witch but hesitates at the last moment, so the shaft leaves the string unsteadily.

Kioko:
As you try to impale the witch with your katana, her visage transforms. She becomes an ephemeral wraith. You can sense her draining the vitality of the island from the land into her form to sustain herself.

Humble:
As you direct the divine energy with your will, the witch transforms before your eyes. She becomes a golden and perfectly formed aphorite dressed in pristine white robes. A golden key hangs from her neck. She offers a plate with a cut of roast boar, sausages, and pork ribs as well as a chalice of wine to you. Once the bolt crashes into the ground, her form returns to normal. Right before the image resolves, you notice corrosion on the key. Your soul is still disquieted even after the illusion is gone.

Rakka:
You see the witch as the gaunt creature corrupting the natural creatures at her feet once more as you release your arrow. This time the visage shakes something inside your soul.

The witch continues to battle you despite being outnumbered. Each of you continue to see her flickering between her Tian-Hwan form and her monstrous form as you attempt to bring her down. She shows no pity for her allies on the ground and no fear of her own death it seems. However, in this battle, the outcome is inevitable. She showers you with iron-hard darts made of her hair, you cut her when you can overcome the fear her form instills in each of you. With determined persistence, you land a blow that knocks the witch unconscious.

Both the Ruby Phoenix Sage and Nai Yan Fei rise and applaud your victory. Red and gold attired attendants rush to the field to tend to the fallen. The dark-haired woman appears to be dead from a distance, but the attendants apply poultices to her wounds before carrying her from the arena so she must still live.

Empress Nai Yan Fei turns slowly toward Hao Jin, though her eyes linger on the four of you, and speaks. She and her own attendants step down from the table of honor and depart the courtyard in the company of the young Butterfly Blades. Several more experienced Butterfly Blades who you had not noticed before emerge from the shadows and join the procession.

"Well fought, Summary Judgement," Hao Jin states. "All of you here have fought well over these last three days. You are all welcome to stay the night. If you prefer, you may return to your camps. I will see you next in Goka."

You sleep a well-deserved deep and dreamless sleep that night. In the morning, a group of tournament enforcers escort you to the docks. The Dancing Carp awaits to return you to Goka. Glory awaits you there in the Ruby Phoenix Tournament!

GM Screen:

Flat: 1d20 ⇒ 11
Flat: 1d20 ⇒ 19


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I did forget to add the HP back, apologies.


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Human (Iobarian) Rogue 3 | HP 32/32 | AC 20 | F +5 R +11 W +8 (emotion: S=CS) | Perc +8 | Stealth +9 | 25 ft | Hero Points: 0/3 | Active Conditions: deny advantage (3rd)

I think the held in one hand "attached to a simple pole" overregulates it. It just needs to be held in one hand and can be attached to a weapon or shield.

I understand this isn't what it currently says, but I think they should simplify the feature. I can't see where waving your banner around in your hand or on a pole is going to make a functional difference--your hand is occupied either way--nor whether your banner is affixed to a greatsword vs. a shield (or is your heraldry on your shield).

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