Skull

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***** Venture-Lieutenant, Ohio—Toledo 44 posts (82 including aliases). 2 reviews. No lists. 1 wishlist. 56 Organized Play characters.



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Brutal TPK

1/5

I played this last night with a party of 4: Bard 4/Rogue 2/Oracle 2/Cleric 2. All of us were experienced players and knew what we were doing. I’ve really enjoyed all of the PF2 scenarios I’ve played or GMed until this one.

2-21 shaped up to be a classic "leave a trail of bodies behind/murderhobo" scenario from beginning to end. We did fine until reaching the last encounter(s). The last fight appeared to be 3 separate fights chained together and was severely over-tuned.

If we had faced each wave separately (with time to Treat Wounds and restore full health) we might have succeeded. I believe that we triggered the second wave in round 3 and the third wave in round 5. Resting simply wasn’t an option.

We could have survived the final room were it not for the **** ongoing effects that kept PC’s in a death spiral, as PB alluded to in the previous review. Every PC was at Dying 3 at some point and there was no way to stabilize anyone for more than 1 round. In the final fight, we used copious amounts of Battle Medicine; the Cleric and Oracle collectively used all of their Heals; by my count we used 8 Hero Points and 4 Campaign Coins (in the final fight alone). It was still not enough to save us. This encounter was a death sentence and it was not fun. I cannot recommend this.


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Had a blast with this one

5/5

Played this 2 weeks ago for the first time. This may be my favorite Season 6 scenario.

We had a party of 5 (low tier). I played my Silver Crusade Rogue and had a Liberty's Edge player in the party as well. We embraced the opportunity to free the natives from their tyrannical oppressor.

We won over the hearts and minds of the natives through actions

spoiler:
not hurting "their children".
, diplomacy, and messaging
spoiler:
My rogue used his Sleeves of Many Garments to fashion a T-shirt reading "Rock Lives Matter" and his Hat of Disguise to fashion a baseball cap with the slogan "Make Crystalcrag Great Again".

We marched on the castle and took care of business by using Aggressive Negotiations, and let the natives regain rightful control of their city.

I thoroughly enjoyed the opportunities for RP and not be forced to decode a complex mini-game or face 1000 skill checks in a party that is not skill-check heavy. This scenario felt to me like the emphasis was about fun, and gave us Pathfinder Agents a chance to show that some of us are caring, compassionate, and willing to risk our necks for those in need.


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My new favorite mini

5/5

Great detail, great paint job. Very impressive for a plastic mini.


Full Name

Gerhardt Eilif

Race

Half-orc

Classes/Levels

Druid 4

Gender

Male

Size

Medium

Age

25

Alignment

Lawful Neutral

Deity

Gozreh

Languages

Skald, Common

Strength 16
Dexterity 8
Constitution 14
Intelligence 10
Wisdom 18
Charisma 7

About Gerhardt Eilif

Personality:
Gerhardt is polite enough....when people agree with him. He has the unshakable belief that he is always right, and when he's wrong, he'll usually blame somebody else.
The trouble is, he isn't very good at expressing himself. He acts very angry when somebody says something he sees as incorrect. He's not actually that upset, but comes from a culture where you often have to be forceful to get your point across.

Appearance:
Gerhardt is fairly good looking, for a half-orc. His looks favors his human side. He has pale, grayish skin, and thick blond hair. He has a great bushy beard that gets very thin and ragged when exposed to water. When he gets angry, his skin gets taut, and his cheekbones become quite visible.

Backstory:
Gerhardt's father, Svuen Quickblade, was a human Ulfen, but only in name. When Gerhardt was born, Svuen abandoned him to adventure in the south.
Later, the reason was discovered, despite the efforts of Svuen's ashamed wife: Gerhardt was not a pure human. He had orc blood. And Svuen's wife was not an orc.
Gerhardt never met his actual mother, and never learned the circumstances. He turned his back on his father, and devoted himself to the Ulfen way.
Unfortunately, the Ulfen did not like him. He was soon apprenticed to an old druid named Wesil Eilif. Wesil taught him the ways of Gozreh. But at heart, Gerhardt was a warrior. Once he had learned all he could--and taken Eilif's name, for he felt it fit him better than that of his 'traitor' father--he left.
The Ulfen had not accepted him. Though he still valued their customs, he decided to move to a place where people would have to respect him.
He hasn't found such a place yet. But he is going to keep looking until he finds it.

Combat Options:
Spells:
Orisons: Stabilise, Guidance, Flare, Virtue.
1st Level: Cure Light Wounds, Produce Flame, Longstrider (2).
2nd Level: Bull's Strength, Bear's Endurance, Flame Blade.
Attacks:
Mwk. Falchion: +7 Attack, 2d4+4 Damage, 18-20/x2 Critical.
Mwk. Falchion w/Power Attack: +6 Attack, 2d4+7 Damage, 18-20/x2 Critical.
Skills:
Intimidate: +2
Spellcraft: +7 (+11 on defensive casting checks)
Acrobatics: -1
Handle Animal: +5 (+9 with Varg)
Animal Empathy: +2
Other:

Equipment:
Encumbrance/ACP:
Carrying: 61.1 lb.
Light Load: <<76
Medium Load: 77-153
Heavy Load: 154-230
Items:
Gold Pieces: 350 gp, 7 lb.
Spyglass: 1,000 gp, 1 lb.
Wand of Magic Fang: 750 gp, 50 charges.
Silver Pieces: 5 sp, .1 lb.
Mwk. Falchion: 375 gp, 8 lb.
Hide Armor: 15 gp, 25 lb, -3 ACP.
Heavy Wooden Shield: 7 gp, 10 lb, -2 ACP.
Backpack: 2 gp, 2 lb.
Winter Blanket: 5 sp, 3 lb.
Holly and Mistletoe: --
Potion of Rage: 750 gp.
Traveller's Outfit: 5 lb.
Wand of Cure Light Wounds: 750 gp, 50 charges
Elixer of Fire Breath: 1,100 gp, 4d6 Reflex half
Potions of Barkskin: 3 doses, 600 gp.

Combat Information:
Hit Points:
First Level: 8+2+1=11 Hit Points.
Second Level: 10+ (1d8+2+1=9)=18 Hit Points.
Third Level: 14+ (1d8+2+1=10)=27 Hit Points.
Fourth Level: 27+ (1d8+2+1=8)=38 Hit Points.
Saving Throws:
Will Save: +8
Fortitude Save: +6
Reflex Save: +0
Armor Class:
Basic Armor Class 15: 10 -1 Dex, +4 Hide Armor, +2 Heavy Wooden Shield.
Touch Armor Class 9.
Flat-Footed Armor Class 15.

Racial/Class Features:
Racial:
Darkvision: 60 feet.
Intimidating: +2 to Intimidate.
Orc Blood: Counts as both a human and an orc.
Orc Ferocity: May act Disabled instead of Dying for one round once per day.
Weapon Familiarity: Proficient with greataxes and falcions, and treats any weapon with 'orc' in its name as a martial weapon.
Class:
Spells: 4 Orisons, 3 1st level, 2 2nd level, +1 bonus spell to every spell level above 0th.
Nature Bond: Boar animal companion (see Varg).
Nature Sense: +2 to Knowledge (nature) and Survival.
Wild Empathy: +2
Woodland Stride: Unimpeded by natural plant terrain.
Trackless Step: Leaves no tracks in natural surroundings.
Resist Nature's Lure: +4 bonus on saves against spells/spell-like abilities of fey, or against plant-based spells.
Wild Shape: See rulebook, 1/day.

Feats/Skills:

Feats:
Power Attack: -1 Attack, +3 Damage
Combat Casting: +4 bonus on concentration checks for defensive casting.
Skills:
Knowledge (nature) +8: 3 Ranks, +0 Int, +3 Class, +2 Nature Sense
Handle Animal +5 (or +9): 4 ranks, -2 Cha, +3 Class (+4 with Varg)
Intimidate +2: 2 ranks, -2 Cha, +2 Intimidating
Spellcraft +7 (or +11): 4 ranks, +0 Int, +3 Class (+4 on defensive casting checks)
Sense Motive +7: 3 ranks, +4 Wis