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***** Venture-Agent, Wisconsin— 126 posts (4,311 including aliases). 1 review. No lists. No wishlists. 47 Organized Play characters. 8 aliases.


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Warhorn is now run by the Organized Play Foundation, so it's not exact a 'third party' tool anymore. I personally find warhorn very nice to use and better than any other sign-up system I've encountered for PFS.

The 3-4 and 5-6 Play-by-Discord table has a total of 1 player signed up, while the 5-6 tier Play-by-Forum table has two level 4. If there's a 3-4 tier PbP table here, we might get more player as well, and there should be enough GM?
Alternatively, if the 5-6 Play-by-Discord GM join the 1-2 Play-by-Discord table as player, then it meet the minimum player count of 2 and can have a table with 2 pregen.


Well, if the reporting is done through RPC chronicle (I know, yet another site!) and is play on Paizo forum, if we can confirm's Lapyd's sign up then we could ask then to change the warhorn's table to 5 player to reflect on the spot taken.


1 person marked this as a favorite.
John Woodford wrote:
GM Nowruz wrote:
John Woodford wrote:
I'm Hiding In Your Closet wrote:
I'd really like to get in on that Tier 5-6 (having a preponderance of characters in that range), but it's at 6 players now; who's running it? 7 is possible, any chance the DM in question would permit it?
That's noral's game.

Hello John,

Do you know who the house GM for the special is?

Thanks

I am.

Missed opportunity of Of course I know him. He is me.


miteke wrote:
Someone once told me that the allowed Core trains may be found here, though I don't think that includes faction traits.
Pathfinder Society Roleplaying Guild Guide p8 wrote:

Limited Resources: Core Campaign PCs are limited to using

-the Pathfinder RPG Core Rulebook,
-Pathfinder Society Roleplaying Guild Guide,
-the Pathfinder RPG Character Traits Web Enhancement

when building their characters.

Faction trait exists from PFS Guide p.28-p.33, which is included in the allowed resource.


2 people marked this as a favorite.
Purple Dragon Knight wrote:
I'm DMing In Your Closet wrote:
GM Redelia wrote:
I understand your concern (and to some extent share it), but Warhorn is being used for signups for this convention.

Will that be true for joining as a player as well?

Would it be too much to ask/even possible for me to sign up (in either capacity) with someone else as proxy this time around?
I highly recommend you create a new gmail account that you only use for gaming purposes.

Saving this as advice for my future child (if any). I wish someone told me that when I first start learning to use email.


Additional Resource, Pathfinder Player Companion: Divine Anthology wrote:
Archetypes: The archetypes in this book are legal for play. Equipment: The equipment in this book is legal for play. Feats: The feats in this book are legal for play except Divine Communion. Spells: The spells in this book are legal for play except visualization of the body and visualization of the mind. Traits: The traits in this book are legal for play except ancestor's blade, Andoletta's consolation, gemstone collector, and rousing courage. Misc.: The divine fighting techniques, exploits, masterpieces, paladin codes and oaths, rogue talents, subdomains, and variant spellcasting in this book are legal for play except Desna's Shooting Star, Hymn of Restorative Harmonics, Oath of the People's Council, Norgorber's Silent Shiv (advanced technique only—initial benefit is legal), and Obfuscated Spellcasting. The oath of the skyseeker paladin oath is only available to paladins who worship the listed deities in the dwarven pantheon. The Rites subdomain grants atonement as a 5th-level doman spell in place of permanency.

It is not legal. Always check Additinal Resource and Campaign Clarification.


I assumed this is not part of the Bridging the Gap 2026?

Sadly, both of my characters that've played Scourge of the Farheavens leveled out of the level range of this scenario. I still have 2 dozen characters I can use for this among both subtiers so it should be alright.

Count me interested, but if you get new players, I would prefer if they got priority seating before me, as I've GMed this before.


Venture-Agent, Wisconsin
Bestiary pg. 309, Undead wrote:

An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.


Venture-Agent, Wisconsin
Neri Silvermist wrote:

Didn't we take this person down earlier?

Neri hits Daliro with a Starburn hex. DC 14
[dice=fire]d6

As a standard action, the shaman causes one creature within 30 feet to burn like a star. The creature takes 1d6 points of fire damage for every 2 levels the shaman possesses and emits bright light for 1 round. A successful Fortitude saving throw halves the damage and negates the emission of bright light. The shaman can use this hex a number of times per day equal to her Charisma modifier (minimum 1), but must wait 1d4 rounds between uses.

If this hex doesn't work on object, then the undead is probably immune


Venture-Agent, Wisconsin

Last time a player use Posession against my monsters and controlled the boss, he just had the boss CDG herself. Very efficient I must say.


Venture-Agent, Wisconsin
Duende Muerde wrote:
Colin_Mercer wrote:
Celine Catrina Ravenmore / Noir wrote:
GM 7thGate wrote:

That’s a scroll of Planeshift for Siri, a scroll of Planeshift for Toral, and two Scrolls of Mass Planar Adaptation from Celine, correct?

Celine, did you include the -2 penalty to UMD from being non-Evil in Hell for the take 10 UMD calculations to activate Mass Planar Adaptation?

I wasn't counting the +2 from heroism yet, so it should be fine, my normal bonus is +17, +2 from the tools, +2 from heroism and if Im not endangered and take 10, I get another +4
AoN-Skills-Use Magic Device wrote:
.....Special: You cannot take 10 with this skill. You can’t aid another on Use Magic Device checks. Only the user of the item may attempt such a check.
Vigilantes have ways to do that, even in skills were taking 10 is usually not possible.

Ah ha, you are absolutely correct! I forgot about Skill Familiarity.

Had a vague feeling of vigilante may have something to do with it, but my own vigilante character get stuck at lv3 for so long that I forgot about something that she will pick up at lv9.


Venture-Agent, Wisconsin
Celine Catrina Ravenmore / Noir wrote:
GM 7thGate wrote:

That’s a scroll of Planeshift for Siri, a scroll of Planeshift for Toral, and two Scrolls of Mass Planar Adaptation from Celine, correct?

Celine, did you include the -2 penalty to UMD from being non-Evil in Hell for the take 10 UMD calculations to activate Mass Planar Adaptation?

I wasn't counting the +2 from heroism yet, so it should be fine, my normal bonus is +17, +2 from the tools, +2 from heroism and if Im not endangered and take 10, I get another +4
AoN-Skills-Use Magic Device wrote:
.....Special: You cannot take 10 with this skill. You can’t aid another on Use Magic Device checks. Only the user of the item may attempt such a check.


Venture-Agent, Wisconsin
The Balrog wrote:

On some missions his mediocre Knowledge skills have made him the expert... you get all kinds of party composition in PFS.

I had a game a while ago, a sactioned portion of Iron God AP, that a warpriest carries the knowledge checks and my electric kineticist be the rogue (by kinetic blast away the door through raw damage).

Fun time.


Venture-Agent, Wisconsin

A friend of mine would like to join (and signed up) for this. He will use the lv4 warpriest pregen


Anthora wrote:

Store search is not even minimally functional.

I can only see 12 results, although it really does have as many as it says. I can neither see more results on one page nor switch to another page (nor keep scrolling downward, which is extremely annoying website behavior I would never recommend, but it is still better than this). If I sort by ascending price, the lowest item is pennies and the highest a little over $2. If I sort by descending price, the highest is over $500. So I really am missing hundreds of results, all of which I literally cannot see.

Code for displaying the pagination are there but was left commented out so this should be a easy fix for them.

BUG REPORT
The links to sanctioning documents and chronicles for PF1e modules are giving 404 error. Same issues for the various sanctioned AP volumes.

The new store only allow 1 coupon/voucher per transaction.


Venture-Agent, Wisconsin
Mustaparta wrote:
DamieI Morgethai wrote:
Mustaparta wrote:

Orange duergar uses his magical ability to grow in size.

If it's something like a Enlarge Person spell or SLA, it has a 1 round casting time like summoning.

While the spell, Enlarge person, has 1 round casting time SLAs have 1 standard action "unless noted otherwise in the ability or spell description". Anyway combat is over

Since the Enlarge Person SLA is based on the spell of the same name, and the racial SLA has no modifications to it (for example, the ifrit’s Enlarge Person SLA allows it to be cast on themselves despite being an outsider and not of the humanoid type), it follows whatever casting time is listed in the spell description, which is 1 round.

If you’re still confused about this part of the spell-like ability rules, I’m pretty sure the play-by-post VOs can explain them much better than I did, just in case it comes up again in the future.


Venture-Agent, Wisconsin
Aurelia Woodshadow wrote:
Aurelia doesn't have a musket, she has a pistol! It's in a holster on her wrist, and I assume covered up by her jacket. So she *looks* unarmed unless you're really looking, and see the telltale signs of a barrel by her wrist.
Aurelia PbP Profile wrote:

Offense

--------------------
Speed 30 ft.
Melee Rapier
Ranged Musket

...

...
Musket: +5, 1d12, crit's on 20 for x4 damage, B and P, 40ft

I didn't see any pistol in Aurelia's profile so that's why I wrote musket.

And don't forget that you need Sleight of Hand check to hide your weapon, as flavoring doesn't bypass game mechanics or dice roll.


Shadow Dragon, thank you for your generous offer. Next time I run something on the PbP forum (that the author doesn't make it stupidly lethal) you would be given a priority seating :)

Colin checking-in.

Will finish set up the PbP profile tonight


Put myself on waitlist after Qunnessaa, as this is one of the scenario that I never got to play or run.


Venture-Agent, Wisconsin
noral wrote:

@Colin: Your name sounds familiar, but I’m honestly not sure if we played together.

I played in your Heroes of Highdelve game back in 2022, and was invited to your GM rotation game. But I guess that's when you start your PFS hiatus so there wasn't any new game (that I'm aware of).

I was a PFS newbie last time we talked, and now I'm 5 stars GM + Venture Agent. How time flies...


Venture-Agent, Wisconsin

There aren't many new games starting up right now because we are in the middle of a convention, Gameday XIV. PFS1 is still being played here. Welcome back.


Venture-Agent, Wisconsin

For reference, tier 5-6 table is on mission 4


Venture-Agent, Wisconsin
Neri Silvermist wrote:

I was told it was Rule of Left Neri nervously replied But yeah ... whatever you say

She dips the crossbow bolts in the sewer water to wash off the poison - although she has no desire to breathe any of it.

You see, I'm in the northern hemisphere.......


Venture-Agent, Wisconsin
miteke wrote:
Colin_Mercer wrote:

For those whose most recent Chrome update break/disable their Paizo Forum Tool extension and can't seem to re-enable it...

r/Chorme, 'For those who want to enable "legacy" extensions' by u/V1nc3egA wrote:

[code]chrome://flags/#temporary-unexpire-flags-m137 [Enabled][/code]

Then you can set:

[code]chrome://flags/#extension-manifest-v2-deprecation-warning [Disabled]
chrome://flags/#extension-manifest-v2-deprecation-disabled [Disabled]
chrome://flags/#extension-manifest-v2-deprecation-unsupported [Disabled]
chrome://flags/#allow-legacy-mv2-extensions [Enabled][/code]

But this will be removed soon too, so save the data from your extensions!

Seems like those flags are no longer there and the tool is no longer working. Meh.

Yes. Unfortunately Chrome removed them in the lastest update.


Venture-Agent, Wisconsin

Added the link to Gameplay and Discussion to the Event Listing google sheet.


Venture-Agent, Wisconsin

While Jason Bulmahn said that alternative classes are archetypes...

Jason Bulmahn wrote:

Hi there all,

James does a pretty good job explaining the point behind alternate classes here, but I want to further explain a few points.

- Alternate classes are really just expanded archtypes. The distinction is that for an alternate class, we represent all of the rules needed to run the class. It is similar to its base, but has a significant number of swaps. There are certainly some archtypes that could have received this treatment, but we chose to leave them as more abbreviated write ups.

- Alternate classes live in the same design niche as their base class. This is the most important part. Although the ninja and the rogue, for example, have a number of differences, they have a number of conceptual and rules niches in common. We did not want to have to invent another version of sneak attack, for example, when the current one works fine for both. Had we invented another, it would have been similar but undoubtedly different in power to sneak attack, which is a bad place to be.

One last thing.. the adversarial tone in this thread (and a few others) can stop now. I don't want to have to close down threads.

Jason Bulmahn
Lead Designer
Paizo Publishing

And James Jacobs said that alternative classes are essentially archetypes...

James Jacobs wrote:
Alternate classes like the antipaladin, ninja, and samurai ARE essentially archetypes. They're just archetypes for which we went through and gave you the full level advancement chart for. And artwork too! So as long as they didn't give up a class feature that is a requirement for a feat or whatever... yup... they still can take that feat/trait/thing.

but those two are not venture-agent, are they? I'm sure you know who you should listen to.


Venture-Agent, Wisconsin

Glad you're feeling better. Having Covid is tough and I Wish we have Remove Disease on Earth. If you need botting for any of my Gameday games just let me know.


1 person marked this as a favorite.
Venture-Agent, Wisconsin

Incorrect.

Link to dev's clarification

Michael Brock wrote:

In short, here is how it works.

You figure out the cost of special material ammunition the normal way (or look it up on the table of page 141). If you have the Gunsmithing feat you can craft non-alchemical cartridge ammunition for 10% of the cost. If you have at least 1 rank in Craft (alchemy) you can craft alchemical cartridges for half the price of the cartridge.

You pay to "craft" non-alchemical ammo for 1/10 of the normal price, and 1/2 of the price for alchemical cartridge.


My lvl 6 catfolk bloodrager is ready for yet another trial in the monastery


Venture-Agent, Wisconsin
Neri Silvermist wrote:

@Colin

I'm currently playing 9-08 with a CORE character at the moment, so I suppose I can run it if someone puts it up on the SVOP Warhorn.

It's best for you to contact VA Geoff so that you can schedule the game at a time that's convenient to you.

For SVOP usual lodge time (Thursday and Friday Pacific time), I got games on the 1st (8-02 ran by you), 14th (9-25) and 15th (GMing 4-13), and 28th (0-22). Other Thursday and Friday are open. If none of those works for you, just schedule it at a time that works for you and run it without me.


Venture-Agent, Wisconsin
Neri Silvermist wrote:

OK. I'll have to think of something to run - whether in house or online.

Any requests?

Since it's GM credit for lv1.............How about S9-08 Birthright Betrayed? Preferably on SVOP (Silicon Valley Organized Play)?


Venture-Agent, Wisconsin

A new GM would be much appreciated. Somehow I never get the opportunity to experience the very first scenario of PFS, so I really want to play through this scenario.


Venture-Agent, Wisconsin
Redelia wrote:
Games also get marked inactive automatically after a certain length of time with no posts. (I'm not sure if posts in discussion count or not)

Do you know what that limit of inactive time is?

Because the game master Diaz Ex Machina for our Silent Tide PbP game has been silent for almost 2 monthes at this point, after the GM supposedly recovered and left the hospitol at June 3rd. Have anyone hear from him since? It has been a long enough wait/radio silence that I'm genuinely concerned about his well-being now, as well as the future of our game.


Venture-Agent, Wisconsin
Auray Misterius wrote:

[dice=DJ Craft (Alchemy)]1d20+10+2 with Alchemist's Lab +2 circumstance bonus

20gp

I'll be 5xp and continue this series.

Thanks for the scenario and chronicle.

Don't forget about your Crafter's Fortune's +5!

25 is 50gp


Venture-Agent, Wisconsin
miteke wrote:
Colin_Mercer wrote:

For those whose most recent Chrome update break/disable their Paizo Forum Tool extension and can't seem to re-enable it...

r/Chorme, 'For those who want to enable "legacy" extensions' by u/V1nc3egA wrote:

[code]chrome://flags/#temporary-unexpire-flags-m137 [Enabled][/code]

Then you can set:

[code]chrome://flags/#extension-manifest-v2-deprecation-warning [Disabled]
chrome://flags/#extension-manifest-v2-deprecation-disabled [Disabled]
chrome://flags/#extension-manifest-v2-deprecation-unsupported [Disabled]
chrome://flags/#allow-legacy-mv2-extensions [Enabled][/code]

But this will be removed soon too, so save the data from your extensions!

How do you run that code?

paste the chrome:// link in your address bar and it should bring you to the chrome setting page for that specific setting. You need to enable #allow-legacy-mv2-extensions before the other three #extension-manifest-v2 option appear


1 person marked this as a favorite.
Venture-Agent, Wisconsin

For those whose most recent Chrome update break/disable their Paizo Forum Tool extension and can't seem to re-enable it...

r/Chorme, 'For those who want to enable "legacy" extensions' by u/V1nc3egA wrote:

[code]chrome://flags/#temporary-unexpire-flags-m137 [Enabled][/code]

Then you can set:

[code]chrome://flags/#extension-manifest-v2-deprecation-warning [Disabled]
chrome://flags/#extension-manifest-v2-deprecation-disabled [Disabled]
chrome://flags/#extension-manifest-v2-deprecation-unsupported [Disabled]
chrome://flags/#allow-legacy-mv2-extensions [Enabled][/code]

But this will be removed soon too, so save the data from your extensions!


Venture-Agent, Wisconsin

That game has been marked as inactive, and from my limited knowledge of the paizo forum, the GM has to go to the campaign info setting and click that checkmark to mark the game as inactive. It would seem strange if the GM was able to log on and mark the game as inactive but not post anything...


Venture-Agent, Wisconsin
GM Otha wrote:
Greyveil wrote:
Question: Greyveil can choose to let the negative energy heal him instead of harm him. If he takes no damage must he still make a will save? I know in some cases negating the damage prevents the secondary effects.
Hmmm…that’s intriguing…while I’m inclined to grant that, can you please send me a link to that ability? Not that I doubt you, just would like to read more as I haven’t seen that before…

It's one of Wayang's standard racial trait:

Wayang Racial Traits wrote:
Light and Dark: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and being healed of damage by negative energy. This ability lasts for 1 minute once activated.


A standard range character would be helpful if we encounter flying enemies, and lv5 is about the time when paizo start testing your ability to handle flying foes.

That being said, alchemist cannot disable magical trap, so we have to compensate for that should the need arise. Aram Zey's Focus?

Will have the pregen profile ready and dot in tomorrow.


Arcanist have all knowledge (Arcana+11, all other +8); 3 lv2 spell and 5 lv1 spell per day plus 5 magic missile from staff. No haste at this level so best she can do is glitterdust.

Investigator have all knowledge+8 , and Diplomacy +8; and some extract with infusion.

Alchemist have knowledge arcana and nature +11, and Disable Device +12; same amount of extract with infusion, and 10 bomb per day.

It's a toss up between those three, and personally leaning toward the alchemist for range attack/anti swarm capability, if other can cover the knowledge check......You will die if you can't deal with swarm, failed knowledge check is less lethal in most cases.


I am also interested, and I would have to use a pregen. Unfortunatley my character that are in range are all......not as fun/useful as pregen since their build haven't come online yet.


I would like to play EotT, but unfortunately I only have a 32xp paladin at the moment......and there isn't any 7-11 game in SVOP that I can level her up quick in the upcoming month :(


Venture-Agent, Wisconsin
Ela Kukai wrote:
A young girl, if human no more than twelve or thirteen years.....

She must have very good Disguise/makeup skills and/or magic to look so young because...

Rules Tidbits:

Pathfinder Society Roleplaying Guild Guide p.25, Character Creation wrote:
Characters must be between the ages of adulthood (see Table 7–1 on page 169 of the Core Rulebook) and venerable (see Table 7–2 on page 169 of the Core Rulebook).
Core Rulebook p.169, Vital Statistics wrote:

Human: Adulthood 15 years; Cleric, Druid, Monk, Wizard +2d6 years

Elf: Adulthood 110 years; Cleric, Druid, Monk, Wizard +10d6 years

An adult human wizard is minimum 17 years old 15+(2d6=2), and an adult elf wizard is minimum 120 years old 110+(10d6=10). Anything less than that wouldn't be a PFS legal character.


Venture-Agent, Wisconsin

Is the game considered finished? In other words, is our character released from this game?


Diaz Ex Machina wrote:
Could you please link it? I cant find it

Warhorn link for the game. Do note that it's a VTT game, not Play by Post.


1 person marked this as a favorite.
Venture-Agent, Wisconsin
Spells Copied from Another’s Spellbook or a Scroll wrote:
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

I mean that if you encouter scrolls during the adventure, you can copy the spell on them onto your spellbook/formula book and essentially expend the scroll. In PFS, you don't have to pay for the consumable loot you used during the adventure, you only pay you want to buy a copy of it and use it for your later adventures. Copying from scrolls allow you to avoid paying the 50% NPC fee, so you only have to pay for the base scribing cost.


Venture-Agent, Wisconsin

You can pay to learn spell from NPC, from fellow Pathfinders/looted spellbook (usually without the added fee in this case), and from scrolls you found during the adventure.

Legacy FAQ wrote:

[Character Questions] How much does it cost for my prepared spellcaster to learn a spell from an NPC?

NPCs charge a fee for learning spells from them. This fee is always equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook on page 219 of the Pathfinder Roleplaying Game Core Rulebook).

Rule of thumb is the base cost being 10 x (spell level)^2 gp.

Writing a New Spell into a Spellbook wrote:

AoN link

Once a wizard understands a new spell, he can record it into his spellbook.

Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.

Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.

Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on the following table. Note that a wizard does not have to pay these costs in time or gold for spells he gains for free at each new level.

  • Spell Level | Writing Cost
  • 0 | 5gp
  • 1 | 10gp
  • 2 | 40gp
  • 3 | 90gp
  • 4 | 160gp
  • 5 | 250gp
  • 6 | 360gp
  • 7 | 490gp
  • 8 | 640gp
  • 9 | 810gp


Signed up...somehow I never get the chance to play this very first scenario. Probably because most people already played it so it is scheduled less often.


Venture-Agent, Wisconsin

Some numbers, to help people gauging character abilities.

The eidolon has +16 on Disable Device now so she's probably out-rogue-ing everyone unless you really pour all your heart and a EotT boon to DEX, a Skill Focus feat, and probably a trait to it, so don't worry about not bringing one. The Astral eidolon don't get the ability to merge with summoned creature till lv4, so chances are the eidolon will be swinging her claws at d4+3 dmg with AC19 for now. (Summon Monster I is also not nearly as useful/interesting now)

I helped Evan build his ranger so I can share a thing or two about it. I would say our ranger Dass at this level is more of a 'tank' than a damage dealer, shieldbashing at d3+3 dmg, but sports a AC of 21 and give enemy -2 to hit him when he shieldbash them with his buckler.

PaleDim's assessment is correct on our alchemist Auray, a highly skilled ranged bomber. I would say she carried the whole team in our previous 1-2 subtier multi-table special.

My personal opinion (not forcing anyone to make a certain choice here, just factual analysis on characters): A dedicated front-line damage dealer would be a valuable addition, as the alchemist's bombs are a limited resource, and it takes both the eidolon and the ranger combined to match the output of a Strength 18 two-handed Power Attacker.
(Eidolon average 2.5+3=5.5 per hit + Ranger average 2+3=5 per hit = 10.5 per hit. Lv1 warrior with 18 STR, Power Attack, 2d6 Greatsword, average 3.5+3.5+6+3=16 per hit. The eidolon has to hit both claw attacks to be even. A barbarian/bloodrager or a two-handed flurry Unchained Monk can easily do higher, not to mention a Bloodrager+Unchained Monk...)
Having more bodies on the front will also protect our backliners more, considering that we have a lv1 shaman.


By bad, it's 9-25 Betrayal in the Bones that is offered. I don't know why I decided to only copy the name but not the number when I wrote them and my head was stuck with the seeker scenario that I GMed the most. Anyway, the 1e scenarios are heavily Thurl-themed this year.

Given that both in-person and VTT games has real time limit, having one for Play by Post is not unreasonably in my opinion. It does make it more difficult for those who enjoys slower pacing or can't post as frequently. Then again, nothing would be perfectly suitable for everyone, and there are people who would prefer not to have their characters 'lock' in Play by Post games for too long.

Plus, there's only so much you can talk to a traitor to the Society......

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