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Male Goblin Bard 1 [15/15 HP] [AC 17] [Fort +4 ; Ref +5 ; Will +6] [Perception +6] [Exploration: Search] [Focus 1] [Hero 1] [1st Level Spells 2/2]
![]() Tuhduh continues to inspire, "Way to go longshank team. You do good to listen to goblins!" He then steps around the funny floor tiles up to Ionic and attempts to stop the bleeding. Medicine: 1d20 + 4 ⇒ (8) + 4 = 12 "Stand Still! Can't...help...if...you keep...moving!" Inspire, Move, Medicine ![]()
Male Goblin Bard 1 [15/15 HP] [AC 17] [Fort +4 ; Ref +5 ; Will +6] [Perception +6] [Exploration: Search] [Focus 1] [Hero 1] [1st Level Spells 2/2]
![]() Tuhduh gladly shows what he's found, "We has magic Pathfinder pointer, magic bag, and magic book!". He holds them up for everyone to see. Then opens the book to show what's inside, "Can't read this writing. Can any of yous read this? Was going to examine magic things better when we stop to camp." I really like the visual of a dwarf and three goblins all huddled together looking over the same book. ![]()
Male Goblin Bard 1 [15/15 HP] [AC 17] [Fort +4 ; Ref +5 ; Will +6] [Perception +6] [Exploration: Search] [Focus 1] [Hero 1] [1st Level Spells 2/2]
![]() Tuhduh follows Flikk to the general store and gets himself three weeks worth of rations as well. Tuhduh sighs as the human starts to get excited. It seems us goblins are going to have to take care of these longshanks. "Squire, we're not in Lastwall, but you need to quiet down in case there are bandits or bitey animals out there. Us goblins are leading the way, so you'll be ok as long as you do your part." ![]()
![]() A new era is beginning for the Pathfinder Society, with new recruits and new factions all excited to build connections and embark on grand adventures. The PCs are among these recruits invited to attend a welcoming party where they can meet both the old guard as well as the up-and-coming leaders. But the party's not all talk; the PCs learn of four exciting escapades in Absalom, through which they can kick off their adventuring careers! Scenario Tags: Repeatable This scenario will start on Monday, August 26, 2019
Let me know if you have any questions, comments, concerns, jokes, riddles . . . ![]()
Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking ![]() Torrag will cast shield for Eadie on the way to the meeting. After hearing about a possible traitor, Torrag shakes his head and casts Detect Magic, taking his time to scan each person in the room. ![]()
Male Human (Ulfen/Taldan) Skald 2: [HP: -5/17] [AC:16 T:12 F:14][CMB +4, CMD 15 ] [ Fort +5, Ref +2, Will +3] [Init:+6, Percep:+4] [Rage: 7/7]
Active Effects:
Deafened ![]() Ragnar lets out a low whistle at the site of the destruction. He moves forward slowly following about 10 feet behind Hargo, and keeping an eye out for an ambush, gripping his scythe tightly. At the lack of response to Hargo from inside the wagon, Ragnar quietly says to Hargo, "Be careful, might be undead. After an attack like this, be ready for anything." ![]()
![]() This was my first PaizoCon as well, and it was amazing! My highlights were: A big thank you to everyone involved. I had a lot of fun, and I can't wait to tell the Boise folks about the event and drag as many of them along next year as possible. Can't wait for PaizoCon 2019. ![]()
![]() Feyliya wrote: 4 A. Scented sprays like AXE do not constitute a cleaning. They add to the problem. 4b. Some people have severe allergies to perfumes, colognes, body sprays, etc. Please do not bath in them (my wife actually stops breathing around strong scents until she removes herself from the area). 7a. HAVE FUN!!! Can never be said too many times. ![]()
Male Gnome Bard 16, Storyteller (aka DM)
![]() From the Core Rulebook. I've bolded the relevant parts. Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge. If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent. You can't take a 5-foot step in the same round as a charge.
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Male Gnome Bard 16, Storyteller (aka DM)
![]() Continuing on . . . “Just inside the gate of Fort Inevitable is a bustling market filled with merchants, farmers, and townsfolk, as well as Hellknights patrolling the streets. As you walk a few paces in you glance at the letter you received in Absolom. It simply states, “Meet me at The Red Shield Tavern in Fort Inevitable. Show this note to the guards at the gate. - Venture Captain Gorak Behn.” Imprinted on the parchment is the Glyph of the Open Road. Just as you go to ask someone where to find The Red Shield Tavern, you notice a wooden sign with a simple red shield painted on it. Inside, the Red Shield is actually quite busy. There are at least a dozen off-duty Hellknights, enjoying drafts of bitter and stout. You get a few sideways glances as you are clearly out of place in this establishment, but as you scan the room a massive half-orc, seemingly just as out of place, stands up and waves you over. The half-orc at 6’7” tall has quite an intimidating presence, but his demeanor is jovial and inviting. In his presence you actually feel less self-conscious and not as out of place as you initially felt. He wears a wide brimmed hat, mithril breastplate, a greatsword strapped to his back, and as you get closer you notice burn marks on the left side of his face. ”Welcome fellow Pathfinders! I am Gorak Behn. I trust you had a pleasant journey. It is a nice walk from Absolom, isn’t it? You must be hungry.” With that he motions to the barmaid who seemed to be waiting for his queue and she walks over with a large plate of food and a draft of ale for everyone. Gorak winks at her, hands her a gold piece, and continues, ”You're probably wondering what you all are doing here. Well, the last time I was in the River Kingdoms . . .” His voice trails off a bit with a twinge of anger and he absent-mindedly clinches his fists for a moment before returning to his normal jovial self. ”The last time I was here, I made some friends with the Black Marquis. You can say he returned a favor and gave me some information that could prove valuable to the society. There are some Azlanti ruins nearby that the locals rarely talk about. We don’t know much of anything about it. Normally exploring these ruins, or adventuring of any kind, is not permitted in and around the fort, but I’ve used my influence and charming personality to obtain a letter of warrant permitting us to explore the ruins. While I do some more research around the area, I want you to explore the ruins and periodically report your findings to me.” Gorak pulls out a piece of parchment and lays it on the table. ”Here’s a map to the ruins. You set out tomorrow. Any questions?” Qildar: Fort Inevitable is on the Crusader Road and a stopping point for those traveling to the Worldwound. The city is run by the Hellknights, most notably Lady Audara Drovust. The Hellknights forcefully patrol Fort Inevitable and the surrounding lands, enforcing Drovust’s strict laws. At any given time, two to four squads of Hellknight soldiers patrol the town on foot, while the gates are constantly manned by larger contingents. They swiftly intervene to break up brawls and prevent crimes. If they fail to catch a perpetrator on the scene, the Hellknights thoroughly investigate the situation. They maintain a long “wanted” list of known or suspected criminals, and regularly circulate sketches or descriptions of suspects. Bandits and other criminals from nearby towns have a saying: “The Hellknights never forget.” You'd also know that adventuring is, for the most part, considered illegal and you must get a letter of warrent to even explore nearby ruins. ![]()
![]() So far it looks like we have enough for 2 tables. Once we get a few more submissions, and everyone narrows down what they want to play, I'll divide the tables. Submissions from:
================= Nefreet: I'll keep you in mind if we need someone to fill in at the appropriate levels. Let me know if I missed anyone. ![]()
Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility: ![]() Jones moves past Phoebee and tries to plow through the boxes. "That's it. I'm coming to get all of you!" Bull Rush?: 1d20 + 6 + 1 + 1 ⇒ (9) + 6 + 1 + 1 = 17 ![]()
Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility: ![]() Jones takes one of the snacks and takes another drink of his ale and smiles at Sheila Heidmarch, "It's after noon in Minkai." He listens to the briefing and shakes his head absent-mindedly. "Yep, subtle is my middle name. Do we have any contacts in the Warf District or are we just supposed to go up to the first dock worker we see and ask for Alejia? Anything that distinguishes Alejia's crew from everyone else?" ![]()
Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking ![]() Will Save for silencing effect: 1d20 + 8 ⇒ (10) + 8 = 18 Torrag reaches to Hugh and casts Dimension Door. Taking the two of them back up the hill a bit. ![]()
Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility: ![]() Jones, standing behind the group tries his best to help, "Nice stones." Aid Diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19 Sorry I've been MIA. Started a new job and then at a con all weekend. ![]()
Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility: ![]() Jones does a double take as Wei Tchak declines to speak. Unsure of himself, he steps forward anyway. Speaking in Hallit, he's a little shakey at first, but seems to get more comfortable as he speaks. Hallit:
"After our dealings with the Frostfurs, we met back up with our tengu friend in Trollheim. When he found us, he was dragging a chest and orders to deliver the chest to a fellow Pathfinder, Rognvald Skagni. But, as we went to make a simple delivery, Skagni's home had been burnt down, and Skagni was missing. We tracked down those who kidnapped Skagni as an Ulfen man, Hjort Fastaxe and a Chelish woman, Runa White. We later found out that Runa was part of a group called the Shadow Lodge. They had framed the Pathfinders for burning down Hjort's village, thus coercing Hjort to fight against us. We tracked them down, and found that the Shadow Lodge has a base of operations in an abandoned brewery in Whitethrone. We made our way into Whitethrone and to the brewery, only to have to fight our way through a few Frostfur goblins and one big, ugly goblin who was helping run a slave trade. Among the slaves was our fellow Pathfinder, Rognvald Skagni. He told us of a group of Shadow Lodge folks looking for a weapon on their way to the Keep of the Huscarl King.
"But that's not the story you want to hear from me. You want to hear of our battle with the former owner of this," Jones holds up the white dragon scale. "As we entered the room the Shadow Lodge kept their prisoner, the floor iced over, I began to enter the room first as a blast of cold breath hit me head on. Looking up, I saw the mighty beast. A white dragon! Without hesitation, I draw my bow and loose a deadly accurate arrow between its scales on its chest. But one arrow isn't going to bring this beast to the ground. The beast lands and lashes out at us, I dodge most of its blow, move and take another shot at it. Hitting it once more. As the rest of my compatriots come in and furiously attack at it, I move to loose one more arrow, but the jaws of great beast pierce through my armor and I'm thrown to the corner unconscious." At this point, Jones shows the still dented breastplate to his audience. "I come to due to the healing power of Saranrae to find out these great warriors had, together, dealt the final blows to the White Dragon, Aralantryx." As he finishes his part of the story, he stands awkwardly in front of the group for a moment, then steps back to let the next person speak. Perform: 1d20 - 1 ⇒ (18) - 1 = 17 ![]()
Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility: ![]() Reflex Saves:
Reflex 1: 1d20 + 7 ⇒ (13) + 7 = 20 Reflex 2: 1d20 + 7 ⇒ (1) + 7 = 8 Reflex 3: 1d20 + 7 ⇒ (1) + 7 = 8 Get those 1's out of the way now. Jones takes 7 points of damage
Jones shouts over to Nella, "Hey 'Sprinkler Fingers,' douse Masym in water to put him out." ![]()
Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility: ![]() Thanks for updating the chronicle sheets and thanks again for the game. You did a great job. I appreciate anyone who puts their neck on the line to GM. Next time you run something, let me know. ![]()
Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility: ![]() Jones fires an arrow at the horse, the leader is riding. This should slow him down, maybe even get thrown from the horse. Comp Longbow: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 (-2 for Range Incriment.)
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Male Half-Orc Cleric 1 (Barbarian VMC): [HP:11/11] [AC:15 T:10 F:15] [ Fort +6, Ref +2, Will +7] [Init:+0, Percep:+3]
![]() Dench pauses to watch the encounter with the demon spawn and nosy human. I'll have to keep an eye on that one. Never trust anyone who asks that many questions. He follows Anna and Gurthock through the doors, pausing a moment to take in the unusual scene. He puts his hand on his chest reaching for something that's not there. Sighing he says a quiet prayer, and follows the woman. He doesn't pay much attention to her words as he's lost in his own thought. This isn't right. I'm not supposed to be here . . .wherever here is. He glances at the group. And they know it, they keep looking over at me. ![]()
![]() I got left off the list. All info is in the alias. Posting Habits: I post at least once a day, and am capable of multiple times a day. During the week I usually post about 12pm and 12am EST. During the weekend its a bit more sparatic as I never quite know what I'm doing on the weekend. If I can't post for more than 24hrs., I'll notify the group. ![]()
![]() Here's the crunchy stuff and the appearance changes: I also changed the Fencer trait to Fast-Talker, I think it fits the background a little bit better. Appearance:
5'8" Tall, 150 lbs. Red, scaly skin except for a white birthmark that looks like THIS on his back between two large growths (where wings might go)that drop feathers at times. He wears a black cloak with hood up when being inconspicuous, but in social situations he'll have the hood down revealing his short feathery white hair and two lovely little horns just above his hairline. He wears leather armor and has an ebony-handled dagger somewhat hidden behind his cloak. Crunch: VEN'JAR Male Tiefling Rogue 1
Init: +6; Senses: Darkvision (60 ft.), Perception: +4, -- DEFENSE -- AC: 18, touch 15, flat-footed 13 (+4 Dex, +1 natural, +2 Leather Armor)
-- OFFENSE -- Speed: 30 ft.
Ranged:
Special Attacks: Sneak Attack 1d6, -- STATISTICS -- Str 10, Dex 19, Con 15, Int 15, Wis 10, Cha 15
Feats: Dodge Trained Skills: Acrobatics +8, Bluff +9, Diplomacy +6, Disable Device +11, Escape Artist +8, Perception +4, Perform (Dance) +6, Sleight of Hand +8, Stealth +10, Use Magic Device +6 Story Skills:Knowledge (History) +4, Lore (Demonic Hierarchy) +4 Languages: Abyssal, Common, Draconic, Elven SQ: Darkvision, Fiendish Language, Skilled, Prehensile Tail, Trapfinding, Possessions: dagger (x2); leather; thieves' tools (masterwork); rations (trail/per day) (x4); waterskin (filled); Backpack, Common [ Alchemist's Fire (Flask); ]; -- SPECIAL ABILITIES -- Story Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Racial Abilities:
Darkvision (Ex): Range 60 ft. Scaled Skin (Electricity) (Ex): You gain electricity resistance 5 and a +1 natural armor bonus to AC. Skilled (Ex): Tieflings have a +2 racial bonus on Bluff and Stealth checks. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level. Rogue Abilities:
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