Fire Giant Forgepriest

Ira kroll's page

Goblin Squad Member. Adventure Path Charter Subscriber. *** Pathfinder Society GM. 307 posts (3,534 including aliases). No reviews. No lists. No wishlists. 50 Organized Play characters. 36 aliases.


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GM Cellion wrote:


<<snip>>

@Ira Kroll: Yep you had a non-Dooms background, and didn't create an alias to post from.

Here is my Alias. Thanks.

<<later>>

I was also able to create a Custom Background in Pathbuilder, so everything should be well.


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Orc Barbarian/Wrestler 1 | Perc 5 | AC 18 | HP 25 | Fort 6, Ref 6, Will 5 | Athletics 7 | Acrobatics, Stealth, Thievery 6 | Intimidation, Performance 4 | Warfare Lore 3 | ◆◇↺

It wasn't a Reflex save roll, but the amount of damage the reaction can do to the Mephit.

The Mephit still needs to make a "Basic Reflex Save" (1d20+?) "against the higher of your class DC or spell DC" (in this case DC 16) to see how much of the d8 damage the Mephit will take.


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Adventure Path Charter Subscriber

Ranellbess

Basic technical details: Gnome Cloistered Cleric. Fortune Teller background.

Ranellbess is a Pharasmin Cleric who has never stepped out of the Cloister. He's been told of the stories about Sandpoint, and he desires to be something more than he is -- a weak bookworm.

Ranellbess is adept at healing, and, even though he borrowed a dagger to take with him, is truly unprepared for any kind of physical conflict -- other than healing others.

Your degree of experience with PF2E and PbP: I began playing 2e before the books came out, using the Playtest. I GM 3 games (2 in person, and 1 PbP), and regularly play in 2e PbP games (mostly through PFS).

If you've played PbP before, link me two gameplay posts:
Goxomas
As a GM

Do you agree to keep up with the minimum 1 post per day described above, and acknowledge that if you can't maintain that you'll be replaced?
Yes, with the proviso that I am unavailable on Saturday, and will occasionally be incommunicado for a couple of days for which I will give notice and provide for BOTting.

In summary: A weak, fragile healer


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Macros | Area Templates | Slides | Notes | Tactical Map | ◆◇↺

That's what I blame most of my lack of actions on...


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Macros | Area Templates | Slides | Notes | Tactical Map | ◆◇↺
Qafathiel wrote:
Sorry to mess with the flow, but does my crit not count? Double damage and Persistant Bleed 2? Just feeling like Hosila should be in way worse shape ...

I really did miss the extra 8 damage. What effect is giving the 2 bleed? Is it Needle Darts?

This extra damage allows...

Virgil casts and swings his warhammer, crushing Hosila to the ground.

COMBAT IS OVER

While Perla and Krakas are trained in Thievery, unfortunately, no one thought to purchase Thieves' Tools.

So, the lockbox will have to be opened a different way if you want to find out what's inside.


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Macros | Area Templates | Slides | Notes | Tactical Map | ◆◇↺

Please stat out the companion.

You might want to refer to this page about companions

I've put its token on the slides


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Please have Perla Hidlkid and Krakus report to the gameplay tab. Please 'dot and delete' your character.

Then fill out your macros on the macros sheet.

Then put your icon, etc. on page five of the slides

Then, let me know you've done it. When both of you do so, I will weave you into play.


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Macros | Area Templates | Slides | Notes | Tactical Map | ◆◇↺

Qafathiel's darts slam into the mongrelman, and Virgil's magic hammer hits because the mongrelman's armor was donned hastily.

COMBAT OVER!

The lingering smells of cooked meat and rank bodies hang in the air. Ten bedrolls, each piled with coarse blankets and animal furs, surround a fire pit filled with glowing goals. Tanned hides hang stretched on the walls, each crudely painted with scenes of deformed humanoids hunting giant vermin in caves.

There is a closed door to the north and two closed doors to the east.

[color=orange]Please update your characters and the macro sheet to second level![/color]

You will have enough time to get everyone's HP up to maximum before you continue exploring.


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Macros | Area Templates | Slides | Notes | Tactical Map | ◆◇↺

Qafathiel will replace Paolo. Qafathiel has always been with you. You never even knew anyone called Paolo...

Now that you've secured this room, there is a doorway to the east. You might think about Obahi who is still unconscious.


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Macros | Area Templates | Slides | Notes | Tactical Map | ◆◇↺

Go ahead. BTW, we're all addicted to character creation.


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Sure, that's a perfect fit, since the prior player was also an Oracle.

See this document of rules changes that updates Touched by Divinity in an important way.

Please update your weapons/armor/gear, then 'dot and delete' in the gameplay thread. Once that's done, I'll retcon your introduction.

Verdant Wheel

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Leshy Ranger 1 | HP 21 | AC 18 (+2) | F +8, R +9, W +5 | Perc +7 | Acrobatics, Stealth, Thievery +7 | Nature, Survival +5 | Herbalism Lore +2 | ◆

Act Together has the number of actions equal to the main actor.

If you use a two-action action (like casting a 2-action spell), Cupcake can perform a one-action action. Then Act Together would be a two-action action.

If you use a three-action action (like casting a summon spell), Cupcake can perform a one-action action. Then Act Together would be a three-action action.

If Cupcake performs a two- or three-action action (I don't have any good examples here), you can perform a one-action action. Then Act Together would be a two-action or three-action action, respectively.

If Act Together is a two-action action, then you or cupcake could use that third action.


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1) Since there is no "combat maneuver" in PF2, I will probably make it a +2 'background' bonus to shove, disarm, trip vs. demons. (By being a 'background' bonus, it will stack with other bonuses.) Other 'trait' bonuses will be considered on a case-by-case basis.

2) More than three, less than seven. The sweet spot is five.

3) We currently have one submission. I would like to start playing by December 1st if we have four players by then. But, if we have six players, then we will start right away.


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I'm looking for players who would be interested in trying out my homebrew Mythic rules for PF2.

I'm only interested in PbP, since I cannot guarantee when I'm able to play and for how long. I would like everyone (myself and players) to post at least once each weekday and at least once each weekend.

I've already spent some time revamping what I consider to be balanced Mythic rules. (Be sure to read my comment to my post, where I make some changes. Feel free to suggest other changes.)

I enjoy WotR because it allows PCs to be vastly overpowered, while most of the story is enjoyable.

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

Thanks for running.

Yay!! 5th level!

Vigilant Seal

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Goblin Sorcerer 7 | HP 62 | AC 24 | F +13, R +13, W +12 | Perc/Init +10 | Diplo +16 | Thievery +15 | Acro/Intim +14 | Arcana +13 | Nature/Underworld Lore +10 | Decept /Perf/ Stealth +11 | Athl/ Craft/Med/ Occult/Relig/ Society/Surv +8 | ◆ | ◆◆ | ◆◆◆

A small goblin dressed in wizard robes and with a wizard's peaked hat enters, a demon mask (in a caricature of a mouse) pushed up on his forehead. He carries a large spellbook under one arm.

"Never fear! BakBat here! Burn the foes! Step on toes!"

Here's a picture

Horizon Hunters

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Bard 2 | HP 26 | AC 18 (+2 w/shield raised) | F +5 R +7 W +6| Perc +6 | Deception, Performance +8 | Acrobatics, Stealth, Thievery +7 | Underworld Lore, Occultism, Society +5 | Medicine +4 | Exploration: Detect Magic | ◆◇↺

Ramona will continue to Inspire Courage with Banjo the puppet.

Not wanting to lose any civilians, Ramona will cast Soothe on the dying one: 1d10 + 4 ⇒ (4) + 4 = 8

Verdant Wheel

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Catfolk Monk 1 | Exploration Activity: Scout | HP 19 | AC 19 | F +6, R +9, W +4 | Perc +2 | Acrobatics, Stealth, Thievery +7 | Deception +6 | Athletics +5 | Underworld Lore +3 | ◆

"Cat Calling? Is that some kind of insult? I'll get your cat. Oh, and I declare war on your 'tug'"

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

Downtime roll - Performance (A ventriloquism act. The little girl has the doll on her lap. Of course, the doll (the PC) can do all sorts of talking while the little girl (the eidolon) is otherwise occupied: 1d20 + 9 ⇒ (15) + 9 = 24


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Amurren (catfolk) Monk 3 | AC 21 | HP 41 | F+8, R+11, W+6 | Acrobatics +11 | Stealth, Thievery +9 | Deception +8 | Athletics +7 | Underworld Lore +5 | low-light vision| Exploration activity: Scout | ◆◇↺

No. Goxomas is the lushy. Celosia is the leshy.

<<grin>>

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

The poppet is the character, and the little girl is the eidolon.

Darkvision

Normally, if Alice succeeds on its Deception check (+9), everyone thinks the doll is an inanimate object.

Horizon Hunters

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Bard 2 | HP 26 | AC 18 (+2 w/shield raised) | F +5 R +7 W +6| Perc +6 | Deception, Performance +8 | Acrobatics, Stealth, Thievery +7 | Underworld Lore, Occultism, Society +5 | Medicine +4 | Exploration: Detect Magic | ◆◇↺

Ramona holds up her puppet to inspire her compatriots. (Single action: Inspire Courage - all allies +1 to attack and damage and saves vs fear)

(second action) Attempt to demoralize the remaining crowd leader. Intimidation vs will DC: 1d20 + 7 ⇒ (6) + 7 = 13

(third action) Attempt to demoralize the crowd. Intimidation vs will DC: 1d20 + 7 ⇒ (18) + 7 = 25

Radiant Oath

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Human Champion 9 | Exploration activity: Scout | Speed 30 | HP 125 | AC 29 | F +18 R +18 W +15 | Perception +12 | Acrobatics/Diploomacy/Medicine +17 | Athletics +14 | Religion +12 | Legal Lore +11 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello will appeal to their faith, "Desna would expect those to beautify, not engage."

Religion: 1d20 + 11 ⇒ (17) + 11 = 28

Then, he will say, "You can achieve true redemption through other means."

Diplomacy: 1d20 + 14 ⇒ (10) + 14 = 24

Grand Archive

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Human Fighter 5 | AC 23 | HP 78 | F +13, R +11, W +11 | Perception +11 | Athletics +13 | Performance +10 | Acrobatics +9 | Intimidation +8 | Crafting, Sailing Lore +7 | ◆

"Damn! Down the rabbit hole, again."

Vigilant Seal

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Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Recovery DC 11: 1d20 ⇒ 5

Dying 2, Wounded 1

Fort DC 19: 1d20 + 9 ⇒ (19) + 9 = 28

No longer poisoned

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

Performance check -- Ventriloquist act: 1d20 + 7 ⇒ (18) + 7 = 25

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

"If no one else can cast Detect Magic, I can summon a critter that can. Until then, I can sing with Alice," Alice the ragdoll says.

"Oh, Sarenrae!
Oh, Sarenrae!
You've been spurned
And now you return.

Oh, Sarenrae
We long to see you.
In this world or the world beyond.
For we are... your children."

Performance: 1d20 + 7 ⇒ (19) + 7 = 26

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

That's because I copied the name wrong. It is a Devotion Phantom Eidolon, with the Stalwart Guardian build.

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35
GM Hmm wrote:

Welcome to Alice and Lioness!

So Alice, the girl is your eidolon and you are a poppet, right? What sort of Eidolon is it?

<snip>

GM Hmm wrote:

HOMEWORK

Please fill out the following:
<snip>
2) RPG Chronicles
<snip>
4) Add a 'Bot Me!' spoiler on your profile so that you can be botted if you are having a busy day.

Yes, the ragdoll is the poppet (that cost me all my points), and the little girl is the eidolon. It is a Stalwart Eidolon,

I'll check on the rpgchronicles tonight (since that website is blocked at work).

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

Knowing that this Safa has seen through her "disguise", *and* announced it to everyone, the little girl picks up the doll. Then the Alices go around to the various guests to try to diffuse the situation.

The doll casts Bullhorn, then says (to everyone) in her cutest little voice, "Your clothes will come clean. The genie was so mean. No more consternation. We request your cooperation."

Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

In the first round

The little girl leaves the doll on a chair, and moves up to the fountain.

Athletics to stop the spin: 1d20 + 4 ⇒ (16) + 4 = 20

Vigilant Seal

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Poppet NG Summoner 5 HP 71 | AC 16 | F +12 R +6 W +11 | Perc +11 | Speed 25 – Eidolon AC 22 | F +13 R +10 W+10 | Speed 35

A little girl holding a rag doll enters in. Overhearing the conversations (and mini diatribes), she holds the doll up to her ear, and then says, "I love a party. Maybe it'll be a tea party."

She holds up her doll for everyone to see. "I'm Alice. And, this is my doll. Her name's Alice too. We like to have tea parties."

Radiant Oath

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Human Champion 9 | Exploration activity: Scout | Speed 30 | HP 125 | AC 29 | F +18 R +18 W +15 | Perception +12 | Acrobatics/Diploomacy/Medicine +17 | Athletics +14 | Religion +12 | Legal Lore +11 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Sorry, got confused. At home in COVID quarantine.

Othello moves up and strikes at red: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Damage: 2d10 + 2 + 1 ⇒ (9, 1) + 2 + 1 = 13

... and strikes again, this time non-lethal: 1d20 + 12 + 1 - 5 - 2 ⇒ (19) + 12 + 1 - 5 - 2 = 25
Non-lethal damage: 2d10 + 2 + 1 ⇒ (1, 6) + 2 + 1 = 10

Vigilant Seal

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Goblin Sorcerer 7 | HP 62 | AC 24 | F +13, R +13, W +12 | Perc/Init +10 | Diplo +16 | Thievery +15 | Acro/Intim +14 | Arcana +13 | Nature/Underworld Lore +10 | Decept /Perf/ Stealth +11 | Athl/ Craft/Med/ Occult/Relig/ Society/Surv +8 | ◆ | ◆◆ | ◆◆◆

I will be away till Saturday night. Here is what BakBat will be doing.:

"Aaarrggghhh! Don't hurt me! Burn! Burn! Burn!"

◆◆◆ Cast Scorching Ray
Attack vs Red: 1d20 + 9 ⇒ (16) + 9 = 25
Attack vs Yellow: 1d20 + 9 ⇒ (13) + 9 = 22
Attack vs Blue: 1d20 + 9 ⇒ (18) + 9 = 27

Damage: 6d6 + 6 ⇒ (5, 6, 1, 3, 1, 2) + 6 = 24

Radiant Oath

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Human Champion 9 | Exploration activity: Scout | Speed 30 | HP 125 | AC 29 | F +18 R +18 W +15 | Perception +12 | Acrobatics/Diploomacy/Medicine +17 | Athletics +14 | Religion +12 | Legal Lore +11 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

"I'm afraid I'm not as complex as you all" says an dour looking Varisian man. "I'm Othello, from the Verese family. I broke from my family looking for redemption, and found it. I only ask that each of you look inside yourselves and seek redemption."


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M American Nerd 3/Cleric 1
Tyranius wrote:
Sounds good. Enjoy the game Ira!

Thanks!

Vigilant Seal

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Goblin Sorcerer 7 | HP 62 | AC 24 | F +13, R +13, W +12 | Perc/Init +10 | Diplo +16 | Thievery +15 | Acro/Intim +14 | Arcana +13 | Nature/Underworld Lore +10 | Decept /Perf/ Stealth +11 | Athl/ Craft/Med/ Occult/Relig/ Society/Surv +8 | ◆ | ◆◆ | ◆◆◆

Use the Hero point


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Macros Scenario 1-10 Slides

I don't have a problem with those rules, but, remember, that anyone doing spell research is not contributing to the daily checks for survival of the group.


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"Here is what I know how to do," he says.

Handle Animal +8,
Knowledge (local) +4,
Perception +5,

+2 on Dexterity checks
+1 on Wisdom checks


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Macros Scenario 1-10 Slides

Paizo is definitely having some trouble. But, I don't think it is their servers, but their upstream provider, or some DNS poisoning

Don't micromanage the survival-type checks. It is important to understand that being in the woods, on the move, has negative consequences, but it is only part of the problem.


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Macros Scenario 1-10 Slides
Cyrioul Fasar wrote:

Just FYI about Cyrioul as a Divination wizard. Will post action later.

Core Rulebook wrote:
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action.

I'll try to remember, but you may have to remind me each and every time.

You see the swarm moving towards your group.


Cyrioul
Thorek
Lily
Wasp swarm
Caladra
Boudra
Bree
Cedric


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Macros Scenario 1-10 Slides

Okay, here are some rules for the next section I have put them into the Campaign Info for ease of reference...

The resources you and the refugees need to survive are abstracted as Provision Points.

Food:

One Provision point sustains a person for one day (and consists of fluid and stable food). Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A person who eats only a half portion takes a -2 penalty on attack rolls, damage rolls, ability checks, and saving throws until they consume a full portion. A person who consumes half provisions for more than three days a week must begin making Constitution checks each day to avoid taking nonlethal damage.

Shelter:

A character can construct a temporary shelter sufficient for one Medium-sized creature with a successful DC 15 Survival check and one hour's work. For every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature. Sleeping without shelter leaves a person fatigued. Sleeping without shelter a second day leaves a person exhausted, which persists until the person can get a good night's rest.

Each day, an NPC can be assigned to perform one task around camp or generally employ skills on your behalf. The most useful such projects include:

Assist: NPCs can assist you or another NPC with any skill they are trained in.

Craft: With access to the necessary tools, NPCs can craft finished goods for you upon request, using normal Craft skill rules.

Forage/Hunt: If you spend a full day hunting/gathering and succeed at a DC 10 Survival check gain 1 Provision Point. For every two by which you exceed 10, you provide a single additional Provision Point.

Herds: NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal Check. Then, captive animals can be maintained with a single successful Handle Animal check (DC = 10 + the number of animals) per day. A captive animal generates 1 Provision point every three days in the form of milk (and eventually cheese or butter), or can be butchered to immediately provide 2 Provision Points.

Scouting: NPCs trained in Survival or Stealth can scout the area for you.

Standing Watch: An NPC can stand watch, attempting Perception checks.

Support: One or more NPCs can follow you to assist you on your tasks.

Using Skills: NPCs can use any of their listed skills on your behalf.

Named NPCs:

Jet (Aristocrat 2): Jet keeps the resources maintained, making sure the refugees use the most perishable items first and helping people pack balanced loads. She knows many stories and songs that she shares with the others. So long as Jet oversees the cooking, the camp generates 1 additional Provision Point each day.

Kining (Expert 2): The stolid dwarf keeps everyone’s weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group.

Oreld (Expert 2): Oreld gathers materials from the woods to make rudimentary potions. Every day, he can make 1 dose of bloodroot poison, one tanglefoot bag, or one vial of antitoxin, but doing so prevents him from working on any other tasks that day.

Aubrin the Green is a special case. She can't see very well, so is unlikely to be suited for combat, or hunting/gathering.:

Human cleric of Cayden Cailean 3/ranger 3
Init +6; Senses Perception +2
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 43 (6 HD; 3d8+3d10+9)
Fort +8, Ref +7, Will +7
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee mwk quarterstaff +6 (1d6) or mwk longsword +6 (1d8/19–20)
Ranged longbow +7 (1d8/×3)

Special Attacks channel positive energy 5/day (DC 13, 2d6),

combat style (archery), favored enemy (magical beasts +2)

Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day—strength surge (+1), touch of good (+1)

Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—bull’s strengthD, lesser restoration, shield other
1st—bless, enlarge personD (DC 13), obscuring mist, sanctuary (DC 13)
0 (at will)—create water, purify food and drink (DC 12), resistance, stabilize
D Domain spell; Domains Good, Strength
STATISTICS
Str 10, Dex 15, Con 12, Int 10, Wis 14, Cha 14
Base Atk +5; CMB +5; CMD 17
Feats Endurance, Extra Channel, Far Shot, Improved Initiative, Point-Blank Shot, Selective Channeling
Skills Acrobatics +1 (–3 to jump), Climb +4, Craft (alchemy) +5, Craft (bows) +5, Diplomacy +10, Handle Animal +7, Heal +8, Intimidate +6, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (religion) +4, Stealth +6, Survival +7
Languages Common
SQ favored terrain (forest +2), track +1, wild empathy +5

Combat Gear
oil of magic weapon (2), potion of cure light wounds (5), scroll of cure moderate wounds, scroll of delay poison (2), scroll of protection from evil, antitoxin (2), healer’s kit, holy water (2); Other Gear +1 armored coatUE, dagger, longbow with 20 arrows, 15 cold iron arrows, and 5 +1 arrows, mwk longsword, mwk quarterstaff, cloak of resistance +1, backpack, int and steel, ask holy symbolUE of Cayden Cailean, jug of mead, dented tankard, 97 gp

SPECIAL ABILITIES
Damaged Vision (Ex) Aubrin can see relatively clearly for 10 feet, but she takes a –2 penalty on Perception checks and attack rolls against targets within 10 feet due to her damaged vision. From 10 feet to 30 feet, her vision is severely clouded. She takes a –5 penalty on all Perception checks beyond 10 feet, and all targets at that range have concealment from her. Past 30 ft., all targets have total concealment from Aubrin.

Over the course of this adventure, you will be able to promote certain NPCs. This will allow you to retrain an NPC to another NPC class or an additional level in their class. Increasing the NPC class gains them an increase in their attack and skill bonuses by 1 and adding 3 hit points.


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Macros Scenario 1-10 Slides

So, you get +4 from the refugees. Lily's craft (alchemy) from before is enough to set the charge and give everyone thirty seconds to get off the bridge.

The north shore of the bridge is clear of trees, boulders, and other obstructions until the tree line of the Fangwood Forest some 300 feet from the river. A dirt road—the Tamran highway—winds into the forest before turning east, but this route leaves fleeing refugees exposed to anyone following or any monsters or robbers waiting in ambush ahead.

A ceiling of smoke hangs over the city, reflecting the orange glow from burning houses. Ash drifts in the air like falling snow. The screams of townsfolk have died away, leaving an eerie silence broken now and then by the howling of wolves or the harsh tones of the Goblin tongue. Bodies lie in the streets, sprawled in pools of blood where they fell. It seems everyone else in town may be imprisoned or dead except for the hobgoblin invaders. Phaendar has fallen.

You all gain a level! Yay!


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Macros Scenario 1-10 Slides

The adventure begins in the town of Phaendar, nestled along the southern bank of the Marideth River, a stone’s throw from the Southern Fangwood Forest. Trade comes through the town over Phaendar Bridge, the only suitable place to traverse the swift, rapid-coursed river for 50 miles in either direction. The town of 400 residents rarely sees any excitement, making the Market Festival a major source of news, entertainment, and revenue. The 2-day affair, held once every 3 months, gathers farmers and herders from across the Nesmian Plains, as well as woodcutters from the nearby Fangwood and prospectors from the Hollow Hills, to trade for supplies and raw materials. Even traders from the “big city” of Tamran make their way to the event, swelling the town’s population to half again its normal size.


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I think it only fair to let everyone know that on the roll-playing/role-playing spectrum, I am definitely more on the roll-playing end. As a player, I prefer hack-n-slash to problem solving.

That said, it is only a personal preference, and I will, to the best of my extent, accommodate role-playing.

Here is current breakdown of submissions:

Melee:
Thorek Ironspark (Warpriest) crunch in.
Alastair Cadwallader (Cavalier)

Ranged:
Anca Covenu (Warpriest)
Eustama Handlefoot (Hunter) crunch in
Edward Sobel
Dante Black (aerokineticist) crunch in

Magic:
Mavis (Wizard) some crunch in
Bree Fairchild (Archaologist Bard)

Healing:
Cedric Thistlewyne (Cleric) crunch in
Alysha the Pale (Witch)

Other:
The Chess
Chubbs
Simeon
Gerald
Raltus
Eminem80
Inxpitter
Timeskeeper
Valera De stinzite


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Good luck to all...


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Male Human Barbarian 2, HP 23, Init +1, Perception +1 AC 16/11/15 Rage 8/day (AC 14/11/13, STR and CON +4, HP 2*HD=27 , WILL +2)

Sense motive: 1d20 + 1 ⇒ (4) + 1 = 5

"Dragon-rat make sense!"


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Expert 1, HP 8, AC 13, Init +2, Saves 3/2/2

"Uh Oh. What he said!"

Suileman will take this opportunity to contemplate the true nature of the universe. As he is running. Back to the tent. And hiding.


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Hi!

I'm currently playing in two face-to-face PFS games, DMing one face-to-face Adventure Path, and one face-to-face homebrew campaign. I'm also playing in multiple PBP games and DM'ing a PBP Adventure Path.

I really like the idea of playing a campaign of PFS scenarios up to 12th level (33 XP). This will start with low-level scenarios and go up to the high-level scenarios.

PFS: This will be legitimate Pathfinder Society scenarios, with Chronicle sheets and online credit.

Core Campaign: This will be a Core Campaign. This Paizo blog post explains the rules.

PFS Campaign: As you may know PFS works in a very fixed way regarding levelling and when scenarios can be attempted. Every 3 scenarios completed levels you up. This means you can totally plan out a series of interlinked scenarios, creating a sort of campaign of scenarios that work well together.

Open Table: We all know that PbP campaigns start with the best of intentions, but eventually people can't keep playing forever. Real life happens, things come up and players have to drop out. As such players will only be expected to commit for a single scenario.

At the end of each scenario recruitment will be opened up to cover any empty slots, but ongoing players who gel well will be given preferential placements.

Overall this will help to provide the ongoing campaign feel, without forcing people to commit to an incredibly lengthy campaign.

Posting Frequency: I am looking for people who are able to post pretty much every day at least once except for weekends. If for whatever reason you can't, expect to be either 'quiet' in the scene or have a generic action taken for you in combat. Obviously longer absences should be explained in the Discussion thread.

Season 2 scenarios: We will be using the excellent campaign path provided by VanceMadrox.

Season 2 Campaign:

1st Level:
5 Mists of Mwangi
1 Silent Tide
35 Voice in the Void

2nd Level:
14 Many Fortunes of Grandmaster Torch
2-11 The Penumbral Accords
45 Delirium's Tangle

3rd Level
51 City of Strangers, Part 1 - The Shadow Gambit
52 City of Strangers, Part 2 - The Twofold Demise
17 Perils of the Pirate Pact

4th Level:
2-01 Before the Dawn, Part 1 - The Bloodcove Disguise
2-02 Before the Dawn, Part 2 - Rescue at Azlant Ridge
2-13 Murder on the Throaty Mermaid

5th Level:
2-15 Shades of Ice, Part 1 - Written in Blood
2-17 Shades of Ice, Part 2 - Exiles of Winter
2-19 Shades of Ice, Part 3 - Keep of the Huskarl King

6th Level:
2-03 The Rebel's Ransom
2-25 You Only Die Twice
2-21 The Dalsine Affair

7th Level:
22 Fingerprints of the Fiend
2-23 Shadow's Last Stand, Part 1 - At Shadow's Door
2-24 Shadow's Last Stand, Part 2 - Web of Corruption

8th Level:
2-04 Shadows Fall on Absalom
2-08 The Sarkorian Prophecy
2-10 Fury of the Fiend

9th Level:
2-06 The Heresy of Man, Part 1 - The First Heresy
2-07 The Heresy of Man, Part 2 - Where the Dark Things Sleep
2-09 The Heresy of Man, Part 3 - Beneath Forgotten Sands

10th Level:
2-14 The Chasm of Screams
2-12 Below the Silver Tarn
2-16 The Flesh Collector

11th Level:
2-18 The Forbidden Furnace of Forgotten Koor
2-20 Wrath of the Accursed
2-26 The Mantis's Prey

NOTE: I want to thank Jonathan Hunt, from whom I appropriated much of the format of this recruitment.


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Bullo Dagmawi wrote:
TechnoDM wrote:

Seeking 4 to 6 characters for the first installment of this AP. If things go well, we may continue to the further installments.

My personal preferences are 80/20 combat/RP. I've DM'ed a lot, and some on PBP. I tend to post every day on weekdays, and would appreciate it if the players would also try. But, I do understand that RL gets in the way, sometimes. That said, I will DMBot a PC if it has been more than 24 hours (Sunday through Thursday), and it is holding up resolution of an encounter.


  • Core races
  • No 3PP, Paizo only.
  • 1st level
  • 15 pt buy. Nothing higher than 18. Nothing lower than 7
  • Average wealth

I will attempt to make choices on June 14th.

Paizo has a lot of material available that is not in the core books but is specific to Golarion and in paperback form (plus PDF & d20pferd). Am I correct to assume that material is available for use?

Be careful about the d20pfsrd information. Make sure it derives from a Paizo source.

Celaesorea has not participated in any online campaigns.