Damiels 3rd power reads, "You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the attack trait." The FAQ states to add "until the end of the step" This came up during play last night and I'm curious if this would work. Damiel encounter a bane that needed a divine check to beat. He played the spell Speed on the check, stating it gave him the divine skill until the end of the turn since the spell is active for the whole turn. Would this work? If not why?
Applicants so far Melee
Ranged
Divine
Arcane
Skilled
Random Stats
Applicants so far Melee
Ranged
Divine
Arcane
Skilled
Random Stats
Last update for the day. I will see everyone tomorrow. Melee
Ranged
Divine
Arcane
Skilled
Random Stats
Applicants so far Melee
Ranged
Divine
Arcane
Skilled
Random Stats
Good Afternoon Melee
Ranged
Divine
Arcane
Skilled
Random Stats
Added new characters and Updated Sigmund. Time remaining 1 day, 23 hours, 6 minutes.
Good morning, few more added. Get your names in quick! Melee
Ranged
Divine
Arcane
Skilled
Random Stats
Let me know if I missed anyone. GM, how long is this recruitment going to be open?
Applicants so far including those I saw from the other post. Let me know if I missed anyone. Melee
Ranged
Divine
Arcane
Skilled
From my experience it really comes down to you. Running two of the same campaign is much easier since you have to spend less time preparing maps and things of that nature. And you only have to keep one main story in mind. Prep work is easier. The one big issue is keeping the two individual stories seperated in your mind. For example if group A kills NPC Y and group B doesn't. Remembering who did what can be an issue. That issue is mitigated mostly in a PBP game, because even if you forget you can search the tread to remember. All that having been said, it is true what was said about your players enthusiasm will help you keep going. My only piece of advice is, it never hurts to try 2, but I would not start more than two until you are comfortable with those. Of you feel you've got these two groups down well then in a few months start up a new campaign (from your list with a twist), but don't start a bunch of games all at once until you have the pace of that game mastered.
The campaign HERE had the GM disappear. One of our players has offered to take over. Can we get him placed as the GM for this campaign.
On Kyra's second power when it says "When you use the above power or play a blessing that does not have the Corrupted trait on another
Does this mean any check to defeat or only checks to defeat that could be used in the above power. I believe it means any check to defeat, but I want to be sure.
Man, this was hard. My group and I had to play this three times to finally beat it. We kept having bad luck. we cleared group 1's villain and all ran to group 2. 1 player went to the only other open location so he could temp close it. The rest of the group went to where we knew the villain was. There were only 2 cards left in the deck. The villain kept ending up on top and kicking us so hard with the Fort save and the damage from the summoned henchman we couldn't explore again. This happened during both our adventures. We finally got to her on our third try and dropped everything on her and finally won. We have a marathon session to play through all of adventure 6 next week and then we're ready for Wrath!
Reward wrote:
Does this mean that characters add the allies under the scenario card like plunder, or is this allowing more than one reward card? The wording is not completely clear. I am assuming plunder, but I wanted to test other's opinions.
About Quickblade TrueshotI'm not a tengu. I just liked the bird icon. Male Human Cleric of Nivi Rhombodazzle
PFS Info:
PFS#: 2396852-2008 PFS Provision: Scroll of Heal Skills/Offense:
Please see botting spoiler Spells:
Spell DC: 21 Spell Attack Mod: +11 Divine Font: Heal; 5/day 1st (3/day): Benediction, Bless, Heal 2nd (3/day): Noise Blast, Blazing Armory, See the Unseen 3rd (2/day): Holy Light, Moonlight Ray Cantrips: Divine Lance, Shield, Needle Darts, Vitality Lash, Guidance Feats and Abilities:
Ancestry Feats: Natural Ambition Background Feats:
Skill Feats:
Bonus Feat:
General Feats:
Class Abilities:
Class Feats:
Other Abilities: Radiant Oath Champion
Equipment:
Combat Gear: +1 Striking Halberd Armor: Scale Mail Other Gear: backpack, bedroll, chalk (10), flint and steel, healers tools, rations (2 weeks), rope 50', soap, waterskin, caltrops (2), wooden holy symbol, Thieves Tools Magic Items: Wayfinder, Spacious Pouch 1, Healer's Gloves Potions: Lesser Healing Potion(3) Bulk: 6 (Encumbered at: 9; Maximum at: 14) Coins: 82.59 gp Bot me!:
PERCEPTION/INIT
SAVES
SKILLS
[dice=PFS Lore]d20+8[/dice]
MEDICINE
OFFENSE
[dice=+1 Striking Halberd, 10' Reach, Blazing Armory]d20+10[/dice] for [dice=Fire]2d10+2[/dice]
SPELLS
[dice=Noise Blast; Sonic Damage; DC 21 Basic Fortitude]2d10[/dice] F: Deafened 1 rd; CF: Deafened 1 minute, Stunned 1
[dice=Heal, 1st Level, 1 action]1d10[/dice]
[dice=Heal, 2nd Level, 1 action]2d10[/dice]
[dice=Heal, 3rd Level, 1 action]3d10[/dice]
[dice=Healer's Touch]2d6+7[/dice]
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