Player name/handle: GM DavidC
Character's Name: Galadad
PFS #:108344-51
PC Faction: Silver Crusade
Played or GM'd this?: Played, not GMed
Anything else about your PC you would like the GM or the players know:
Galadad is a Necromancer of life. He's level 3. He has the Life subdomain so he can, in fact, do minor healing. He's Silver Crusade, and really, really good, but he looks evil. He has a 12 charisma so mechanically this doesn't give him a penalty, it's just an initial impression.
Galadad
Male kitsune necromancer (life[APG]) 3
LN Medium humanoid (kitsune, shapechanger)
Init 3; Senses low-light vision; Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (3d6+9)
Fort 3, Ref 3, Will 4
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Offense
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Speed 30 ft.
Melee locked gauntlet +1 (1d3 B) or
. . bite -4 (1d4 B & P & S)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 3/day—dancing lights, touch of fatigue (DC 13)
. . 1/day—stabilize (touch only) Necromancer Spells Prepared (CL 3rd; concentration +6)
. . 2nd—boneshaker[HA] (DC 17), false life, spectral hand
. . 1st—coin shot, ray of enfeeblement (DC 16), ray of sickening[UM] (DC 16), touch of blindness (DC 16)
. . 0 (at will)—acid splash, detect magic, disrupt undead, touch of fatigue (DC 15)
. . Opposition Schools Abjuration, Evocation
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Statistics
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Str 10, Dex 14, Con 14, Int 17, Wis 12, Cha 12
Base Atk +1; CMB 1; CMD 13
Feats Greater Spell Focus (necromancy), Spell Focus (necromancy), Varisian Tattoo[ISWG]
Traits fast-talker, stabilizing touch
Skills Acrobatics +4, Bluff +9, Craft (traps) +10, Disguise +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +9, Spellcraft +9; Racial Modifiers +2 Acrobatics, +2 Bluff, +2 Disguise
Languages Common, Minkaian, Sylvan, Tengu, Tien
Combat Gear scroll of dimension door, wand of bed of iron (CL 2nd, 50 charges), wand of infernal healing (49 charges), wand of mage armor (47 charges), wand of shield (50 charges); Other Gear locked gauntlet, cracked dusty rose prism ioun stone, masterwork backpack[APG], masterwork trapmaking tools, signet ring, wizard starting spellbook, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,704 gp
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Special Abilities
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Abjuration Arcane Bond (Locked gauntlet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Change Shape (Su) Assume a single human form.
Duplicitous +2 racial bonus on Bluff and Disguise checks.
Evocation Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Healing Grace (x1) (Su) Life Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Essence (1d6+1 temporary hp, 6/day) (Sp) As a standard action, take nonlethal dam to grant same as temp hp to touched ally for 1 hr.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.
Not sure if we're all supposed to post here or not, but since I just noticed this thread, I'll toss out my AP wishlist to play from start to finish, in no particular order:
Ironfan Invasion Giantslayer Crown of the Kobald King The Dragon's Demand (Not technically an AP, but close enough)
I know they're all older adventures (Otherwise known as classics!), but I've never gotten a chance to play them, especially not from the start. So if anyone is so inclined to run one of them...give me a hollar.
I'd also like to express interest in these, except Giantslayer which I've done most of. I could probably drum up 1-3 more players depending on format/time/etc.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
Did they eventually fix that rule that you don't threaten two squares diagonally? I'm going to assume Derf has a flank, on top of the fellow being blind. 5' step then...
Derf decides that weapon looks too ugly to deal with.
Finally, someone in this story arc uses a weapon...
Disarm:1d20 + 17 ⇒ (3) + 17 = 20
Nope, nope, not taking the risk. Odds are that beats his Flat footed CMD but I want to be bloody sure. Product reroll + 5 stars.
Disarm:1d20 + 17 + 5 ⇒ (16) + 17 + 5 = 38
That feels better.
Derf then throws the scythe as far back the way he came as possible. Move action, 10 STR
Derf grins slightly then shouts to the rest of the party.
AC 24, (T17, FF 20*UnDodge) CMD 23 - Fort 9, Ref 15, Will 6 HP 30/56 Init. + 6 Per 14 +2 vs traps, Trap Spotter 20' SM 7
"You know, if it weren't for being murderous cultists, I might listen to your political views."
He grins at the one in front of him.
@GM Can a small creature occupy the square to the south of Derf? If so, I will five foot step there for flank with Moo. Otherwise, I'll stay where I am.
Markus and Bobbie's chronicle sheets have been e-mailed.
If the rest of you could pm me a method of sending it, that would be great.
I want to thank everyone for putting up with my fumbling GMing on the forums. Truth be told, this was my very first time; I just didn't want to say that so I didn't scare everyone off.
I still think everyone should get a Roll20 account and learn the very basics; because I feel using it as a map board is far superior to the slide system.
I hope you all had fun.
I've decided to try running another one, also core. Scenario 2-13: Murder on the Throaty Mermaid. I'll have a recruitment post up soon, but if you would like to sign up in advance, you can reply here.
Paladin 5 - AC 22 T 12 FF 21 CMD 18- HP 36/36 -Fort +7, Ref +4, Will +6 , Init +3 Perc +2, Sense M +0, Smite 2/2, LoH 4/4, Base Speed 20
"It would seem, the Sacred Cobra is an illicit auction house for religious and historical relics, regularly moving to different locations to evade law enforcement. The Pure Legion has been attempting to identify the whereabouts of the Sacred Cobra auction house for some time, having conducted several unsuccessful raids on locations that are no longer in use. In a pinch, providing the Pure Legion with information about the Sacred Cobra's location might help garner favor with the local garrison."
He ponders.
"I'm not certain I like the idea. As much as I respect the law, these church police seem to think themselves above it."
Suddenly a revelation strikes him. "If one were inclined to kill the wealthy, auctioning off those killer statues would be a highly effective way to do it."
Menudo is going to investigate the statues. I can try with no help, you folks can focus on other elements.
Statues:
Gather Information on statues:1d20 + 7 ⇒ (3) + 7 = 10
My gut tells me this could be an important roll, so I'm going to use my folio reroll.
Gather Information on statues with GM stars:1d20 + 7 + 5 ⇒ (18) + 7 + 5 = 30
Per +17, low light, SM +17, Acro +19 (31 to jump, running start) Mv 60, Climb 20, Mage Armor (CL1) Ring Force Shield, Barkskin HP 104/104 AC 33 FF 31 T 23 – Init +4 - CMB +17/19 trip (+1 unarmed), CMD 38 – 41 Trip, UnStrike 16/16/11 for d10+6, Ki Strike (magic/cold iron/silver/lawful,) Shattering Punch, Flying Kick Ki 7/8 Combat Reflexes (4), Bodyguard +3, In Harm’s Way, Mobility, Deflect Arrows, Insightful Wisdom, Improved Evasion
GM Jhaeman wrote:
Monkey Boy succeeds on the Acrobatics check to move through the zombie's space, and lands all of the attacks. There is some DR at work here. Monkey Boy, I should just check that you have a way to flurry as a standard action.
Flying Kick, unchained monk ability, allows a move up to your fast move bonus before flurrying. Since I moved 15', that's half speed, and I didn't take the acrobatics penalty.
Played Emerald Spire 1 Last Night, and I changed hisfaction before he played at 2. New numbers are:
Menudo
Elven Paladin 3
Chronicle #: 6
Player: DavidC
Character: Menudo
PFS #: 108344-54
Faction: The Exchange
Slow/Normal: normal
Starting XP: 6
Initial Fame/PP: 10/6
Starting GP: 206
You should have 7 chronicle sheets then, unless you applied a chronicle sheet boon. That would make this one #8. If your GM doesn't fill that box in, it's best to fill it in yourself.
Zvarbel explores the Beach. She finds a little tavern that looks quite quaint, only to find a Barroom Brawl in progress.
Barroom Brawl:
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Melee 6:1d10 ⇒ 6
[ooc]Terhk Fourwinds recharged into my deck[/ooc]
Don't mess with a Magus in a bar fight!
Scarfing a quick drink, Zvarbel leaves the tavern and follow her Compass down the beach.
Suddenly, Zvarbel spots an evil Grindylow.
Riptide Grindylow:
Henchman 1
Type: Monster
Traits:
Aberration
Goblin
Aquatic
To Defeat:
Combat 11 The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Zvarbel draws her Longsword and calls upon a Magus Arcana.
Zova I could use some help here.
Using Blessing of Kelizandri
3d10 + 1d8 + 1d8 ⇒ (4, 5, 1) + (2) + (6) = 18
"I lived to sea you die, beast"
Zova recharges Porcupine
Bury Barroom Brawl to close location. Shuffle Compass into deck.
Summary - Beach closed, two items remain in Stolen Pile.
Zvarbel wrote:
[b]Hand: Terhk Fourwinds, Blessing of the Gods , Longsword, Spellcharger Jerkin,
Displayed: Deck: 8 Discard: 2 Buried: 0
Notes: Re-roll not used. Playmats available for all. My playmat not used. Blessing available.
Sideboard cards:
Favored Card: Spell
Hand Size 4 [ ] 5
Proficient with: Light armor, heavy armor, weapons
Powers:
If you fail a check to defeat a non-villain monster when playing a weapon or spell, you may ([ ]reduce its damage by 2 and/or) after the encounter put the bane on top of the deck it came from.
When you would banish a barrier you encounter, you may draw it instead.
You may banish a barrier from your hand ([ ] to recharge a weapon or spell from your discard pile or) to add 1d8 plus its adventure deck number to your check to defeat a monster ([ ]or a barrier).
Fredreka moves forward, her tongue may be small, but it is purest silver...
"Your majesty, we are from the future. More than that would only confuse the issue. We are scholars and explorers and, I am sad to say, your home has fallen to evil. We seek to cleanse it. To do that, we seek to know what you can tell us of your last days here..."
I think if we whistle down the spectres, that would also help!
I know I'm being pedantic, but the expression is "whittle down". As in carve away from a piece of wood, thus making it smaller. Remember, knowledge is power!
Bekah heads to a lovely vacation spot, then reads the fine print in the brochure about some kind of shark infestation.
Fearing the worst, Bekah draws her Spyglass.
Unfortunately, the glint of the glass alerts a Earth Ossumental who spits acid at Bekah.
Acid Damage:1d4 ⇒ 3
Discard everything but my rapier
1=Tempest Cay, 2 = here
Random location:1d2 ⇒ 2
Location shuffles after my second explore? I think?
Bekah spots Kalnaka lurking nearby as well. Luckily, she can avoid it.
Despite a bad start, Bekah opts to explore.
random explore:1d10 ⇒ 8
Though there are some nasty things out there, a
Trapped Locker:
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Bekah tries sawing the locker open with a rapier recharge for Bardic performance
Dex 9:1d8 + 2 + 1d4 + 2 ⇒ (5) + 2 + (2) + 2 = 11
Bekah manages to jimmy the lock open and finds a Burglar's Buckler.
Not her best day, time for a nap.
Bekah wrote:
Hand: Burglar's Buckler*, Deathbane Light Crossbow +1, Tooled Crocodile Skin, Blessing of the Samurai, Wakizashi, Ruby of Charisma,
Displayed: Deck: 11 Discard: 8 Buried: 0
Notes: Re-roll used. Playmats available for all.
Sideboard cards:
Skills and Powers:
SKILLS
Strength d6[ ]+1 [ ]+2
Dexterity d8 [X] +1 [X ] +2 [ ] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [X ] +1 [X ] +2 [ ] +3
Arcane +1
Diplomacy +3
Divine +1
Favored Card: Player's Choice (My choice: weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or spell to add 1d4([X]+1), ([X])+2), ([]+3) to a check by another character at your location ([X]) or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1 ([X]) +3
[]When another character at your location acquires a boon, he may give it to you.
[]When another character plays a blessing to add to your Charisma ([]or Dexterity) check, add a d12 in place of the normal die.
[] When you fail a check to acquire an ally, you may immediately explore again.
Favored Card: Spell
Hand Size 5
Proficient with: Light Armor, Heavy Armor [ ] Weapons
Powers:
You may ignore the Corrupted trait on any Blessing you play on your ([ ] or any) check.
Instead of the first exploration of your turn, you may allow a character at your location to bury a card, if she does, a character at your location shuffles 1d4+1 ([ ]+2) cards from his discard pile into his deck.
<Power 3>
<Power 4>
<Power 5>
Who would like to try playing in real time with all players chatting over Discord or something else? Games are slower online so I'd expect up to 3 hours to play one. We would use the same Paizo forum system the PbP games play, just much, much faster.
"a flask of holy water or 5 pounds of powdered silver worth 25 gp"
It does not say "A flask of holy water worth 25 gold pieces or 5 pounds of powdered silver worth 25 gp" it simply lists a flask of holy water. The price of a flask of holy water is normally 25 gp. By Jessex's logic, as I am reading it so far, the flask of holy water would be free as long as it is only used to fuel the spell, and not used as holy water would normally be used.
Am I wrong to think you would still have to buy the holy water to cast this spell? If so, how is the venom different?