LucianC's page

***** Pathfinder Society GM. 943 posts (2,377 including aliases). 4 reviews. No lists. No wishlists. 88 Organized Play characters. 4 aliases.


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Grand Lodge

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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 0/2, LoH 0/4, Base Speed 20

Sorry everyone, it's been a crazy time.

We're taking in a friend who was about to literally be homeless. She makes over $20 an hour and she can't afford to live alone anywhere in town. This is not a major city. It's an 80,000 population area. But a high speed toll road was just completed to Toronto. And now rich a@!&&!$s who don't mind driving to work are starting to snap up property. Like many places, bidding wars are starting over rents.

Anyway, to make a long story slightly shorter, we're taking her in. When I say we, I mean my wife, myself, and our severely depressed housemate. It's a 3 bedroom. We are about to have 4 people, and a dog, living in this place. There is one bathroom.

I'm not saying this to vent, only to give everyone a sense of the upheaval that is going on. This place was crammed floor to ceiling already with the belongings of three grown adults. Our new tenant is putting most of her belongings in storage; however, she still needs at least one room.

We call this place "The Madhouse" and that's becoming truer all the time.

So bot me all you want right now, and I'll be here more often soon.

The Exchange

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Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

Sure, whatever.

Just confirming I'm here :)

The Exchange

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Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

It's been a rough holiday. Glad to be back.

The Exchange

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Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

Give me a boost please.

These rolls are without any bonus from Guidance or anything else.

UMD DC 20: 1d20 + 16 ⇒ (2) + 16 = 18

Even with Guidance that fails so attempt 2

UMD DC 20: 1d20 + 16 ⇒ (8) + 16 = 24

One minuute later...
UMD DC 20: 1d20 + 16 ⇒ (6) + 16 = 22

Grand Lodge

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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 0/2, LoH 0/4, Base Speed 20

What ever you do, don't fondle a Margaret Thatcher icon.

That's Tory Statue Rape.

Scarab Sages

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Flagbearer 30' Performance 12/14 NG Human Bard (argent voice) Init -1, Perc +5 AC 13 T 9 FF 13 +4 vs sonic F 3 R 3 W 5 HP 24/35

Chaucair continues his impromptu performance.

Stupid Trolls, if death's your desire...
Don't flee-we'll burn you with fire!

Maintain Bardic Performance

He casts a spell.

Heroism on Yoltzin

Then, he steps 10' straight forward, to keep everyone in range of the flag.

BARDIC PERFORMANCE CONTINUES

Scarab Sages

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Great. Dropping Combat Advice for the more boring Lingering Performance. Sadly, CA doesn't stack with Inspire Courage.

Scarab Sages

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I've already run it; I'd love to play. I never metagame, and I understand the empire building system quite well.

The Exchange

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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
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (3d6+9)
Fort 3, Ref 3, Will 4
--------------------
Offense
--------------------
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
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.

Scarab Sages

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Just so everyone is up to date, I have procured books 1-3 of the AP for the GM.

Liberty's Edge

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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.

"You can breathe a scythe of relief now."

Exploitative Maneuver if applicable.:

EM vs CMD: 1d20 + 10 ⇒ (15) + 10 = 25

Liberty's Edge

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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

My Exploitative Maneuver never went off on the Golem's first attack

EM: 1d20 + 5 ⇒ (8) + 5 = 13 vs its 24 CMD

It should be +10, as I forgot to add my Dex, but it is still not enough.

Stepping five feet south, Derf again tries to take the beast out at the ankle.

Attack, Flank, Bless: 1d20 + 16 ⇒ (10) + 16 = 26

damage: 1d4 + 6 ⇒ (3) + 6 = 9
Sneak Attack: 4d6 ⇒ (5, 3, 3, 5) = 16

Magic, Bludgeoning

Exploitative Maneuver, if it attacks again: 1d20 + 5 ⇒ (12) + 5 = 17 vs its 24 CMD

It should be +10, as I forgot to add my Dex, but it is still not enough.

Liberty's Edge

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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

Derf steps behind the crazy, contorting, conniving, cultist.

"Can anyone else get in here?"

5' step, ready for a flank.

Grand Lodge

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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 0/2, LoH 0/4, Base Speed 20

Menudo stands.

"Erastil is a hunting god, I am certain he will forgive me if I skin these rats... And their pets too."

He closes the distance with Blue.

Grand Lodge

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M, Dwarf, Titan Fighter 8/War Drummer 1 - Init + 1 - AC 25, T12, FF 25 - HP 94/94 - Raging Song 0/11, Fort 12, Ref 3, Will 5 (+3 Dwarf stuff) Perception +13, Sense Motive +0 Buffs: Heightened Awareness (Wand-10 minutes) REROLL USED

Having now played more than once, I can now say, this is a terrible scenario. I'm likely to go give it a bad review.

That said, you all were a great group and made it enjoyable, despite that.

Liberty's Edge

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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.

"Nice pick, I think I want it."

Attack #1 - Disarm: 1d20 + 10 ⇒ (7) + 10 = 17

Add +1 Bless, +1 Haste, +2 Flank if applicable

If that misses:

Disarm #2: 1d20 + 10 ⇒ (12) + 10 = 22
Add +1 Bless, +1 Haste, +2 Flank if applicable

If the first disarm succeeds:

Unarmed Strike: 1d20 + 13 ⇒ (4) + 13 = 17
Add +1 Bless, +1 Haste, +2 Flank if applicable
Normal Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak attack, if applicable: 4d6 ⇒ (1, 6, 1, 6) = 14
Debilitating injury targeting AC

Derf has a free hand (two in fact) and can grab the pick, rather than having it fall to the ground.

Still grinning, Derf looks up at the cleric.

"Silly priest, you shouldn't pick a fight without a pick. Nikita, if you wouldn't mind, this one should be a sitting duck..."

Grand Lodge

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M, Dwarf, Titan Fighter 8/War Drummer 1 - Init + 1 - AC 25, T12, FF 25 - HP 94/94 - Raging Song 0/11, Fort 12, Ref 3, Will 5 (+3 Dwarf stuff) Perception +13, Sense Motive +0 Buffs: Heightened Awareness (Wand-10 minutes) REROLL USED
Quote:
Alain's attack breaks the last part of the Earth Elemental's core, causing it to fall to pieces and dissipate.

Ok. That was cool.

Thanks for killing it Alain, I think this combo was the coolest thing this character has ever done, that succeeded.

Scarab Sages

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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.

Scarab Sages

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3 will saves: 3d20 ⇒ (20, 20, 20) = 60

I'm leaving those rolls public, because they're amazing.

Desynthia on delay

Bobbie grapples the frozen orc, only to have it recover!

Full round action to shake off the Hold. @Bobbie, please roll one more grapple, if you pin the orc, I'll call the fight.

Scarab Sages

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Erica, please go ahead and retcon. You are not on fire.

However, the fire effect DID go off, the spell that was interrupted was Summon Monster 1, although you were not informed of that in character.

Scarab Sages

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The next room seems identical to the last, and equally uninteresting.

Your ability to avoid all the encounters is almost impressive, yet we only have a month left, so please keep exploring.

Scarab Sages

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If you have +9 or more on your skill, you succeed on Aid Another automatically, outside of combat at least.

Grand Lodge

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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 0/2, LoH 0/4, 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

Grand Lodge

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M, Dwarf, Titan Fighter 8/War Drummer 1 - Init + 1 - AC 25, T12, FF 25 - HP 94/94 - Raging Song 0/11, Fort 12, Ref 3, Will 5 (+3 Dwarf stuff) Perception +13, Sense Motive +0 Buffs: Heightened Awareness (Wand-10 minutes) REROLL USED

Metalwhiz begins playing his drum with his hands, hoping he can cool the Legionnaires' hearts with a warm island song.

Diplomacy Aid Another Rogjameda[/dice: 1d20 + 2 ⇒ (11) + 2 = 13

Grand Lodge

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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 36 FF 33 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
Quote:
Chaine takes advantage of his friends' distracting charges and follows suit!

Monkey Boy totally meant to do that. Totally.

Scarab Sages

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You may only purchase 1 item with PP per adventure.

Scarab Sages

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I'm a bit swamped, I'll get my character info into my sub-profile soon.

Scarab Sages

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I'm going to be using Roll20 for movement, etc. Everything else (dice, talking, etc.) will remain here. I'm just not experienced with using slides.

https://app.roll20.net/join/2701331/vxVg_g

Dark Archive

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M Human Slayer 9/Brawler 2 current HP 102

Less than a week, who is excited?

Grand Lodge

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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 36 FF 33 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.

Grand Lodge

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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 36 FF 33 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

When I say "that's the best monkey I have found," what I mean is "that is the most awesome Vanara monk image ever and I would never change it.

Sorry to those of you who misunderstood me and made some, wonderful, suggestions for new pics.

Dark Archive

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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

Dark Archive

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"This would be my seventh scenario with Bobbie."

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.

Scarab Sages

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If there is a space please sign me up. I'm on the road so I can't fill in everything yet.

PFS #108344-32
Faction: The Exchange
Slow/normal: Normal
Oread (I have the boon) Monk

Dark Archive

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"I was largely unable to say these things"

Unable? Or unwilling? I, for one, put my money where my mouth was and resigned after ONE incident. Not "years."

Scarab Sages 5/5

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Thanks a lot for this thread. It made it clear to me I should have quit PFS a long time ago.

I also notice Paul Jackson is no longer on the Venture Agent list. I wonder why...

Scarab Sages

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M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Besmara rules! Arrrr...

Scarab Sages

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M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Discard Spellcharger Jerkin for structural damage.

Scarab Sages

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M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Blessing of Milani

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:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Dexterity d4 [ ] +1
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Arcane +2
Disable +2
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ] +1

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).

Silver Crusade

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Female CG Halfling (Shackles) Cleric of Desna (Travel/Liberation) 10 Halfling | HP: 94/94 | AC: 22 (13 Tch, 19 Fl) | CMB: +6, CMD: 18 | F: +9, R: +7, W: +14 | Init: +2 | Perc: +8, SM: +11 Cleric | Speed 40ft | Channel: 5d6 7/8 DC 19 | Active conditions: Longstrider (10 hours), Deathwatch (100 minutes)

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..."

Diplomacy: 1d20 + 22 ⇒ (17) + 22 = 39

Liberty's Edge

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M Human Barbarian 5/Fighter 3, + AC18 (T13,FF16) CMD26| HP 93/103*| F +12 R +3 W +2 | Init +3, Perc +10, Sense Motive -1 |

Tonkk generally only needs paper when in the outhouse...

Scarab Sages

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M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

We roll for a boon each game?

Scarab Sages

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M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1
Electra Firemind wrote:
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!

Scarab Sages

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M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

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.

Liberty's Edge

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M Human Barbarian 5/Fighter 3, + AC18 (T13,FF16) CMD26| HP 93/103*| F +12 R +3 W +2 | Init +3, Perc +10, Sense Motive -1 |

The charmed pet should set up a flank for Merisiel.

Also remember, fighting defensively is a thing...

Scarab Sages

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M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Thanks Erasmus!

Str 7: 2d8 ⇒ (3, 7) = 10

The path through the Tarworks becomes clear. Brielle rests for the night.

I have no armor in my discard or buried cards, so ignore the closing effect.

Lazzero wrote:

Hand: Toughness, Dread Bolt, Longspear, Torch, Jinx Eater, Giant Slug,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3
Melee +1
Dexterity d4 [ ] +1
Constitution d6 [ ]+1 [ ]+2 [ ]
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine +3
Knowledge +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

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>

Scarab Sages

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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.

Scarab Sages

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If anything, I think healing is too important.

Full Name

Kalyani

Race

Human (Vudrani)

Classes/Levels

Unchained Rogue 6, Shadowdancer - 2, Fighter 3, Bloodrager 1

Gender

Female

Size

Medium

Age

26

Alignment

NG

Deity

Sarenrae

Languages

Common, Vudrani, Elven, Dwarven, ... lots

Occupation

Merchant

Strength 10
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 10
Charisma 12

About Kalyani

Formerly a naive and happy-go-lucky follower of Sarenrae, Kaylani was lead astray by a fellow Pathfinder, a so-called "bard of Sarenrae". Schroder was in actuality a cleric of The Rough Beast, Rovagug, and through guile lead her on the path to corruption. However, before her fall was complete, providence found her and cut her free from the web of lies binding her. She has since atoned for her deeds during her dark time, and through the efforts of her constant companion Gracia, has had information on Schroder published in Absalom lest another adventurer fall under his influence. He has since gone into hiding, but Kaylani spends her downtime hunting him, hoping to end his life in retribution for his deeds.