Goblin Plush

Mike...R's page

**** Pathfinder Society GM. 47 posts (3,031 including aliases). No reviews. No lists. No wishlists. 34 Organized Play characters. 6 aliases.


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Sovereign Court

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Half-Elf Sylvan Sorcerer 4:
Sorcerer (sylvan, razmiran priest, wildblooded) 4
| HP 26/26 | AC 15 / 11T / 14FF | Fort +4, Reflex +3, Will +6, (+2 vs enchantments) | CMD 11 / 10 FF | Init +6 | Perc +8 (low-light vision) | SM +2 | Speed 30' | Spells 1st 7/8, 2nd 4/4 | alter self 1/1 | Active Conditions: mage armor, heightened awareness, book of war prayers.

"I'm fairly good with animals, perhaps now that we have the situation under control I could persuade the leopards to move away from this area so they are not a danger to travelers and travelers are not a danger to them." suggests Silvanus.

"I'm sure the locals would be grateful for us keeping their roads safe without unnecessary violence."

If the pelts happen to be the "loot" I'm angling for the "Creative Solutions" option here (covered on page 13 of the season 10 Guild Guide).

Sovereign Court

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Chimpanzee Animal Companion 4:
Animal Companion 4
| HP 24/33 | AC 23 / 13T / 20FF | Fort +6, Reflex +7, Will +4 | CMD 18 / 18 FF | Init +3 | Perc +5 (low-light vision, scent) | SM +1 | Speed 30' | Active Conditions: shield, book of war prayers.

Olaf is secretly pleased one of the leopards remained unblinded so that it is able to witness his display of dominance.

Sovereign Court

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Chimpanzee Animal Companion 4:
Animal Companion 4
| HP 24/33 | AC 23 / 13T / 20FF | Fort +6, Reflex +7, Will +4 | CMD 18 / 18 FF | Init +3 | Perc +5 (low-light vision, scent) | SM +1 | Speed 30' | Active Conditions: shield, book of war prayers.

Olaf, conscious that these new folk seem friendly and are being complimentary about him, stands up straight and adjusts his fake beard.

Sovereign Court

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Jakeric wrote:
Can someone remind me what the rules are about unchained eidolons wearing magic items? I know they can't wear armor, but my poor Googling only turns up Second Edition stuff.

They seem to have been put in the eidolon class description but not included in the summoner class description itself.

Eidolon (Unchained) wrote:
Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Liberty's Edge

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Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+12/100 | AC 29 / 10T / 29FF | Fort +15, Reflex +9, Will +14, (+1 vs reptilian humanoids) | CMD 33 / 33 FF | Init 8 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 3/6, 2nd 1/6, 3rd 1/5, 4th 4/5, 5th 0/3 | Augment 6/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: HotM (Ad), M img (5), haste, prot evil, ab bar (50), C skin (50), MA, OLF, RoCM, delay poison, life bub, Bskin, heroism, MP (gegenees), shield.

"Oh, that's interesting..." Farrokh exclaims upon first spotting the construct "...dressed up like a stone golem, but not one. You'll need adamantine to help get through the outer layer."

As the creature crashes into Xilt's extradimensional pit he turns his attention back to Zoarth. "I'm really sorry about this, especially with you being a fellow scholar..." before proceeding throw more punches at the giant spellcaster...

These will all be standard lethal damage this time, although he will stop attacking in the event that Zoarth goes unconscious at any point.

Slam + heroism + haste: 1d20 + 15 + 2 + 1 ⇒ (13) + 15 + 2 + 1 = 31
B Damage + Arcane Strike: 2d6 + 11 + 3 ⇒ (2, 6) + 11 + 3 = 22

Slam + heroism + haste: 1d20 + 15 + 2 + 1 ⇒ (8) + 15 + 2 + 1 = 26
B Damage + Arcane Strike: 2d6 + 11 + 3 ⇒ (3, 2) + 11 + 3 = 19

Slam + heroism + haste: 1d20 + 15 + 2 + 1 ⇒ (11) + 15 + 2 + 1 = 29
B Damage + Arcane Strike: 2d6 + 11 + 3 ⇒ (3, 2) + 11 + 3 = 19

Slam + heroism + haste: 1d20 + 15 + 2 + 1 ⇒ (9) + 15 + 2 + 1 = 27
B Damage + Arcane Strike: 2d6 + 11 + 3 ⇒ (1, 2) + 11 + 3 = 17

Slam + heroism + haste: 1d20 + 15 + 2 + 1 ⇒ (1) + 15 + 2 + 1 = 19
B Damage + Arcane Strike: 2d6 + 11 + 3 ⇒ (6, 4) + 11 + 3 = 24

Slam + heroism + haste: 1d20 + 15 + 2 + 1 ⇒ (8) + 15 + 2 + 1 = 26
B Damage + Arcane Strike: 2d6 + 11 + 3 ⇒ (5, 3) + 11 + 3 = 22

Slam (haste) + heroism + haste: 1d20 + 15 + 2 + 1 ⇒ (9) + 15 + 2 + 1 = 27
B Damage + Arcane Strike: 2d6 + 11 + 3 ⇒ (6, 5) + 11 + 3 = 25

He will then step sideways, although as he is 5 feet up he shouldn't block Adeah's line of site to Zoarth.

Liberty's Edge

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Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+12/100 | AC 29 / 10T / 29FF | Fort +15, Reflex +9, Will +14, (+1 vs reptilian humanoids) | CMD 33 / 33 FF | Init 8 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 3/6, 2nd 1/6, 3rd 1/5, 4th 4/5, 5th 0/3 | Augment 6/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: HotM (Ad), M img (5), haste, prot evil, ab bar (50), C skin (50), MA, OLF, RoCM, delay poison, life bub, Bskin, heroism, MP (gegenees), shield.

"With the channeling we have at least one option for trying to close the rift, although it would be useful to have some others in our back pocket if that is a possibility, just incase the channeling isn't enough."

For the list of other options available for potentially closing the rift see the spoiler in this post.

"As for the broader plan, it sounds to me like the general consensus is that we fly up to the storm using either our own flight or air walk. Then we head straight for the rift, potentially needing to deal with the various flying creatures I spotted if we run into them on the way to our destination. Then once at the rift we attempt to close it using whichever of the possible means we have available. Is that in line with everyone else's view?"

Liberty's Edge

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Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+12/100 | AC 29 / 10T / 29FF | Fort +15, Reflex +9, Will +14, (+1 vs reptilian humanoids) | CMD 33 / 33 FF | Init 8 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 3/6, 2nd 1/6, 3rd 1/5, 4th 4/5, 5th 0/3 | Augment 6/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: HotM (Ad), M img (5), haste, prot evil, ab bar (50), C skin (50), MA, OLF, RoCM, delay poison, life bub, Bskin, heroism, MP (gegenees), shield.

FYI the latest Paizo blog has the timelines for the forums being down while they implement the new store.

Dark Archive

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Lucinus - Dhampir Bloodrager 1 | HP 8/13 | AC 16 / 10T / 16FF (+2 vs chaos creatures)| Fort +4, Reflex +0, Will +2 (+2 vs disease & mind-affecting, -1 vs sonic) | CMD 15 / 15 FF | Init +1 | Perc +6 (+8 vs surprise) | SM +3 | Speed 30' | Rage 11/15 | Active Conditions: protection from chaos

FYI the latest Paizo blog has the timelines for the forums being down while they implement the new store.

Dark Archive

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Human Arcane Trickster 8:
Brawler (snakebite striker) 1 / Arcanist (magaambyan initiate) 4 / Arcane Trickster 3
| HP 82/82 | AC 15 / 13T / 14FF | Fort +14, Reflex +10, Will +11 | Resist Acid/Cold/Elec/Fire 4 | CMD 23 / 22 FF | Init 2 | Perc +17 | SM +5 | Speed 30' | Spells 1st 5/5, 2nd 5/5, 3rd 4/4 | AR 5/10| Active Conditions:

"If this wand is useful for whoever looks at that feather, feel free to use it." says Constantin indicating to his wand of heightened awareness.

I think the best I can manage on one of those skills is probably +17 with knowledge (arcana), with bonuses form heightened awareness, heroism and if pathfinder chronicles are available and an option (i.e. +11 base skill +2 +2 +2) but I'm guessing there may be others who can get better?

Dark Archive

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Human Arcane Trickster 8:
Brawler (snakebite striker) 1 / Arcanist (magaambyan initiate) 4 / Arcane Trickster 3
| HP 82/82 | AC 15 / 13T / 14FF | Fort +14, Reflex +10, Will +11 | Resist Acid/Cold/Elec/Fire 4 | CMD 23 / 22 FF | Init 2 | Perc +17 | SM +5 | Speed 30' | Spells 1st 5/5, 2nd 5/5, 3rd 4/4 | AR 5/10| Active Conditions:

knowledge (arcana) + heroism: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27


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One idea could be to have the Table GMs for each table (or the House GM) post in their gameplay thread the various teams of Pathfinders are meeting up and sharing information with each other and encourage a few players to provide in character summaries of what they have done and discovered in their own gameplay threads. Then provide links to the gameplay threads to the other tables so they can read the summaries. That way players can share information in character without needing people to post on each others tables.

Dark Archive

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Human Arcane Trickster 8:
Brawler (snakebite striker) 1 / Arcanist (magaambyan initiate) 4 / Arcane Trickster 3
| HP 82/82 | AC 15 / 13T / 14FF | Fort +14, Reflex +10, Will +11 | Resist Acid/Cold/Elec/Fire 4 | CMD 23 / 22 FF | Init 2 | Perc +17 | SM +5 | Speed 30' | Spells 1st 5/5, 2nd 5/5, 3rd 4/4 | AR 5/10| Active Conditions:

I'm happy to go along with whichever option the rest of the party want to choose. From a personal point of view I'd quite like a mix of different types of mission to keep things varied.

Dark Archive

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Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189+4/189 | AC 42 / 11T / 40FF | Fort +25, Reflex +14, Will +22, (+4 vs Sp/Su abilities of giants and fear) | CMD 35/33 FF | Init +5 (+9 with HA) | Perc +31 | SM +10 | Speed 40' | Spells 1st 5/6, 2nd 1/6, 3rd 2/6, 4th 3/6, 5th 2/4, 6th 1/3, 7th 1/2 | Rage 13/20, W Shape 4/5, D Smite 4/7 | Resistance: Neg Energy 10 | Active Conditions: wildshape (rock troll), resist (fire), FoM, HA, air walk, echoloc, bull str, find the path, hero feast, barkskin, resin skin, darkvis, prot evergy (acid, 120), lucky number (3), deadeye's lore, delay poison, greater longstrider, life bubble, hunters blessing (underground, evil outsiders)

"That's true, this place is a dwarven tomb. Perhaps Borsaget can advise us on what is original and what Thurl brought here. We should also ask her if there is anything we can do while we're here to deal with damage Thurl may have done."

Before the zuishin leaves Thargash also remembers to thank the kami for its help.

Dark Archive

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Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189+4/189 | AC 42 / 11T / 40FF | Fort +25, Reflex +14, Will +22, (+4 vs Sp/Su abilities of giants and fear) | CMD 35/33 FF | Init +5 (+9 with HA) | Perc +31 | SM +10 | Speed 40' | Spells 1st 5/6, 2nd 1/6, 3rd 2/6, 4th 3/6, 5th 2/4, 6th 1/3, 7th 1/2 | Rage 13/20, W Shape 4/5, D Smite 4/7 | Resistance: Neg Energy 10 | Active Conditions: wildshape (rock troll), resist (fire), FoM, HA, air walk, echoloc, bull str, find the path, hero feast, barkskin, resin skin, darkvis, prot evergy (acid, 120), lucky number (3), deadeye's lore, delay poison, greater longstrider, life bubble, hunters blessing (underground, evil outsiders)

"Shall we get going?" suggests Thargash "Once we get close to the lava lake I can give everyone some resistance to fire which should help with any heat related threats.".

Once the party get moving and it looks like we are approaching the lava lake Thargash will cast communal resist energy (fire) on everyone, he will also re-cast bull's strength and heightened awareness (from a wand), along with communal airwalk if that spells 20 minute duration has expired or will expire soon.

Dark Archive

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Raging Half Orc Goliath Druid 14:
Druid (Goliath) 13 / Barbarian 1
| HP 189+4/189 | AC 42 / 11T / 40FF | Fort +25, Reflex +14, Will +22, (+4 vs Sp/Su abilities of giants and fear) | CMD 35/33 FF | Init +5 (+9 with HA) | Perc +31 | SM +10 | Speed 40' | Spells 1st 5/6, 2nd 1/6, 3rd 2/6, 4th 3/6, 5th 2/4, 6th 1/3, 7th 1/2 | Rage 13/20, W Shape 4/5, D Smite 4/7 | Resistance: Neg Energy 10 | Active Conditions: wildshape (rock troll), resist (fire), FoM, HA, air walk, echoloc, bull str, find the path, hero feast, barkskin, resin skin, darkvis, prot evergy (acid, 120), lucky number (3), deadeye's lore, delay poison, greater longstrider, life bubble, hunters blessing (underground, evil outsiders)

To help keep things moving at a good pace shall we make a decision on who is going to lead on each skill check based on what we know so far and then make the rolls? As I see it our best options are:

Distillation Capacitor - Garam (using knowledge (arcana) as a substitute), or use a wish.
Eldritch Calculus - Garam (using knowledge (arcana)).
Pyroclastic Aperture - Tsrvk (using knowledge (engineering) with boon), or Garam (using knowledge (arcana) as a substitute), or use a wish.
Metaplanar Engine - Garam (using knowledge (planes)).

Anyone trained in the relevant knowledge skill will be able to aid on the main rolls, plus we can also use magic to assist (e.g. heightened awareness, heroism, tongues, comprehend language, true skill etc...). Taking 10 on the skill check is also an option for whoever makes the main roll.

If that sounds like a reasonable plan shall we get started with the skill checks and aid rolls?


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Kurik wrote:
Again, Kurik will use a charge of his wand of Fallback Strategy before rolling the skill check (if allowed). Also, he has 2 coils of 50 ft Rope (Silk) - these will help with climbing, right?

As getting past this first challenge takes around 10 minutes of activity and Fallback Strategy from the wand would last for a minute, I'd say that wouldn't be long enough to be able to re-roll the skill check as the check in this case represents multiple climbs over that 10 minute period. That said, I think it would count as the use of a spell to aid Kurik in negotiating the obstacles, which would reduce DC of the skill check (essentially during that 10 minutes of activity maybe there was an especially tricky climb that Kurik used the spell for).

As with the test of speed earlier, I'll hold off on revealing the results of this challenge until everyone has made their skill check (or it's been 24 hours since the start of the challenge).


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Yeah, charging would be fine. All of those squares are at least half solid ground, so none of them would count as being in the bog and affected by the slower movement speed.


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The treant is smitten by Kurik as he uses another wand.

I'll give a little bit longer, as there have been a few questions about spells, before botting.

Initiative wrote:

-- ROUND 2 --

Rogarch
Seltyiel
Kurik
A. Kegdrainer
To-to
Bael
Treant -8

(Bold may act)

Liberty's Edge

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Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+12/100 | AC 29 / 10T / 29FF | Fort +15, Reflex +9, Will +14, (+1 vs reptilian humanoids) | CMD 33 / 33 FF | Init 8 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 3/6, 2nd 1/6, 3rd 1/5, 4th 4/5, 5th 0/3 | Augment 6/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: HotM (Ad), M img (5), haste, prot evil, ab bar (50), C skin (50), MA, OLF, RoCM, delay poison, life bub, Bskin, heroism, MP (gegenees), shield.

I've enlarged Farrokh's token and will have him flying 5 foot up so that the rest of the party can fit through the entrance without him getting in the way if that's ok? I'll hold off on adding haste/blessing of fervor to Farrokh's tagline until it's been clarified if Berato or Xilt would be able to cast it.

"We're here to help." Farrokh announces (in common) in the direction of the spellcasting giant, guessing him to be either be the castle's owner or at least an ally of the owner.

He also sees if he knows anything about any of the creatures in the room which the party have not yet encountered...

Knowledge (local) + heroism (giant spellcaster): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Knowledge (local) + heroism (giant in plate armor): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Knowledge (nature) + heroism (three horned creature): 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27 (I'm assuming this one is nature based on the picture)

Liberty's Edge

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Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+12/100 | AC 29 / 10T / 29FF | Fort +15, Reflex +9, Will +14, (+1 vs reptilian humanoids) | CMD 33 / 33 FF | Init 8 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 3/6, 2nd 1/6, 3rd 1/5, 4th 4/5, 5th 0/3 | Augment 6/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: HotM (Ad), M img (5), haste, prot evil, ab bar (50), C skin (50), MA, OLF, RoCM, delay poison, life bub, Bskin, heroism, MP (gegenees), shield.

"Looks like bone devils." says Farrokh "Watch out for their stingers, the poison can sap your strength."

GM Jhaeman wrote:
(Farrokh, you may currently have the most active buffs I've ever seen a single PC have at one time in ten years of playing PF1 :)

I do sometimes wonder if it will get to the stage where Farrokh ceases to be human and just devolves into a sentient cloud of buffs!

Just to check, as Farrokh has reach (via longarm) would he avoid the AoO, as the earliest point in his charge that he could attack the ice devil would be from 10 foot away from the devil, ending the charge at that point? If his route would still provoke, angelic aspect also give the benefit of protection from evil which causes natural weapon attacks of summoned evil creatures to fail (until he attacks them). If the latter applies then the devil may still be able to get around it if it has SR (technically angelic aspect isn't affected by SR, but protection from evil does mention that SR applies for the clause about attacks by summoned creatures).

SR rolls if required:
Farrokh caster level check vs blue SR: 1d20 + 12 ⇒ (8) + 12 = 20
Farrokh caster level check vs yellow SR: 1d20 + 12 ⇒ (17) + 12 = 29
(Virtuous Spells and Transmuter of Korada give Farrokh a +2 on the caster level for angelic aspect as it is a transmutation spell with the [good] descriptor)

Liberty's Edge

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Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+12/100 | AC 29 / 10T / 29FF | Fort +15, Reflex +9, Will +14, (+1 vs reptilian humanoids) | CMD 33 / 33 FF | Init 8 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 3/6, 2nd 1/6, 3rd 1/5, 4th 4/5, 5th 0/3 | Augment 6/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: HotM (Ad), M img (5), haste, prot evil, ab bar (50), C skin (50), MA, OLF, RoCM, delay poison, life bub, Bskin, heroism, MP (gegenees), shield.

Anthys has the Fighter's Tactics Advanced Weapon Training option which basically gives him solo-tactics. so when Farrokh charged this round it allows Anthys to use Coordinated Charge even though Farrokh did not have the teamwork feat (or at least that's my understanding!).

Liberty's Edge

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Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+12/100 | AC 29 / 10T / 29FF | Fort +15, Reflex +9, Will +14, (+1 vs reptilian humanoids) | CMD 33 / 33 FF | Init 8 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 3/6, 2nd 1/6, 3rd 1/5, 4th 4/5, 5th 0/3 | Augment 6/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: HotM (Ad), M img (5), haste, prot evil, ab bar (50), C skin (50), MA, OLF, RoCM, delay poison, life bub, Bskin, heroism, MP (gegenees), shield.

Farrok gives a discerning glance towards the approaching giant.

"Thinking about possible tactics here, as this giant doesn't appear to have any ranged options, I'm guessing we could initially keep it at range and let it come to us? I know I'd certainly benefit from any additional time to fully ready myself for potential combat with a few more spells."

Liberty's Edge

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Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+12/100 | AC 29 / 10T / 29FF | Fort +15, Reflex +9, Will +14, (+1 vs reptilian humanoids) | CMD 33 / 33 FF | Init 8 | Perc +25 | SM +5 | Speed 40 (40 flying) | Spells 1st 3/6, 2nd 1/6, 3rd 1/5, 4th 4/5, 5th 0/3 | Augment 6/7, Perfection of Self 8/8 | Resistance: Neg Energy 10 | Active Conditions: HotM (Ad), M img (5), haste, prot evil, ab bar (50), C skin (50), MA, OLF, RoCM, delay poison, life bub, Bskin, heroism, MP (gegenees), shield.

I have no idea how my last post got so badly messed up, it looks like it saved an earlier version of the text where I'd accidentally pasted it twice. Clearly some major user error on my part!

"The pocket dimension and other campsite plans sound like an excellent ideas."

Here's the details of what Farrokh spent: 14 trail rations (7gp), 1 small tent (10gp), 1 tent cover (15gp), 1 winter blanket (5sp), 1 cold weather outfit (8gp), 1 travel cake mix (1sp) 2 firewood (2cp) = 40gp, 6sp, 2cp.


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I'm back from my trip so I can pick up the GMing again. Massive thanks to GM Philippe Lam for picking up the GMing duties while I was away.

Jilla wrote:
Hi folks, I'm back and will try to read through what I missed in Gameplay (125 posts!) and get something up in the next day or so.

Welcome back!

Liberty's Edge

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Whip-wielding Human Spiritualist 3:
Spiritualist (phantom blade) 2 / Swashbuckler (mysterious avenger, noble fencer)
| HP 28/28 | AC 19 / 14T / 15FF | Fort +6, Reflex +7, Will +6, (+2 vs illusions) | CMD 17 / 13 FF | Init +5 | Perc +10 | SM +10 | Speed 20' | Spells 1st 6/6 | Active Conditions:

Incidentally one useful item for classes like alchemists and investigators who get spellcraft but not detect magic is a discerning wayfinder from the Pathfinder Society Primer. The enhancement costs 5PP and functions as a normal wayfinder except it casts detect magic at will in place of the light spell.


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I'll post something in the Flaxseed Lodge recruitment tread to see if we can fill the last few slots.


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As Tusk draws his greataxe the goblin next to him attempts to stab him again...

Brown goblin short sword vs Tusk: 1d20 + 2 ⇒ (9) + 2 = 11

...but fails to make contact. His blow in return almost knocks the formerly sleeping goblin back into unconsciousness.

On the other side of the room Fraxon moves up and swings his axe at the goblin artist to devastating effect. The goblin stumbles backward spitting blood. Wiping her hand in her own gore, she slams it into the wall behind her, leaving one last piece of defiant art. Seemingly happy with her final creation, death finally takes her, one more creative spark snuffed out in the world.

Meanwhile as Patchouli enters the cramped tunnel again, she is met by a familiar face as goblin who had previously tried to shoot at her has another go....

Teal goblin short bow vs Patchouli: 1d20 + 4 ⇒ (3) + 4 = 7

...it misses and steps backwards.

Initiative wrote:

ROUND 2:

Goblin (brown) -6 (staggered)
Goblin (teal)
Patchouli
Rouqar
Tusk
Khon'Ur -2
Tat
Fraxon
Goblin (blue) (dead)

(Bold may act)


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Thanks everyone for playing, hopefully my first attempt at PbP GMing went ok. I'll generate the chronicle sheets and get the game reported in the next day or so. Make sure you've added your details to the signup sheet as I'll be using the that for the reporting details.


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Apologies for the slight delay in posting what happens when the sphere pops. I'm having a busy few days, but should be able to post the next update tomorrow. Think of it as a bit of a cliff hanger!


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.Mogmurch wrote:
If I'm reading it correctly (and the GM can correct me if I'm wrong), Reta and Mogmuch will spend their 'surprise round' action as move actions to get into the hole since we don't have line of sight/effect to the ogre to use a standard to attack with range, etc.

Effectively by the start of round 1 Mogmurch, Poog and Reta would have managed to get onto the edge of the 'kitchen' roof (The hole is between the 'kitchen' roof and Pa Munchmeat's room). I've moved Mogmurch and Reta's tokens to the position where they would be at the start of round 1 (I've also moved Chuffy's token next to Pa Munchmeat).


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It sounds like you are planning on sneaking up on the dog and attacking it. If so, then anyone approaching the dog would need to make a stealth roll to get there without either waking the dog or spooking the chickens. Once you are there everyone would be able to get a surprise round against it, or alternatively as it is asleep and helpless one of you could coup de grace it (or should that be coop de grace given where you are?)


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One useful thing to remember about the tiers in a special is that, if necessary, a legal table can include PCs from an adjoining tier (but not both adjoining tiers). e.g. a tier 3-4 table can include level 1-2 PCs (and vice versa), but not both level 1-2 and 5-6 characters. Essentially it’s the same as the rules used for running level 1-7 games.


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Fantastic, that’s all four spots filled:

Chuffy (rogue) - TheWaskally
Reta (fighter) - kaervek78
Poog (cleric) - cmlobue or Shadow Dragon
Mogmurch (alchemist) - cmlobue or Shadow Dragon

I should get the link to slides and sign up sheet posted in the next day or so and then we can get things kicked off on the 22nd.


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I thought I might try my hand at PbP GMing, so with that in mind I'm planning on running We Be Goblins Too! a scenario length PFS1 module using 3rd level goblin pregens (credit for which can be applied to level 2-4 characters).

If you're interested in being a Goblin Too the link to the recruitment thread can be found here.


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The minimum you can currently run with is 2 real players with 2 pregens. The minimum was 3 real players (with a pregen), but it was changed to 2 a few years back.

Dark Archive

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Human Sneaky Dagger Throwing Pharasman Cultist 7:
Unchained Rogue (sylvan trickster) 3 / Warpriest (cult leader) 4
| HP 52/52 | AC 20 / 16T / 15FF | Fort +9, Reflex +11, Will +9 (+2 vs illusion, +1 vs traps) | CMD 22 / 17FF | Init +5 | Perc +20* | SM +12* | Speed 30' | Spells 1st 4/4, 2nd 2/2 | Blessings 5/5, Fervor 4/4 | Active Conditions:

Radu thanks the little archon for its help (and asks it to cast aid on 4 more party members before it leaves) and then checks around to see if the qlippoth had anything of interest in its possession.

perception: 1d20 + 18 ⇒ (17) + 18 = 35

Dark Archive

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Human Sneaky Dagger Throwing Pharasman Cultist 7:
Unchained Rogue (sylvan trickster) 3 / Warpriest (cult leader) 4
| HP 52/52 | AC 20 / 16T / 15FF | Fort +9, Reflex +11, Will +9 (+2 vs illusion, +1 vs traps) | CMD 22 / 17FF | Init +5 | Perc +20* | SM +12* | Speed 30' | Spells 1st 4/4, 2nd 2/2 | Blessings 5/5, Fervor 4/4 | Active Conditions:
Shamus Shandy wrote:
Minute/level spells will definitely still be in effect. I'm guessing that fog cloud has only a rounds/level duration. 10 rounds is only 1 minute.

Unfortunately for communal align weapon the time is split between targets so it was a CL5 spell split between 5 targets so it would only last one minute per target and divine favour also only lasts a minute no matter what the CL is.

Dark Archive

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Human Sneaky Dagger Throwing Pharasman Cultist 7:
Unchained Rogue (sylvan trickster) 3 / Warpriest (cult leader) 4
| HP 52/52 | AC 20 / 16T / 15FF | Fort +9, Reflex +11, Will +9 (+2 vs illusion, +1 vs traps) | CMD 22 / 17FF | Init +5 | Perc +20* | SM +12* | Speed 30' | Spells 1st 4/4, 2nd 2/2 | Blessings 5/5, Fervor 4/4 | Active Conditions:

In anticipation of the fight Radu takes out and loads his sling. Once the party start their final pre-combat preparations he casts his hand over a number of the parties weapons, whispering a prayer to Pharasma. As his hand passes over the weapons, they begin to glow with a faint blue-while light and a thin layer of ice crystals form across each. Faint whisps of cold mist spiral down from the weapons surface towards the cavern floor...

Before the Pathfinders enter the cave Radu will use his ice strike blessing to bless up to four of the parties weapons (causing them to deliver an extra 1d4 cold damage each time they hit). As we probably won't be buffing for 4 rounds, he'll do it to as many weapons as the number of rounds that the rest of the party are buffing for prior to combat, prioritising weapons that are going to be used throughout the combat (as a minimum he will bless Dimak's hammer and his own sling). The blessing lasts for a minute.


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@Yours is mined - Thanks! Its always good to know that players enjoyed themsleves. If all of the players at my table enjoyed a game, then I'm a happy GM!

@Davor Firetusk - Thanks for the offer! Unfortunately, as I'm Europe based, its probably a bit far for me, but definitely appreciated. However, that does remind me of another thing which helped with getting into GMing, specifically the availability of different formats in different places for running games. In my case running games online via VTT was the best fit based on my personal circumstances, but for others face to face games or play by post could be an easier option for getting going with GMing. So for folk looking to start GMing its certainly worth looking at the different options available out there, perhaps starting with one that works for you initially while you find your feet and then broadening out.


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The thing that got me to start GMing was realising that I was struggling to find games running at times that worked with my timezone so I decided to help do something about it and start GMing myself. Another factor was giving something back for all of the game people had run for me. A big factor in what keeps me GMing is a desire to help support the community. I'm very much a PFS1 player, so doing what I can to help retain a healthy community around that system is something which is important to me.

I think initially the biggest deterrent for me to start GMing was the work required to prepare and run a game. Especially as I’d not GMed before, so all of my experience was as a player and I didn’t have any visibility of what went on behind the scenes, what different GMs did to prepare a game, build the table etc… . The prospect of actually running the game once it was prepared was less of a worry.

When it came to first dipping my toe into the GMing water, picking a simple, straightforward, low level scenario which I'd already played was a big help. As was making sure I had a few friendly faces who I had played with plenty of times before at the table. I think it’s important that new GMs know that they are not expected to run the game perfectly or to know all of the rules. I'd like to think I'm a reasonably experienced GM now, but there is still loads of stuff I don’t know or get wrong. One big asset GMs have access to at their table is the knowledge of the other players around the table. If you're not sure about something, chances are there is someone at the table who is able to help.

Another thing which is a big help as a GM is all of the shared resources out there, form helpful guides, to prebuilt tables and pregens. So anything which can be done to highlight the availability of those would also help. One thing I've seen deter new GMs is working out the mechanics of how to prepare and run a game. For example with online games: How do you build a new table? How do you extract and size maps? how do you fill in and distribute chronicles sheets? What is a 'normal' workflow for preparing to run a scenario? For most of these I ended up coming up with my own process by trial and error, but access to guides and examples of how other more experienced GMs do this would definitely seem to be a great way of demystifying it for new GMs.

In terms of other things which would help keep me motivated as GM, getting to play sometimes is definitely important! Another area where I would like to GM more, but feel things don’t really work for me, is volunteering to GM at major cons. It’s something I enjoy doing, and I’d like to do more than I currently do, but I personally really struggle with the move back to GMs being assigned which scenarios they run, rather than getting some degree of choice.

As regards GM incentives, while they are not the primary reason I GM, getting access to GM exclusive boons is definitely a nice perk. While getting vouchers for running at cons is also very helpful in terms of offsetting the cost of buying scenarios to run for people at other times.

The Concordance

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Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Kyron will cast Heightened Continual Flame for everyone who wants one (it will be cast as a 7th level spell, caster level 14).

Silver Crusade

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Halfling Swashbuckling Paladin of Chaldira 12:
Swashbuckler (Mouser, Myst Avenger, Noble Fencer) 1 / Fighter (L Warden) 1 / Monk (S Fist) 2 / Paladin (Holy Tact, Knight of C) 3 / Ranger (Trapper, Wild Stalker) 2 / Magus (Kensai) 3
| HP 97/97 | AC 25 / 25T / 17FF | Fort +26, Reflex +27, Will +17 | CMD 33 / 25 FF | Init +10 | Perc +27 (+28 vs traps) | SM +6 | Speed 30' | Reach 5’ | LoH 6/6, SC Mercy 3/3, Panache 5/5, Stunning Fist 4/4 | Active Conditions: none

As Derpi made the DC to identify Confusion when it was first cast I assume she’d be able to advise the party on the rough length of time it lasts (i.e. rounds per level)? The allip cast it in the 3rd round and the fight ended on the allip’s go in the 10th round, so if I’m correct, 9 round have passed since the confusion was cast. So we may want to wait another round or two until we wake up Ash, just to be on the safe side. But we definitely do want to wake him up before we move on, as poor Ash has already had to spend most of the last fight unable to do much due to confusion, so it would be good if we could get him back up as soon as is safe.

Silver Crusade

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Halfling Swashbuckling Paladin of Chaldira 12:
Swashbuckler (Mouser, Myst Avenger, Noble Fencer) 1 / Fighter (L Warden) 1 / Monk (S Fist) 2 / Paladin (Holy Tact, Knight of C) 3 / Ranger (Trapper, Wild Stalker) 2 / Magus (Kensai) 3
| HP 97/97 | AC 25 / 25T / 17FF | Fort +26, Reflex +27, Will +17 | CMD 33 / 25 FF | Init +10 | Perc +27 (+28 vs traps) | SM +6 | Speed 30' | Reach 5’ | LoH 6/6, SC Mercy 3/3, Panache 5/5, Stunning Fist 4/4 | Active Conditions: none

Marik drops his kukri, which dangles from its weapon cord, moves for better positioning and then grabs Ash and drags him into the smaller room hoping to pull the undine out of range of the unquiet spirit's spells.

dragging Ash (CMD 9) + fighting defensive + prayer + FF + flag: 20 + 5 - 2 + 2 + 1 = 26

He will also use bodyguard (with unarmed strikes) if Ash gets attacked.

Silver Crusade

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Halfling Swashbuckling Paladin of Chaldira 12:
Swashbuckler (Mouser, Myst Avenger, Noble Fencer) 1 / Fighter (L Warden) 1 / Monk (S Fist) 2 / Paladin (Holy Tact, Knight of C) 3 / Ranger (Trapper, Wild Stalker) 2 / Magus (Kensai) 3
| HP 97/97 | AC 25 / 25T / 17FF | Fort +26, Reflex +27, Will +17 | CMD 33 / 25 FF | Init +10 | Perc +27 (+28 vs traps) | SM +6 | Speed 30' | Reach 5’ | LoH 6/6, SC Mercy 3/3, Panache 5/5, Stunning Fist 4/4 | Active Conditions: none
Xiao Katsu wrote:

Xiao Junior uses his ability to bend luck on Derpi.

Immediate action to let Derpi reroll the will save with misfortune revelation.

As Mun’s roll on his caster level check was better than when he freed Myth, I think Derpi should now be free of the confusion. If I’m correct then we’d no longer need to stop her trying to kill Ash.

Silver Crusade

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Halfling Swashbuckling Paladin of Chaldira 12:
Swashbuckler (Mouser, Myst Avenger, Noble Fencer) 1 / Fighter (L Warden) 1 / Monk (S Fist) 2 / Paladin (Holy Tact, Knight of C) 3 / Ranger (Trapper, Wild Stalker) 2 / Magus (Kensai) 3
| HP 97/97 | AC 25 / 25T / 17FF | Fort +26, Reflex +27, Will +17 | CMD 33 / 25 FF | Init +10 | Perc +27 (+28 vs traps) | SM +6 | Speed 30' | Reach 5’ | LoH 6/6, SC Mercy 3/3, Panache 5/5, Stunning Fist 4/4 | Active Conditions: none

Sadly one of his architypes traded away the paladin version (although he got other good stuff in return), so the wayfinder allows him to still feal like he's a proper paladin!

The Concordance

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Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

One thing to bear in mind with the telekinetic charge option is that if both enemies fail their save against the coldballs I just threw at them they will be dazed for the next 3 rounds and unable to attack. So anyone in melee with them could get three rounds of attacking them without them being able to retaliate. Obviously that depends on them failing the save.


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”Torgen” Male LN dwarf fighter 1 | HP 11/13 | AC 18 T 13 FF 15 | CMB +4, CMD 16 (20 vs bull rush/trip) | F +4, R +2, W +1 (+2 vs poison/spell/spell-like) | Init +2 | darkvision 60ft; Perc +2 | Speed 20ft | Active conditions: None

Torgen next retrieves a set of manacles and some rope from his backpack.

"I suggest we restrain them all first and then wake them up to see what they have to say for themselves. We probably want to keep this tiefling and the apprentices separate when we speak to them as he clearly has some sort of power over Tolwin and Richelle."

Torgen begins restraining the parties three unconscious assailants, searching each to see if they have anything of interest about their person.

Dark Archive

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Halfling Oracle of Bones 4:
Oracle (Dual Cursed, Bones) 4
| HP 35/35 | AC 19 / 15 T / 15 FF | Fort +5, Reflex +7, Will +6 (+2 vs fear) | CMD 15 / 11 FF | Init +4 | Perc +0 | SM +4 | Speed 20' | Reach 5’ | Spells 1st 7/7, 2nd 4/4 | Active Conditions: none.

”Didn’t the Knight also mention that the gnome had said that the prayer she carved would be useful to future allies?”

Dark Archive

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Halfling Oracle of Bones 4:
Oracle (Dual Cursed, Bones) 4
| HP 35/35 | AC 19 / 15 T / 15 FF | Fort +5, Reflex +7, Will +6 (+2 vs fear) | CMD 15 / 11 FF | Init +4 | Perc +0 | SM +4 | Speed 20' | Reach 5’ | Spells 1st 7/7, 2nd 4/4 | Active Conditions: none.

Hearing the sound of combat from around the corner, Wulburt trots after Zehameti to find out what's happening.

Double Move.

As the light from his spell creeps further into the cavern revealing the sole remaining goblin, Wulbert aims is crossbow at the creature and smiles warmly. "I'd suggest going with the second option if I were you, she's quite dangerous, I certainly wouldn't be able to stop her. It would be such a shame to rob the world of your beautiful singing voice."


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This is handy for natural attack vs adamantine (but not hardness):
https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Forge%20Fist%20Amule t

As is this if you can find someone to cast it on your claws:
https://aonprd.com/SpellDisplay.aspx?ItemName=Heart%20of%20the%20metal

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