Brother Swarm

Mitch's page

Organized Play Member. 133 posts (3,112 including aliases). 1 review. No lists. No wishlists. 22 Organized Play characters.


RSS

1 to 50 of 133 << first < prev | 1 | 2 | 3 | next > last >>

* Character Name: Blackfeather Jack
* Class and level: Kineticist 1
* Have you played this before? No


When *is* Outpost, BTW?


GM Ultra Plus wrote:
So I've had a player who's had to drop out of my run of 2-03 The Catastrophe's Spark. I'm looking for a replacement. Its for levels 1-4, and everyone at the table is level 1, so I'm hoping to get a level 1 or 2. Please let me know if you are interested.

I’m in!


Watery Soup wrote:
https://paizo.com/threads/rzs43uc5?ANNOUNCING-PlaybyPost-Gameday-XII#1

Thank you so much!


GM Tiger wrote:
I can open a table for 01-14. It will be my first time so it will be clumsy. It will definitely not be done by Gameday but we can try...

Gameday? When’s that?


Hi! I haven’t created a character yet. Can I play a pregen, and transfer the XP afterward?


roll4initiative wrote:
Mitch wrote:
Hello! Is there a recruitment thread for Starfinder Society?
Yes.

Thanks!


Hello! Is there a recruitment thread for Starfinder Society?


I have no preference for scenario/level. Dealer’s choice :-)


miteke wrote:
It does not seem to allow a sign up.

Looks like it’s full


I have a level 5 monk, and I’ve only played Lightning Strikes


Is this thread still active?


Halgur wrote:

I just noticed that Mitch has also proposed a witch. If we are both selected I could instead play investigator Albrecht Jaeger, a hunchbacked forensics investigator with alchemist dedication. I haven't statted him up yet but I have a pretty good idea of what to do with him.

He's originally from Ulsalev but was sent to live with relatives in Otari because his wealthy parents were embarrassed by his deformity. He ended up taking the surname of the family that raised him. His foster mother (his aunt) owns a successful logging business that with Albrecht's assistance has flourished but he longs to utilize some of the investigative skills he learned at the University of Lepidstadt. More details to be determined if I am selected and end up playing him.

Or maybe play Grammy as an alchemist?


Bonnie Anne wrote:

I'm one of the reserved players, and checking in with my proposed character to solicit comments from both other players and GM Deevor.

Bonnie is a former pirate, but not the "steal stuff" kind: she ran a protection racket for bat guano transports, and since nobody uses bat guano any more, the racket collapsed and she found herself unemployed in Otari.

She's retconned into my Beginner's Box adventure narratively - my BB character (Slorol Nutflush) showed up at the fishery being chased by some poker players who had some disagreements over a game, and Bonnie was one of those players.

Mechanically, she's a laughing shadow magus (she would teleport from one ship to another for the element of surprise) with a marshal archetype (as a pirate captain).

I may change her name if I can think of something a little more clever, and I'm open to changing her mechanics if people don't like the class. Her background and backstory would likely remain constant, though.

Seems fine to me


Flory Buntzer:

Flory Buntzer

Female Human
Witch 2
N

Str 10+2=12
Dex 10+2+2=14
Con 10
Int 10+2+2+2+2=18
Wis 10+2=12
Cha 10+2=12

HP: 8+6+6=20
AC: 10+2+4=16
Dagger: +6, 1d4+1P, Agile, finesse, thrown 10 ft., versatile S
Sling: +6, 1d6B, 50’, Propulsive
Gouging Claw: +8, 1d6+4P/S, crit: 1d4 persistent bleed

Speed: 25’
Languages: Common, Halfling, Elven, Dwarven, Sylvan

Acrobatics T 6
Athletics T 5 (Heritage: Skilled)
Crafting T 8 (Tailor +1, Quick Repair)
Deception T 5
Intimidation T 5
Lore: Guild T 8
Medicine T 5
Nature T 5
Perception T 5
Society T 8
Stealth T 6
Survival T 5

Fort T 4
Ref T 6
Will E 7

Unarmed T
Simple weapons T

Unarmored T

Primal spell attacks T +8
Primal spell DC T 18

Heritage: Skilled (Athletics)
You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.

Ancestry Feat: Adapted Cantrip (Shield)
Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.

Background: Artisan
+2 Int
Skill Feat: Specialty Crafting (Tailor)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.
If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Class: Witch
Patron: Wild (Princess Gossamer, fae liege of spiders)
Spell List: primal
Patron Skill: Nature
Hex Cantrip: wilding word (page 239)
Granted Spell: your choice of summon animal or summon plant or fungus

Familiar: Spider (Lady Gwendolyn), extra familiar ability
AC: 16
HP: 10
Speed: 25’

Acrobatics: 6
Perception: 6
Stealth: 6
Other: 2

Fort 4
Ref 6
Will 7

Low-light vision
Empathic communication, 1 mi

Climber: It gains a climb Speed of 25 feet.
Touch Telepathy: Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.

Class Feat: Reach Spell
If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Skill Feat: Quick Repair
You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Class Feat: Cantrip Expansion
You can prepare two additional cantrips each day.

Cantrips: 10
Acid Splash
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.

Dancing Lights
Cast [two-actions] somatic, verbal
Range: 120 feet
Duration: sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

Detect Magic
Cast [two-actions] somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.

Gouging Claw
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.

Know Direction
Cast [two-actions] somatic, verbal
In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).

Prestidigitation
Cast [two‑actions] somatic, verbal
Range: 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
• Cook: Cool, warm, or flavor 1 pound of nonliving material.
• Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
• Tidy: Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Read Aura
Cast 1 minute (somatic, verbal)
Range: 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298).
If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.

Shield
Cast [one-action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.

Stabilize
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 dying creature
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

Tanglefoot
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success: The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success: The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.

1st: 4
Ant Haul
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
Duration: 8 hours
You reinforce the target’s musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.

Heal
Cast[one-action]to[three-actions]
Range varies; Targets 1 willing living creature or 1 undead creature
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Mending
Cast 10 minutes (somatic, verbal)
Range: touch; Targets non-magical object of light Bulk or less
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.

Spider Sting
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
Saving Throw Fortitude
You magically duplicate a spider’s venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Critical Success: The target is unaffected.
Success: The target takes 1d4 poison damage.
Failure: The target is afflicted with spider venom at stage 1.
Critical Failure: The target is afflicted with spider venom atstage 2.
Spider Venom (poison); Level 1; Maximum Duration 4 rounds.
Stage 1: 1d4 poison damage and enfeebled 1 (1 round);
Stage 2: 1d4 poison damage and enfeebled 2 (1 round).

Summon Animal (giant spider - reskinned giant centipede)
Cast [three-actions] material, somatic, verbal
Range: 30 feet
Duration: sustained up to 1 minute
You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon.

GIANT CENTIPEDE
Perception +6; darkvision
Skills Acrobatics +6, Athletics +2, Stealth +6
Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4
AC 15; Fort +7, Ref +6, Will +2
HP 8
Speed 30 feet, climb 30 feet
Melee [one-action] mandibles +6 (finesse), Damage 1d4–1 piercing plus giant centipede venom
Giant Centipede Venom (poison); Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds;
Stage 1: 1d6 poison damage (1 round);
Stage 2: 1d8 poison damage and flat-footed (1 round)
Stage 3: 1d12 poison damage, clumsy 1, and flat-footed (1 round)

Spells Prepared
0: 8
Dancing Lights
Detect Magic
Gouging Claw
Read Aura
Prestidigitation
Shield
Stabilize
Tanglefoot

1: 3
Ant Haul
Heal
Summon Animal

Focus Pool: 1

Hex: Phase Familiar
Cast [reaction] somatic
Trigger: Your familiar would take damage.
Range: 60 feet; Targets your familiar
You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.
Heightened (+1) Increase the resistance by 2.

Hex Cantrip: Wilding Word (no Focus Point, 1/rd)
Cast [one-action] verbal
Range: 30 feet; Targets 1 animal, fungus, or plant
Saving Throw: Will; Duration sustained up to 1 minute
With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Critical Success: The target is unaffected.
Success: When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll.
Failure: As success, but the target also becomes sickened 1 each time it damages you.
Critical Failure: As success, but the target also becomes sickened 2 each time it damages you.

Equipment: 20g, 6B / 4.6g, 3.6B
Artisan Tools (Tailor) 4g, 2B
Healer’s Tools 5g, B
Backpack 0.1g, -
Belt pouch x2 0.08g, -
Ordinary clothing 0.1g, -
Dagger 0.2g, L
Sling 0g, L
10 bullets 0.01g, L
Minor elixir of life x2 6g, 2L
Lvl 1 permanent item: Cloak of Feline Rest
Price 20 gp
Usage worn cloak; Bulk L
This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you’re momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it’s not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory Perception checks, rather than a –4 status penalty.

Background: Village life was never easy, but it's been even harder in recent times, especially for poor tradesfolk trying to make ends meet. Rosie Buntzer was a widow with three children to support, and she knew she wouldn't be able to do so with her loom alone. And so, following some rumors she'd overheard at the quilting circle, she went into the woods one moonless night, and brought her first-born daughter.
Flory had always been shy, but she was very bright. She took to the loom as if she were born to it, and soon learned to maintain the family's clothes. She even picked up stray languages from nearby Otari, which made for a more diverse clientele. Rosie always thought that she was meant for bigger things.
After they returned from the woods, the speed and quality of Rosie's work increased dramatically, and she was soon taking orders from beyond the village. Meanwhile, Flory had a new pet: a scarlet spider that she called Lady Gwendolyn. They would share secrets with each other, and soon there were rumors about what that Buntzer girl could do.
She is currently in Otari with Rosie, buying supplies and selling their crafts.

Appearance: Flory is a thin teenager with long, dark-blonde hair and blue eyes. She wears a simple brown dress, and a finely-made black cloak.


1 person marked this as a favorite.

I’m working on a witch, who will have some healing ability as well.

Background: Village life was never easy, but it's been even harder in recent times, especially for poor tradesfolk trying to make ends meet. Rosie Buntzer was a widow with three children to support, and she knew she wouldn't be able to do so with her loom alone. And so, following some rumors she'd overheard at the quilting circle, she went into the woods one moonless night, and brought her first-born daughter.
Flory had always been shy, but she was very bright. She took to the loom as if she were born to it, and soon learned to maintain the family's clothes. She even picked up stray languages from nearby Otari, which made for a more diverse clientele. Rosie always thought that she was meant for bigger things.
After they returned from the woods, the speed and quality of Rosie's work increased dramatically, and she was soon taking orders from beyond the village. Meanwhile, Flory had a new pet: a scarlet spider that she called Lady Gwendolyn. They would share secrets with each other, and soon there were rumors about what that Buntzer girl could do.
She is currently in Otari with Rosie, buying supplies and selling their crafts.


DM Deevor wrote:
Mitch wrote:

I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?

Yes that's right.

Got it, thanks!

Would we start at level 1 or 2? And what level would the PFS char need to be?


I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?


Player Name: Mitch
Character Name: Aldonza Delamorte
PFS# for this character: 142569-2005
Class: Swashbuckler
Level: 3
Faction: Horizon Hunters
XP Progression (slow/normal): Normal

Thanks for running!


Good game! Thanks for running :-)

I didn’t, Brainiac. Iambic pentameter?


Player Name: Mitch
Character Name: Aldonza Delamorte
PFS Number: 142569-2005
PFS Faction: Horizon Hunters
Downtime (optional): Performance: 1d20 + 9 ⇒ (6) + 9 = 15


Potentially. What’s the current party roster (ancestry, class, level)?


Go for it!


Zakzak glares over his shoulder at Doc. ”Hey, the game’s not OW MY BUTT!”

Turning back toward the zombies with a snarl, he unloads a cloud of cheap tin into the horde. Then he swings his empty gun toward the head of the one in front of him, before trying to bite its leg.

Strike magenta, Feint, Strike yellow
Attack (spoon gun): 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d6 ⇒ 4B, Splash 1

Deception: 1d20 + 7 ⇒ (4) + 7 = 11

Attack (bite): 1d20 + 4 ⇒ (13) + 4 = 17, +2 from Feint?
Damage: 1d6 + 1 ⇒ (2) + 1 = 3P


”Gah!”, Zakzak cries. His…whatever-the-hell-that-is is in his hands in a flash. Scampering up toward the zombies, he shoots from the hip. The report is higher and sharper than Booker’s, and followed by a brief whoosh as spoons, forks and swizzle sticks whirl through the air. He then grabs a handful of cutlery from a nearby table, and jams it into the muzzle.

Stride, Strike at yellow, Reload
Attack: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d6 ⇒ 1B, Scatter 5’


Zakzak takes a gulp of his beer, and peers suspiciously from behind his hand of cards. He half-heartedly tries to sneak a peek at the hands on either side of him. Slung over his shoulder is some cobbled-up contraption that might charitably be called a firearm, with…are those spoons sticking out?

Suddenly he lights up, and pushes his remaining coins to the center of the table. ”All in!”, he declares proudly.


GM Tarondor wrote:

So, an important update for Zakzak.

Evidently people are saying he's broken and Paizo agrees. So the change, announced by the author is that Zakzak has a spoon gun instead of a flingflenser and he has 3 more HP from taking Toughness instead of Incredible Initiative.

SPOON GUN

SPOOOOOON!


Sorry, I tried dot-deleting an alias, but it’s not taking apparently


1 person marked this as a favorite.

In the choice between “Samoan Thor” and “wacky goblin”, I’ll go for Zakzak.


Ok then, how about this?
Everyone post which character(s) they want to play. At some point before the game starts, everyone rolls a d20 for each character they listed. The character goes to the player with the highest roll for it.
Sound good?


We can roll off for them, if there’s a conflict.


No clue. I’m flexible with what I play, so I’m good with picking last.


Howdy howdy!


1 person marked this as a favorite.

Ah, the key word being Repeatable. Thank you for clarifying.


Hello! I have already played this scenario, so I will play a pregen. Which one depends on the rest of the party; I’m comfortable in any role, so I’ll play something to round us out.

- How experienced are you in PF2 and PBP?
I have played PbP for several years, and PF2 for several months.

- Tell me something fun/interesting about the PC that you want to bring?
I like putting my own spin on a pregen. The last time, I played Valeros as a good-natured roughhouser.


phaeton_nz wrote:

Yes

Even if you’ve already played the adventure with one of them?


phaeton_nz wrote:

If it's 'non-repeatable' it can't be played again with any of your characters unless you have a special boon to allow it.

As for pregens, one of the standard iconic Paizo PCs that are in tier will do.

Okay, but playing a pregen lets you apply the XP to one of your characters, doesn’t it?


Thank you both :-)


Cool, thanks!


Is this quest repeatable?


I haven’t played a PFS character higher than 5th level, but there hasn’t been a situation where visibility was an issue (invisible enemies, darkness, etc). Does this become more prevalent at higher levels? I’m considering taking an enhanced sense, but wondering if it’s worth it. Thanks!


Looks fine. Thanks again! :-)


Lavanna does some trading along the way, to help fund their adventure.

Mercantile Lore: 1d20 + 8 ⇒ (6) + 8 = 14


That was a blast! Thanks for running! :-)


Lavanna gasps at the sight. ”That old sea dog!”, she says with a grin. Curtsying at the parrot, she adds, ”Thank you, Cawlo” She casts one more spell, and the healing wave emanates from her again.

Heal: 3d8 ⇒ (6, 4, 7) = 17

Peeking out of the passage, she checks the weather. ”Looks like the wind is in our favor”, she says. Then she turns to the others. ”What do you say?”


Lavanna shrugs, and drops the club. She then takes a step back, and sends a bright ray of healing energy toward Jadren.

Step, Cast heal (2-action)
Healing: 3d8 + 24 ⇒ (7, 6, 1) + 24 = 38


Kaako Ashfeather II wrote:

"Let's see if I can get you this time, Capn." but as Kaako makes a pig's ear of her first strike, she tries the magic again.

1 action - Strike +1 striking rapier 1d20+14 damage 2d6+4 piercing and if opponent flat-footed 2d6
1 action - Cast spell electric arc, (Storm's Lash feat) basic reflex save DC=19 for 3d4+3

Psst! Lavanna is handing you a club. You might want to use it


I’m fine to continue, but if you want to cut it here for RL reasons, I understand.


”Because they’re not...!”, Lavanna starts to reply, then sighs. ”Fine!”

She draws the club she took from the previous chamber, and makes her way across the cave towards Kaako, holding it out to the feathered rogue.

Interact, Stride, Step


Lavanna holds the holy symbol hanging around her neck, and extends her other hand.

”May Gozreh’s blessing grace these heroes, and smite their foe!”, she intones.

A golden wave emanates from her, passing through all in the chamber.

Casting heal (three-action)

Healing/Damage: 3d8 ⇒ (6, 2, 3) = 11
Fort save DC 21

1 to 50 of 133 << first < prev | 1 | 2 | 3 | next > last >>