Eldran Tesh

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Shadow Lodge 4/5 5/55/55/55/5 ****

1 person marked this as a favorite.

Congratulations Landon and Eric!

Wayfinders

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This is the gameplay thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle! If you're part of this game's signups on Warhorn, feel free to "dot and delete" as we gear up to get underway!

Wayfinders

This is the Recruitment thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle. Here's the link to sign up:

PF2 3-17 Sign-In Sheet!

Once you're "in" please come say hi in the Discussion thread and "dot and delete" in the Gameplay thread. Thanks very much!

Wayfinders

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This is the Discussion thread for PbP Gameday XI PF2 #3-17: Dreams of a Dustbound Isle. If you're already part of the game on the Google Sign-In Sheet, come on in and say hello!

(Sign-In Sheet linked in Recruitment Thread)

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use Hero Points before learning the result of the roll, go for it. Or you can set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

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This is the gameplay thread for PaizoCon 2022 PF2 Bounty #17 - Sodden Stories (author table)! If you're part of this game's signups on Warhorn, feel free to "dot and delete" as we gear up to get underway!

Soundtrack #1: Pre-Game - Chamber of the Kings

* One note about the in-game soundtrack: an apparently recent change in Dropbox has them setting the volume to max when you hit play. I recommend keeping an eye on that so you don't blast your eardrums off! Some of the tracks for this are custom edits or else I'd just use -tube links and the like.

Note that my Google Slides aren't 100% done yet, but will be soon!

Wayfinders

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This is the Discussion thread for PaizoCon 2022 Starfinder Bounty #2 - Test Flight (Author table). If you're already part of the game on Warhorn, come on in and say hello!

Bounty 17 Sign-In Sheet!

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use Hero Points before learning the result of the roll, go for it. Or you can set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

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This is the gameplay thread for Starfinder Bounty 2 - Test Flight (author table) as part of PaizoCon 2022. If you're part of the game, please feel free to "dot and delete" while we wait to get underway!

Sonudtrack #1: Pre-Game - Mass Effect 2 OST: Normandy Reborn

* One note about the in-game soundtrack: an apparently recent change in Dropbox has them setting the volume to max when you hit play. I recommend keeping an eye on that so you don't blast your eardrums off! Some of the tracks for this are custom edits or else I'd just use -tube links and the like.

Test Flight Scenery, Maps, & Handouts

Wayfinders

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This is the Discussion thread for PaizoCon 2022 Starfinder Bounty #2 - Test Flight (Author table). If you're already part of the game on Warhorn, come on in and say hello!

Bounty 2 Sign-In Sheet!

Mike's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference, currently UTC -04). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries. My local lodge's "game nights" are Sunday-Monday, so my GM posts on those days won't be until very late in the evening.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception whenever you want. If you want to use rerolls before learning the result of the roll, feel free to set conditional statements (i.e. "if that's a failure on X, I'll reroll"), and so on.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Thanks very much, and I look forward to running this game for you! :)

Wayfinders

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This is the gameplay thread for Red Fields as a part of PaizoCon 2022. If you are signed up on our Warhorn, feel free to "dot and delete" prior to game play!

Soundtrack #1 - Pre-Game: A New Operation

Wayfinders

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This is the discussion thread for Red Fields - the Wayfinder 22 Side Trek Adventure, offered as an co-author-run table as part of PaizoCon 2022. If you have a seat at the table on the PaizoCon Warhorn, say hello here!

Wayfinders

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This is the gameplay thread for PFS 2e Bounty #5: Witch's Winter Holiday, set to begin on Monday, April 25th 2022!

Feel free to "dot and delete" if you are part of the game, and look for other information in the Discussion tab!

Wayfinders

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This is the discussion thread for PFS 2e Bounty #5: Witch's Winter Holiday!

Recruitment for this game is already closed, but if you're seeing this and are curious, be sure to check out the Cottonseed PFS Online Lodge!

Feel free to pop in and say hello if you're part of the game!

Wayfinders

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This is the gameplay thread for PFS 2e #3-05: Inheritor's Rite (1-4) as part of the Play-by-Post Outpost V event, set to begin on March 6, 2022!
(Note that this table will be starting a little bit late)

Feel free to "dot and delete" if you are part of the game, and look for us to begin soon!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for PFS 2e #3-05: Inheritor's Rite (1-4) as part of the Play-by-Post Outpost V event, set to begin on March 6, 2022!
(Note that this table will be starting a little bit late)

Recruitment for this game is handled through the Gameday announcements thread, and you can sign up on the Google sheets event listing.

Feel free to pop in and say hello if you're part of the game!

Wayfinders

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This is the gameplay thread for #2-20: Breaking the Storm: Bastion in Embers (5-8) as part of Play-by-Post Gameday X). Feel free to "dot and delete" if you are part of the game, and look for us to begin on September 6th, 2021!

Wayfinders

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This is the discussion thread for PFS 2e #2-20: Breaking the Storm (part 1): Bastion in Embers (5-8) as part of the Play-by-Post Gameday X event, set to begin on September 6, 2021!

Recruitment for this game is handled through the Gameday announcements thread, and you can sign up on the Google sheets event listing.

Feel free to pop in and say hello if you're part of the game!

Wayfinders

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This is the gameplay thread for #3-13: Silence at Outpost 634 (Tier 1-4) as part of PaizoCon Online 2021. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of May 31st, 2021!

Register for this table here!

Wayfinders

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This is the discussion thread for #3-13: Silence at Outpost 634 (Tier 1-4) as part of PaizoCon Online 2021, set to begin on May 28th, 2021!

IMPORTANT NOTE - Because I am part of the PaizoCon Organizing Committee, I will have no time to GM during the actual weekend of PaizoCon itself. Thus, while mustering and character introductions/briefing can begin on the 28th, actual game-play will not begin until Monday, May 31st.

Recruitment for this game is handled through the PaizoCon Online 2021 Warhorn page, located HERE

Feel free to pop in and say hello if you're part of the game!

Wayfinders

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This is the gameplay thread for #3-03: Frozen Ambitions: The Shimmerstone Gateway (Tier 1-4) as part of PaizoCon Online 2021. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of May 31st, 2021!

Register for this table here!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for #3-03: Frozen Ambitions: The Shimmerstone Gateway (Tier 1-4) as part of PaizoCon Online 2021, set to begin on May 28th, 2021!

IMPORTANT NOTE - Because I am part of the PaizoCon Organizing Committee, I will have no time to GM during the actual weekend of PaizoCon itself. Thus, while mustering and character introductions/briefing can begin on the 28th, actual game-play will not begin until Monday, May 31st.

Recruitment for this game is handled through the PaizoCon Online 2021 Warhorn page, located HERE

Feel free to pop in and say hello if you're part of the game!


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

I was surprised to find this not having been asked anywhere on the rules forum before.

Hideaway Limb wrote:
This type of augmentation is for Small and Medium creatures only. Hideaway limbs for creatures larger than Medium typically cost more but can hold items of greater size or bulk.

Does anybody know if the designers have stated any place what the cost is for large+ creatures, or what limitations these augmentations have for such characters?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ****

3 people marked this as a favorite.

No real major questions on this one. Honestly, this scenario is kind of a breath of fresh air. Easy to read (standard levels of typos in opf adventures nonwithstanding), easy to prep, easy to run in a 4 hour block (so far I've only experienced it running in less than 4 hours, which is also a positive for me). Just noticed a couple of things I found worthy of mention so I figured starting a GM thread might be helpful.

- Players from the last adventure Therseis showed up in (The Protectorate Petition) might be curious as to where the copaxi's drone is, since they were apparently a Mechanic the last time we saw them. This also threw me a little at first until I remembered that copaxi basically have access to a mnemonic editor every time they level up. I was a little sad that aspect of Therseis's story (and its tie to copaxi history) is apparently being left behind, but that's just me.

- My players were also very concerned about parts of the briefing - wondering how much leeway the military was giving them since on the one hand they had ID badges, but on the other Ziggy was implying that they should take clandestine samples (all the while knowing the PCs were being tracked, etc.). Make sure to not let your players get bogged down wondering about smuggling samples since it simply doesn't come up at all during the adventure.

- Another question that came up at one of my games where they learned about the Fallen Hand prior to getting in the submarine - the PCs wanted to search the local infosphere for more information. This was one where I felt I could have done more digging into Near Space prior to GMing...but at the same time GMs shouldn't have to do research before running scenarios to have answers, I think.

Mechanics stuff:

- The vehicle rule sidebar is missing an important part that is 100% necessary for this scenario.

Vehicle Tactical Rules wrote:
Vehicles provoke attacks of opportunity while driving, and when you are in a vehicle that’s driving, you similarly provoke attacks of opportunity if you take any actions that would normally do so (including making ranged attacks) unless the vehicle provides total cover. You can’t use the drive action to move a vehicle through spaces occupied by creatures, even if they’re allies.

Emphasis mine. Both submarine variants provide total cover, so PCs who stay inside of them cannot provoke attacks of opportunity. This led to players wondering if the submarines had viewports or hatches they could use to fire out of. This is a failing of the CRB in that submarines don't get any useful descriptive text or even art (that I'm aware of), so I told them yes (since the vehicle rules allow for passengers to fire from inside vehicles, even ones that provide total cover).

- In the high tier, the gharial seems to be listed with the wrong size ("large") even though its stat block still has space/reach 15 feet.

Side note: points to the artist for the mutated gharial. I'm fortunate enough to have a paleontology professor in my lodge who specializes in crocodilians. Upon seeing the art, they applauded the art for correctly portraying a female, "based on the shape of the snout alone." :)

- Lastly, this scenario falls into the same trap SFS #2-11 did with the use of vracineas as enemies. One of their most powerful abilities is scent-based, but both groups I've seen had their environmental seals up from either the moment they got into the submarine, or from when they got to the mangrove swamp (since the players knew how bad those stink), the fight turned into a somewhat boring stand-still slug-fest once everyone made their saves versus the lures.

In the grand scheme of things, while all of the above are minor issues, I still felt that other GMs might benefit from seeing them. Especially since it only uses published flip-mats, this one is definitely joining "Duskmire Accord 9" as one of my "quick pick" scenarios for whenever I need to run a game on short notice or when I want something for a shorter time slot!

Shadow Lodge

Hello,

I've had a minor financial hiccup, and if possible (I know you all have a huge backlog you're working through right now) I'd like to cancel the remaining part of this order that isn't slated to ship until mid-September. I fully understand that you might not see this message for a bit, and it's on me if I've posted this too late to catch the order before it ships.

Thanks very much either way, and I hope you all get a breather sooner or later!

Wayfinders

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This is the gameplay thread for #1-06: A Night in Nightarch (Tier 3-6). Feel free to "dot and delete" if you are part of the game, and look for us to begin in a couple of days!

Wayfinders

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This is the discussion thread for #1-06: A Night in Nightarch (Tier 3-6). Feel free to pop in and say hello if you're part of the game!


Out of curiosity, does anybody happen to know if there is any significance to all of the text in an online campaign / pbp being red versus normal? To try and verify that it was the site and not my computer/firefox, I made sure to check the game with multiple browsers/devices, and they all appear the same.

Thanks in advance!

Shadow Lodge

Hello,

I've been trying to add reporters to a couple of events, but it's not working. I have attempted this on Firefox and Chrome, using regular and incognito browser windows, as well as once on my phone. Whenever I enter their paizo.com user name and click "Find" - nothing happens.

Thank you very much in advance for any help or suggestions.

Mike Bramnik
VC Southern IN

Shadow Lodge

Hello,

I'm trying to buy a SFS scenario for a new GM in my lodge (normally I'd loan them a printed hard copy, but current real-world circumstances make that difficult on several levels), but when I go to check out, "Find a friend to invite" doesn't seem to work like it did in the past. I enter their Paizo user name, hit "Find"...and nothing happens.

I've tried it on Firefox, Chrome, and on my phone; on both regular and incognito windows. Any assistance or advice would be appreciated. Thanks very much in advance!


2 people marked this as FAQ candidate.
Ectoplasmic Snare wrote:
You launch a writhing tendril of ectoplasm to snare a creature. Make a ranged attack roll against your target’s EAC. If you hit, the target can attempt a Reflex save. On a successful save, the target is entangled for the duration. If the target fails, it is grappled and takes 2d6 bludgeoning damage each round it remains so. If the target escapes the grapple, it remains entangled for the duration. While the target remains grappled, you can move it up to 15 feet each time you concentrate on the spell. If the distance between you and the target ever exceeds the spell’s range, the snare disappears. This spell affects ethereal and incorporeal creatures.

Normally, the DC to escape a grapple is 10 + the grappler's KAC. Alternatively, when restrained by bindings/rope it becomes 20 + 1.5 the opponent's CR.

Any thoughts on how to calculate an escape DC from this spell if a target is hit and fails their initial saving throw? Without further guidance, the tendril of ectoplasm is sort of a "binding" and thus 20 + 1.5 the caster's CR, I guess (which seems a bit high to me in the middle of combat)?

Thanks in advance!

Wayfinders

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This is the discussion thread for #2-10: Corporate Interests (Tie 3-6) as part of Outpost III, set to begin on March 30, 2020!

Recruitment for this game is handled through the OutPost III Google spreadsheet located HERE

Feel free to pop in and say hello if you're part of the game!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the gameplay thread for #2-10: Corporate Interests (Tier 3-6) as part of OutPost III. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of March 30th, 2020!

Register for this table here!


2 people marked this as FAQ candidate.

Question is in the subject line.

For the Biohacker Genetics Field of Study, the Booster lists a 60 minute duration. But for the inhibitor:

Quote:
Inhibitor: You deliver a DNA-twisting or material-altering chemical nanite compound into a creature’s body, imparting vulnerability to one type of energy (your choice). If the creature is immune to that energy type, this inhibitor temporarily removes that immunity and gives the creature resistance 20 to that type of energy. If the creature has resistance to that energy type, this effect instead reduces its resistance by 10 (minimum 0). This biohack does not remove a creature’s resistance or immunity to natural hazards or environments, only to damage from energy attacks, spells, and other abilities.

Table-experience suggests that the duration may not matter if this is used by a PC on a monster or enemy. However, for campaigns and longer adventures, knowing the duration could be important.

Thanks very much in advance!

Shadow Lodge 4/5 5/55/55/55/5 ****

Success condition question:

Page 24 wrote:

Primary Objective

If the PCs complete the Balgirdtrek without being caught
cheating or interfering with the other teams progress they
complete the primary objective of this scenario. Doing so
earns each PC 2 Fame and 1 Reputation for any faction
associated with their currently slotted faction boon.

Secondary Objectives
Winning the Balgirdtrek grants the PCs the Tarnbreaker
Champions boon on their Chronicle sheet and earns each
PC 2 Fame and 1 Reputation for any faction associated
with their currently slotted faction boon.

Is this scenario supposed to be worth a maximum of 4 Fame and 2 Reputation, or are these numbers in error?

Thanks in advance!

Side-observation from the chronicle sheet:
If the spell "snowball" is made legal when the Lost Omens World Guide is sanctioned for play, players may grumble at their only (non-boon) reward being something that is already always available (if they own the book).

Wayfinders

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Welcome nufriends to another fun and slightly loopy module called SKITTER CRASH! I will once more be your conductor of this crazy space train into six-armed furry fury, part deux!

Rather than copy my introduction post from the Skitter Shot discussion, I'll just link it...which I just did? ^^;

Also, the link to the Skitter Crash character sheets, cheat sheets, and some art can be found HERE

~~~~~

One thing I will copy and paste, however...

Dire's PbP "Table Rules" -

0 - RL > Game. No other rules trump rule 0! :D

1 - I'd like it if everyone posted once a day Mon-Fri. Friday night through Sunday night is eh-whatever (I am in US Eastern Time, for reference). I'll try to post when I can over weekends, but I know people have lives and won't always be online, so no worries.

2 - If you don't post in the middle of an "action" scene for a day, you get skipped once (or botted if your action would be super obvious or you leave a note to me or another player "proxying" your character). If you don't post a second time, you get "botted" by me to do something simple (usually just attack or aid another). If we get into the 3-5 range, I'll probably drop you a line off-list to see what's up. If it goes on too long...well, I hate dropping people from games, but it unfortunately happens :(

3 - When you've got a saving throw to make, please roll that first before posting any other actions/rolls (unless it can occur before the save).

4 - Feel free to roll perception and sense motive whenever you want, and if you have a reroll, feel free to use that anytime as well.

5 - Have fun! Rule 5 trumps all other rules! :P

~~~~~

Also, please post the following information in this discussion thread:

Player Name/Alias:
Organized Play # / Character # (that you want to apply this chronicle sheet to - any level 3-4 SFS character is allowed, or we can "drop" the chronicle down to a 1st level character with reduced credits)
What faction are you slotting for this adventure:
Do you have a promotional boon to slot for this adventure / what is it:

Unlike most SFS adventures, the only boons you can use here are basic Faction boons (to earn Reputation), and Promotional boons such as T-shirts, messenger bags, etc.

Thanks very much in advance for that info. At this time, please feel free to say hi and get settled. Once everyone has checked in, we can get this party started! I'm looking forward to running this for all of you, and hope you enjoy it as much or even more than the last one!

Wayfinders

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This is the gameplay thread for Skitter Crash (using pregenerated Skittermander characters or your own level 3-4 skittermanders), set to begin during the week of December 15th, 2019!

If you are one of the four invited players, please feel free to "dot and delete" and look for us to begin soon!


Just fishing for opinions (a truly dangerous catch) -

Create Darkness (Alien Archive) wrote:
As a standard action, the creature can create a 20-foot-radius area of darkness centered on itself, which negates the effects of all nonmagical light sources in that area. This darkness lasts for a number of minutes equal to the creature’s CR, and the creature can dismiss the effect as a standard action. The darkness doesn’t move with the creature. Unless otherwise noted, any magic source of light can increase the light level in the area as normal.

Emphasis mine.

Solar Manifestation (Su) wrote:
...You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode (see page 102), the glow or darkness returns immediately.

Emphasis also mine.

In a area under the effect of Create Darkness, would a glowing solar manifestation would increase the light level from dark to dim in a 20 foot radius, due to its supernatural source?

The SFS game where this occurred (#2-03) has already passed, and all present at the table agreed on a solution - I'm just curious to see if there are other opinions or things that we didn't take in to account.

Thanks in advance!


Looking at the rules for Investing an Item, it seems clear that if you remove the investiture from an item you previously invested, it still counts against your limit of 10 items per day. Can you reinvest that item if you have not yet reached your limit?

As an example - you invested a Bracers of Missile Deflection (Greater) during your daily preparations, but during your adventuring day, decide that a different party member would benefit from borrowing it, so you remove your investiture and let them take it on. Later that day your party finds a different magical item that does something similar and they return it to you...can you get its benefits back if you invest it like it was a new item (i.e. having the second investment count separately against your limit of 10/day)?

Thanks in advance for any thoughts on this one!


During a PFS game last evening, an interesting situation came up.

PC A (a cleric) was fending off a Skeletal Champion, while PC B (a monk) was fighting two Skeletal Guards. Both PCs were engaged in melee with their opponents. One of the Skeletal Guards rolled a natural 20 in an attack against PC B. PC A declared they were casting the Protector's Sacrifice focus spell as a reaction in order to absorb some of that damage.

The GM, looking at the spell, noted that it had somatic components, giving it the manipulate trait thus meaning that it could provoke the Attack of Opportunity reaction from the Skeletal Champion. However, then the question came up about whether a reaction can trigger another reaction, and whether that reaction could in turn trigger any other reactions...so the GM decided to let that one go (since the PCs were rolling rather poorly during that encounter anyway).

Doing a search through the forums, I haven't seen a question like this yet (or my search fu is weak). Does anybody happen to know the answer on this one?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ****

Just gave this my first read-through, and I have a couple of early questions:

LOCKDOWN wrote:


In a single turn, several things happen at once.
D All the lights on the floor go out. The only light is what the PCs bring with them—most likely flashlights in their armor’s personal comm unit, which raise the light level by one step (from darkness to dim light, for example) in a 15-foot cone.

I've heard several players and other GMs since Starfinder's launch mention that armor has built-in flashlights and other systems, but the only thing I've ever been able to find in the actual rules (beyond standard environmental protections/seals) are the anchor functionality of the boots. While I think that modern/sci-fi armor should have built-in comms and/or lights (and I know I'd want them), I can't find this in the CRB or Armory...does anybody happen to know where this rule might be that I have yet to locate?

LOCKDOWN wrote:
D A jammer activates on an adjacent floor, preventing the PCs and other surviving employees from communicating beyond the confines of the office floor.

Several of my own PCs like to carry level 1 signal jammers to block enemy comms while on missions, and when in-game time allows, they turn them on in advance so the party can take 1 minute to cut through the jamming with Engineering checks so their own aren't affected. Normal signal jammers can be overcome with DCs dependent on how powerful they are. If we have players who are savvy as to how this game mechanic works, are there any details we can give them about why they can't attempt to bypass it (since the scenario does not appear to take into account that characters can do that with normal signal jammers)?

Thanks in advance!

Shadow Lodge 4/5 5/55/55/55/5 ****

While helping a group of new players learn how to build characters and play 2nd edition last week, I was looking for online resources to assist (since there were originally going to be 4-6 players in attendance and only one me). Through reddit, I stumbled on this amazing resource, which was originally formatted for the PF2 playtest. I reached out to its creator, who just finished updating it for the PF2E Core Rulebook and gave me permission to share it with the PFS community.

I hope you find it helpful!

https://pathfinder2abilitycalculator.com/

PS - If you have feedback or requests, the creator is missionz3r0#0887 on discord and missionz3r0 on reddit.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

This is the discussion thread for Skitter Shot (Tier 1-2: using pregenerated Skittermander characters or your own level 1-2 skittermanders) as part of the PbP GameDay VIII, set to begin on August 26th, 2019!

Sorry for only getting this page up now, but post-Gen Con 2019 has been a bit insane for me - moving, medical/back issues, and other things I won't bore you with.

Feel free to pop in and say hello if you're part of the game from the Signup Spreadsheet!

About Caledon Pre-Gestalt

Level 6 Advancement
- One non-combat Feat
- 10 normal skill points
-
Prepared Spells:
4 Cantrips
5 Level 1
4 Level 2
3 Level 3
Feats:
1. Spell Focus: Conjuration
1b. Augment Summoning
2b. Additional Traits
3. Superior Summons
5. Craft Wand
5b. Craft Wondrous Item
6. Craft Rod??

Combat:

Initiative: +5 (+5 from dex)
CMB: 2
CMD: +15 0+0+5

Defenses
Armor Class: 15[19 with mage armor]
Flat Footed AC: 10 [14 with mage armor]
Touch AC: 15 [19 with mage armor]
Hit Points: 48/48 6D6 Maxed (36) +2x6con(12)

Offense
Base Attack Bonus (BAB): +3
Melee: 2 (0+1)
Ranged: +8 (5dex+3BAB)

Heavy Crossbow
Damage 1d10 (medium) Critical 19-20/x2 Type piercing
Range Increment 120 ft. (projectile)

CMB: 2
CMD: +15 0+0+4

Saving Throws
Fortitude: +4 (+2Con +2lvl6Wiz)
Reflex: +4 (+4dex +2lvl6Wiz)
Will: +8 (+3Wis +5lvl6Wiz)

Ability Scores:

Stats: 19–19—15–15—11–11, +2 Int (Human)
Ability Scores
Strength: 11
Dexterity: 20
Constitution: 15
Intelligence: 22 (19+2Human)
Wisdom 15
Charisma 11

Ability Modifiers
Strength: 0
Dexterity: 5
Constitution: 2
Intelligence: 6
Wisdom: 2
Charisma: 0

Languages:

Celestial, Infernal, Draconic, Sylvan, Abyssal, Aklo, Undercommon, Common (Human), Gnomish, Hafling, Elven, Dwarven, Orc, Goblin

Traits, Feats and Class Abilites:
Feats
[-----Feats-----]
1. Spell Focus(Conjuration): Any spells you cast of the Conjuration school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic.

1b. Augment Summoning
Your summoned creatures are more powerful and robust.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

2b. Additional Traits: You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

3. Superior Summons: You can summon more creatures.

Prerequisites: Augment Summoning, caster level 3rd.
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned

5. Craft Wand

Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges.

5b. Craft Wondrous Item (Item Creation) Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Scribe Scroll:(1st lvl Class Feat) You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Traits

Student of Philosophy: You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Cosmopolitan (Local) Living in a trade city has put you in touch with numerous different civilizations, cultures, and races.
Prerequisites: Lived in a trade city
Benefit: You gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Languages: Elven, Dwarven
Skills: Diplomacy, Handle Animal

Additional Trait 1: Pragmatic Activator
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Additional Trait 2: Dangerously Curious
+1 bonus to Use Magic Device, and it becomes a class skill. I wish I had a color better than purple. Considering how high the DCs are for UMD this trait is even good for those that already have it in class.

Skills:

Adventure Ranks: 10 Ranks [+2Class+1Race+6int+1FC]
Background Ranks: 1

Background Skills
Appraise: +10 [1ranks3inclass+6int]
Craft (Calligraphy) +10 [1ranks3inclass+6int]
Craft (Alchemy) +10 [1ranks3inclass+6int]
Profession (Mechant) +6 [1ranks3inclass+2Wis]
Artistry-Philosophy: +11 [2ranks3inclass+6int]

Adventure Skills
Knowledge Arcane +12 [3ranks+3inclass+6int]
Knowledge Planes +12 [3ranks+3inclass+6int]
Knowledge History +10 [1ranks+3inclass+6int]
Knowledge Local +11 [2ranks+3inclass+6int]
Knowledge Nature +11 [2ranks+3inclass+6int]
Knowledge Engineering +10 [1ranks+3inclass+6int]
Knowledge Dungeoneering +10 [1ranks+3inclass+6int]
Knowledge Nobility +12 [3ranks+3inclass+6int]
Knowledge Religion +10 [1ranks+3inclass+6int]
Knowledge Geography +11 [2ranks+3inclass+6int]

Spellcraft +15 [6ranks+3inclass+6int]
Diplomacy +15 [6ranks+3inClassTrait+6IntTrait]
Use Magical Device +16 [6ranks+3inClassTrait+6int+1Trait]
Handle Animal +9 [+6Rank+3Inclass +0Cha]
Linguistics +15 [6ranks+3inclass6int]
Fly +11 [+4Rank+3Inclass +5dex]
Bluff +10 [+2Rank+3Inclass +6IntTrait]

Perception +5/+7 [+3Hawk+2Wis/+2Alterness]

Spell Books and Arcane Schools:

Spells gained at Level 1 At first level A wizard gains Three 1st-level spells plus his intelligence modifier to add to the spellbook. At first Level Caledon’s IntMod was 5, giving him eight level one Spells. Summon Monster I, Grease, Mage Armor, Unseen Servant, Mount, Silent Image, Enlarge Person and Vanish.
Spells Gained at Level 2 At each new wizard level, Caledon gains two new spells of any spell level or levels that he can cast. At level 2, Caledon was only capable of level 1 spells and thus he drew two more spells from that list: Sleep, Color Spray.
Spells Gained at Level 3 At level 3 Caledon gained access to level two spells and chose two spells from that list. These where Summon Monster II and Create Pit.
Spells Gained at Level 4 At level 4, Caledon’s highest-level spells are still level two. He learned Glitterdust and Mirror Image.
Spells Gained at Level 5 At level 5 Caledon gained access to level three spells and chose two spells from that list. These where Summon Monster III and Haste.

Spells Prepared for the Day

Spell Slots
Cantrips: 4
Level 1: 5
Level 2: 4
Level 3: 2

Cantrips (4)
Prestidigitation
Detect Magic
Read Magic
Ghost Sound

1st Level (5)
Burning Hands
Windy Escape
Snowball
Vanish
Summon Monster I

Pearl of Power Type 1
Pearl of Power Type 1
Pearl of Power Type 1
Pearl of Power Type 1

2nd Level (4)
Summon Monster II
Create Pit
Summon Monster II
Create Pit

3rd Level (2)
Summon Monster III
Haste

Spell Book

Known Wizard Cantrips: All not of Necromancy or Abjuration
8 Lvl1, 2 level 2

Known lvl 1
Summon Monster I (Summoning) Tiny Bag, candle
Grease (Conjuration - Creation) Butter
Mage Armor (Conjuration - Creation) F:Piece of cured leather
Unseen Servant (Conjuration - Creation) M:String and bit of wood
Mount (Conjuration - Summoning) M: Bit of horse hair
Silent Image (Illusion - Figment) F: Bit of Fleece
Enlarge Person (Transmutation) M: Powdered Iron
Vanish (Illusion - Glamer)
Protection From Evil (Abjuration - Good) F:?
Color Spray (Illusion - Pattern)M RYB colored powder
Obscuring Mist (Conjuration - Creation)
Sow Thought (Enchantment - Compulsion)
Crafter's Fortune (Transmutation) F: A tool
Feather Fall (Transmutation)
Charm Person (Enchantment - Charm)
Comprehend Languages (Divination) M: Soot and Salt
Sleep (Enchantment - Compulsion) M: fine sand or rose petals or live cricket.

Known lvl 2
Glitterdust (conjuration - creation) M: ground mica
Summon Monster II
Create Pit (Conjuration - Creation) F: miniature shovel worth 10GP
Levitate (Transmutation) F: loop of leather or golden wire in cup shape.
Invisibility (Illusion - Glamer) M: an eyelash encased in gum arabic
Mirror Image (Illusion - Figment)
Stone Calls (Conjuration - Creation)

Known lvl 3
Summon Monster III (Summoning) Tiny Bag, candle
Haste Transmutation (a shaving of licorice root)

Arcane School
Conjuration Arcane School. Caledon focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp) As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp)
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Opposition School
Necromancy
Abjuration

Equipment:

Wealth, Equipment and Encumbrance Spreadsheet

Arangin is a warhorse named after a servant of Erastil. Heavy Horse, Combat Trained.

[----Carried on Arangin----]
-Bit and Bridle
-Masterwork Military saddle +2 Ride
-Training Harness
-Bedroll
-Rope (50 ft.)
-Grappling hook (common)
-Bullseye lantern, Ioun Torch inserted
-Heavy Crossbow
-Backpack
-saddlebags
In the Saddlebags
---Dandy brush
---Spellbook
---50x Paper (sheet)
---50x Parchment (sheet)
---2x Torch
---3x Waterproof bag
---Grooming kit
---Mess Kit
---3x Pints of Oil
---Scroll Case 5x Coin Shot
---Scroll Case

Charlabu is a Poodle named for a Hound Archon servant of Sarenrae. Guard Dog (Riding Dog) - Training Harness
Thunder is a Poodle named for Cayden Cailean's pet Mastiff. Guard Dog (Riding Dog) - Training Harness

Carried by or on Caledon

Courtier's Outfit
-Brooch
Spring Loaded Wrist Sheath x 2
--(Black Tallow [grease], Wand - cure light wounds)

Spell component Pouch x 1
4x Pearl of Power I
10x Does of Darkwood

Adventurer's Sash - Modified into a set of suspenders instead of a single sash. Three Pouches on each suspender. Attached to the loops under each pouch is a spring loaded scroll case. Sown onto the outside sash's hip pouch are three scroll cases.

Wand of Mage Armor - Wand sheath attached to Sash

Scroll case, spring loaded x 6 – 3 Attached to each suspender of the Sash
-2 Scroll of Summon Monster III (CL5)
-2 Scroll of Summon Monster II (CL5)
-1 Scroll of fly (CL5)
-1 Scroll of Create Pit(Darkwood) (CL5)
Scroll case, spring loaded x 6 – 3 Attached to each thigh
-1 Scroll of Create Pit(Darkwood) (CL5)
-1 Scroll of Burning Hands (CL5, Alchemist Fire)
-1 Scroll of Mirror Image (CL3)
-1 Scroll of Darkvision (CL3)
-1 Scroll of Stone Call (CL3)
-1 Scroll of See Invisibility (CL3)

Scroll Case 1 Sewn to the outside of the sash's hip pouch
-1x Scroll of Obscuring Mist
-1x Scroll of Invisibility (CL3)
-3x Scroll of Summon Monster I (CL5)
Scroll Case 2 Sewn to the outside of the sash's hip pouch
-3x Scroll of Burning Gaze (CL5)
-
-1x Scroll of Burning Hands (CL5, Alchemist Fire)
Scroll Case 3 Sewn to the outside of the sash's hip pouch
-5x Scroll of Shield (CL 1)
Scroll Case 4 Sewn to the outside of the sash's hip pouch
-5x Scroll of Magic Weapons (CL 1)
Scroll Case 5 Inside of the sash's hip pouch
-2x Scroll of Stone Call
-1x CL5 Anticipate Peril
-1x Scroll of Heightened Awareness (CL5) USED
-1x Scroll of Heightened Awareness (CL5)
Scroll Case 6 Inside of the sash's hip pouch
-2x Scroll of Summon Minor Monster
-2x Scroll of Jump (CL5)
-1x Scroll of Feather Fall (CL5)
Scroll Case 7 Inside of the sash's hip pouch
-Scroll of Unsee Servant USED
-3x Scroll of Unseen Servant
-1x Scroll of Floating Disk
Scroll Case 8 Inside of the sash's hip pouch
-3x Scroll of Mount
-2x Scroll of Sleep
Scroll Case 9 Inside of the sash's hip pouch
-3x Scroll of Tripvine
-1x Scroll of Comprehend Languages
-1x Scroll of Enlarge Person
Scroll Case 10 Inside of the sash's hip pouch
-5x Keep Watch

Inside the Sash's hip pouch
10x Tindertwig
2x Smokestick
2x Pints of Oil - A string tied to each pint leads to a piece of wood. Handle for Hunter.
Sewing needle
Magnet
Animal-repellant sack
Arrow (grappling)
String or twine (50 ft.)
10x Fishhook
Flint and steel
Signal whistle
4x Bell
5x Paper (sheet)
5x Parchment (sheet)
Chalk
small steel mirror
Sack (folded)
2x Powder
Cross bow Bolts (10)
Cold Iron Crossbow bolts (10)
Silver Blanched Crossbow bolts (10)
Adamantine Blanch Crossbow bolts (10)
Dagger
String or twine (50 ft.)
Animal Feed, Bird
Candle
Soap
2x Waterproof bag
Sling

1x Bandoleers Stowed on Horse
16x Springloaded Scroll Cases
---3x Scroll of Obscuring Mist
---3x Scroll of Burning Sands (CL5)
---1x Scroll of Glitterdust (CL3)
---
---
---
---

Background:

Familiar - Falcon:

HAWK CR 1/3
N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 5 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7

Base Atk +0; CMB +1; CMD 9

Feats Weapon Finesse

Skills Fly +7, Perception +14; Racial Modifier +8 Perception

Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

ECOLOGY:Temperate forests, solitary or in pairs.