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Liberty's Edge

Hello fellow Pathfinders and Starfinders!

Max Pew has been running the Dead Suns adventure path since Book 1 released, and we are on-track to be completed with the series during the middle of April.

In addition to Starfinder, Max Pew has run Tales from the Loop, Things from the Flood, the Alien RPG, and some one-shots supporting Extra Life.

We would love to have you aboard!

Maximum Pew Pew on Libsyn


Male Human Cleric of Sarenrae

Your adventure begins at Absalom Station, the gigantic space station that occupies the former orbit of the sun’s now-vanished third planet, Golarion. Absalom Station is the administrative and cultural center of the Pact Worlds, and now serves as the system’s primary home of humanity.

After distinguishing yourselves as viable agents, mercenaries, or perhaps ne'er-do-wells (I'm not here to judge), the Starfinder Society has extended you an invitation for a more steady stream of (hopefully) lucrative employment.

On Seventhday, the 12th of Arodus 318AG, you are to meet Starfinder Society agent Duravor Kreel in Docking Bay 94 at Absalom Station. Kreel has promised to show you around the station, help you get settled, and facilitate your membership into the Starfinder Society.

Many of you plan to arrive on the shuttle Okimoro (especially if you're not a native to the Station). If you want to leave it up to chance, roll percentile and 01-75 means you're coming in via the ship. The Okimoro is a transport shuttle, with an interior similar to that of a barge or airline terminal: large rows of seats side-by-side and back-to-back, with a layout suited for quick transport of a large capacity of individuals. Prior to its arrival at Docking Bay 94, you are one of about a dozen individuals still on the Okimoro. What are you doing while you await docking and disembarking?

For those who are natives, it's pretty easy to get to via inter-station means. Results of 76-100 mean you are already on the station and are awaiting the arrival of the Okimoro. Docking Bay 94 is extremely utilitarian; no waiting area or chairs, and a number of cargo containers awaiting pickup. Practically everyone in the vicinity is in work-wear. What would you like to do while you await the arrival of the Okimoro?

Feel free to make your introductory posts at anytime. The Okimoro will not be arriving until the beginning of PbP Gameday VII, which is August 12, 2018.


Male Human Cleric of Sarenrae

Behold, a discussion thread! Please keep banter and non-game talk to the discussion thread.


The following is the recruitment thread for Dead Suns 1: Incident at Absalom Station, my contribution to PbP Gameday VII. Actual recruitment will be taking place on a Google Sheet I have created for the purpose. Please see the main campaign tab for more details on how I operate PbP games (standard fare, really).

My experience with PbP games and Incident at Absalom Station is that the 90-day window will be quite tight for an AP. However, I will do my best to ensure that players get a full and enjoyable experience from this adventure. That being said, my preference is to run this in campaign mode with characters starting at level 2. Campaign mode will allow me the flexibility to bend a rule here and there to ensure the story gets presented in its entirety and we don't get hung up on one of the numerous combats.

The Adventure Path is balanced around four players, however I will be capping this table at six. In the event of a low turn-out, I will be requiring at least four players.

As a participating table in PbP Gameday VII, this adventure will begin Sunday, August 12th, 2018.

Please feel free to ask me any additional follow-up questions.

Liberty's Edge

Male Human Cleric

Behold, the discussion thread. This thread will be used for cat pictures discussion.

Liberty's Edge

The following is the recruitment thread for #6-98: Serpents Rise, my contribution to PbP Gameday IV. Please see the main campaign tab for more details on how I operate PbP games (standard fare, really).

My experience with PbP games and Serpents Rise is that the 45-day window will be quite tight for such a combat-heavy scenario. However, I will do my best to ensure that players get a full and enjoyable experience from this scenario.

This table will be capped at six players. To be as fair as possible with the distribution of the pregenerated characters, I will ask each player to rank the characters in order of preference, and ties will be broken with d20 rolls using the forum dice roller.

Examples:
If you are the only player who listed the oracle as their top preference, you will receive that pregen. If multiple people selected the oracle as their top preference, the highest roll will receive that pregen. Pregens distributed during the first round will be stricken from the remaining players' lists and selection will occur again, using the players' next-highest preference.

I can't wait to run this amazing scenario for you all! Good hunting!


Male Human Cleric of Sarenrae

Placeholder post

Liberty's Edge

Male Human Cleric

The following is the discussion thread for the Riflemen and Friends PbP campaign.


Male Human Cleric of Sarenrae

Thus begins the adventure of the Riflemen of West Virginia, and their compatriots throughout.

Liberty's Edge

Last night, I played Murder's Mark on Roll20 with a group of fellow Society members from my local store. 4 of the 5 of us used playtest characters as mentioned in the subject: Arcanist, Hunter, Shaman, and Skald with a Fighter thrown into the mix. I personally played as the Skald (my Society dash-one being a Bard).

Skald Build:

Level 1 Human (Caldaru) Skald
17/12/13/13/10/14
Feats: Combat Expertise, Improved Trip
Traits: Called (Faith), Bred for War (Race)
L1 Spells: Grease (DC 13), Liberating Command

For starters, I resigned myself to the fact that I would never be great in combat. I have feats selected through Level 12 for this character for a build I've nicknamed "Master Caster Blaster".

We finished the module with only two major combats and talking our way through all of the other encounters.

Combats
Skald
Both combats went by fairly quickly (2-3 rounds each). Initiative modifier of +1 is kind of sad, so I was low end of the turn order both times. Only having six rounds of raging song, I conserved until the finale.

In the first battle, I attempted to trip a creature that couldn't be (whoops) and provided flank for the remainder of the battle. I had the opportunity to cast Liberating Command on the Fighter (to no avail). In spite of several player failures, I feel like the character did its job in a support role.

In the finale, I started up Rage Song at first opportunity: the Fighter, Hunter, Hunter's animal companion, and Arcanist accepted (this actually brought the Arcanist from 0 HP to 1 HP, allowing her to get out of combat when the party had no dedicated healer... kind of a nice utility). The situation had cleaned itself up by the time Round 2 came around again, so I helped with chip damage against the BBEG.

Arcanist
I realize this class will receive an overhaul... outside looking in, the Arcanist felt a lot like a Sorcerer. Chip damage and buffs for the Fighter.

Hunter
Felt a lot like a Druid at first level. The animal companion did a lot of the heavy lifting and the Hunter mixed it up in melee, but damage output mid-range for the party.

Shaman
The (Heavans) Shaman felt like an Wizard at first level. He made good use of his spirit ability and magic, helping us shut down a potentially major issue in the last fight.

Fighter
Of the party members, the tank and damage dealer. Not much else needs to be said.

Social/Investigation
I'll just say 6 skill points don't go very far, but Bardic Knowledge helps. When you're the closest thing the party has to a "skill monkey", it's nice to be able to roll on all knowledge checks, even if you're only adding +2. With the exception of identifying the first creature we were fighting, our party pretty much nailed our knowledge checks. We had one character that was truly a face and a second that was pretty good backup (I at least had a 60% chance of aiding any given social check, and my unneeded intimidate was +7). Every perception check had at least 2 people succeeding with flying colors. Every major issue we ran into, we had a solution for (with the exception of desperately needing a grappling hook, but so I digress).

Final Thoughts
I like the Skald so far. Take a Bard, strip the performances you'll probably never use, and turn "Inspire Courage" into something personalized and devastating at later levels. Losing versatile performance and the extra skill points every level stings, but dropping some of the social aspects to make a Bard-like character a bit more primal and destructive in combat is refreshing.

Though we could have probably used ourselves a dedicated divine/healer, I would roll with this party again.