Human Unchained Rogue 8 - HP: 29/67 - AC: 28, FF: 21: T: 18 (+2 Dodge bonus to AC v traps, Improved Uncanny Dodge) - CMD: 24 - Fort/Ref/Will: +6/+14/+6 (+2 Reflex v traps, Evasion) - Perception: +18 (+4 vs traps, +2 vs being surprised, Trap Spotter) - Initiative: +13
Knowledge (nature): 1d20 + 9 ⇒ (18) + 9 = 27 Halleluja With the severity of the situation every increasing, Hugh finally musters his words into something productive. "Jala, surely you must see the folly of uprooting the entire tribe. Even at the best of times hunting grounds are scarce, and the competition is fierce. Where would you roam to if you were to leave these lands? South, where orcs and vicious beasts prowl the parched hills? Or east, where demonic horrors would hunt you like you hunt your game? Or how about west, where you'd be enslaved to the White Witches whims? Staying here, in your ancestral lands, is your best bet."
Hakak Urungai wrote: GM (or anyone) - could you explain what I should do with the PFS chronical sheet? Are the items on there mine or are they shared with the group? DO I just add the GP to my character sheet? Your chronicle sheets track your organized play progress and are used to keep track of XP, prestige, fame and gold in addition to boons earned and items found. My advice would be to make a folder (digital, physical or even both) and sort and archive your chronicle sheets. The PbP community (and the VTT one) is not that stringent when it comes to presenting your chronicle sheets for inspection, but if you plan to play any IRL games, then it is in fact required that you bring all sheets attributed to the character you wish to play.To deal with the more abstract nature of organized play, all items found during the adventure are sold, and each player gains a portion of the total gold earned (sorta, don't think to much about it). All items found that are not always available (see chapter 4 of the guide) are listed on the chronicle sheet and can at any later time be purchased by you without the usual limitations of your fame score (also explained in chapter 4). Hakak Urungai wrote: One more question - am I right that I can level up Hakak to level 2 once I have 3 XP? So, I could go and do another PFS adventure at level 1, get another XP? Yes, every regular scenario gives you 1 XP (assuming nothing horrible happens), and you can always play a scenario that your character is the correct level for (the tiers are IIRC: 1, 1-2, 1-5, 3-7, 5-9, 7-11 and 12-15). Sanctioned modules give you a whopping 3 XP each, but they do (for most the most part) take much longer than standard scenarios, and their level ranges are also narrower and specific for each module. You can also only have one chronicle sheet from a given scenario attributed to the same character (GM credit and replays can be a nightmare to keep track of if you, like me, have 30+ registered characters).
Will the following players check in here for #6-10 The Wounded Wisp: kuey
And will the following players check in here for #7-10 The Consortium Compact: Jason Rodarte
@Darren Whitehouse/Hakak: If you have any questions, I'll be happy to answer them.
Male Damphir Skald (Urban Skald) 3 - HP: 21/21 - AC: 16, T: 11, FF: 15 (+1 dodge bonus when adjacent to 2 or more allies) - Fort/Ref/Will: +5/+3/+4 (+2 vs disease and mind-affecting effects, +4 vs bardic performance and sonic or language-dependent effects) - Perception: +0 - Initiative: +3 - Raging Song: 9/16 - Spell-Like Abilities: Charm Person: 0/1, Command: 0/1 - Spells: 1st: 3/4
Davorin gives the goblin a kind, alibiet slightly canine, smile and kneels down. "Yes, we are great freinds! You, me and, uh, Plarg... Since we're such good freinds, would you mind telling me what you're doing here? Oh, and Cork, you can let my friend go. We're all friends here, right?" Diplomacy to raise attitude to helpful: 1d20 + 11 ⇒ (20) + 11 = 31 Dayum! Can we add a category above helpful? :P
Moving to the next room before the site goes down again. The floor of this circular chamber is covered in a rich layer of cream and charcoal-colored sand. A magnificent, wavy pattern has been formed in the sand, the design and combination of colors creating a brilliant work of art. Shiny stones are scattered throughout the arrangement, making the pattern appear to be a splendid, if peculiar, star-lit sky. Massive granite statues of ancient armed soldiers stand at attention along the walls.
Bah, the cruel weather gods are frying my poor viking brain with this horrible 25°C heat... Searching the body yields:
Chain shirt, Spellcraft DC 18:
+1 chain shirt 2 potions, Spellcraft DC 16:
2 potions of cure light wounds Rapier, Spellcraft DC 18:
+1 rapier Potion, Spellcraft DC 20:
potion of remove disease Broken masterwork lute
Despite the odds, the last man does not surrender, and Deaglan seriously menaces the floor. The lone survivor backs up against the door and attacks Lysaer. Attack: 1d20 + 7 ⇒ (8) + 7 = 15 Combat Round 3
The secret entrance pointed out by Masur is an alcove 10 feet above the waterline. Rusted iron handles are still embedded in the wet walls, providing a means to climb up to the alcove. The tunnel beyond quickly descends before turning to the west. Map updated. Anything you want to do before progressing through the entirely harmless hallway?
@Bizzle: A bit of trigonometry tells me that you can reach a maximum height of 25 ft by moving 25 ft forward. Reflex: 1d20 + 6 ⇒ (5) + 6 = 11 The lead giant falls into the pit and gets impaled even further. Combat Round 1
As promised, the second half of The Norv's sign-ups will have me as GM. qwerty1971
Please check in here.
A shady character slinks into the lodge and sits down at the bar. After a while, he whispers to the Pathfinder next to him. "Psst! Hey you! You wouldn't know someone with a rather flexible moral compass, would you? I've got quite the job lined up for someone like that... I'm recruiting for 6-98: Serpent's Rise where you play Aspis Consortium agents. Sign-ups will be handled here, and the pregens are here.
Male Human Bard 12
A scruffy looking Varisian wearing a shabby, non-descript priest's robe and a smile so slick, you have the urge to buy a used carriage from him, steps into the lodge. "I'm looking for a group of senior agents to deliver The Pale Maiden, Durvin Gest's famed sword, to the Woodsedge Lodge in Galt. Who's up for a simple delivery, that in no way can go wrong?" Recruiting for a run of the Eyes of the Ten series. Sign-ups will be handled here. Do note that only characters with EXACTLY 33 XP can start on the series.
Male Suli Bloodrager 2 - HP: 18/22 - AC: 17, FF: 16, T: 11 (Uncanny Dodge) - Fort/Ref/Will: +5/+1/+0 (+1 vs enchantment effects) - Init: +2 - Perception: +5 - CMD: 17 - Bloodrage: 8/8 - Elemental Assault: 1/1
Taking no heed of the flames engulfing him, Terril tries to "circumvent" the shoddy goblin craftsmanship and kicks down the door. Strength: 1d20 + 4 ⇒ (12) + 4 = 16 If the door is down: Terril moves into the tower and tries to find a way up.
Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)
Hearing Faeria's recount, Tomren wonders what horrors the woman has seen. "Let's start out by focusing on the job at hand. The crypt shouldn't be hard to find. I say we search the north-western corner of the temple first."
Human Transmuter 5 - HP: 32/32 - Init: +2 - Fort/Ref/Will: +4/+4/+5 (+1 vs curse effects) - Perception: +0 - AC: 17, T: 13, FF: 15 - CMD: 15 - Telekinetic Fist: 9/9 - Current Active Spells: Mage Armor, Resist Energy (fire)
Blowing caution to the wind, Tomren walks down to the southern door and opens it. "I wonder what's in here..."
My half-elven cleric of Iomedae doesn't introduce himself... He has a herald for that! *enter herald*
"I present to you,
*que entrance* |