Stage Magician

Solomon Goodman's page

408 posts. Organized Play character for DebugAMP.



1 to 50 of 90 << first < prev | 1 | 2 | next > last >>

Grognard has taken leave of the crew to get Donkey some much needed time in nature, followed by a manicure. In the meanwhile, you find yourselves on a routine trip through Pact Worlds space on Society business...


Agents can dot in here.


Discussion for SFS 2-6 and 2-8, The Stumbling Society Pts 1 and 2, Sangoro's Lament and Sangoro's Gifts. Part 1 with begin at the start of GameDay X (9/6) and Part 2 will begin immediately after Part 1. Anyone signed up for part 1 has a guaranteed seat for part 2. Anyone who only wishes to play part 1 let me know, and remaining seats will be filled FCFS. Anyone joining only for part 2 will get a PM when we're about to start.

Anyone signed up please read my profile and make sure you're on-board with my rules. If you're good to go, give me the following:

OPO/SFS Number
Player Name (For Chronicle)
Character Name
Character XP going into part 1
Do you wish to play in part 2?
Do you expect to have any chronicles applied between parts 1 and 2 such as GM chronicles?
Day Job


You are all en route to the Lorespire complex, some of you from recruiters, others off of a mission. he deep rumble of the train as it skims along its metal track creates a pleasant bass line for the sounds of the cityscape. The car’s glass and metal walls shield the interior from the roar of traffic outside, but the faint howl of sirens and cab horns occasionally pierces this sanctum. Cradled safely inside the car, passengers murmur in private conversation or play muted vidfeeds on their comm units and datapads. The familiar click and whir of assistant machines fills the aisles.


Discussion thread for discussing things that need discussing.

Go ahead and hash out who you're going to be playing and post your relevant SFS info.


Discussion thread for discussing things that need discussing.


Summoned to investigate a new, exciting find near a frontier AbadarCorp colony, a group of Starfinder Society agents finds themselves exploring deep below the surface to inspect a recently uncovered set of ruins. However, they're not alone. The PCs soon discover not only that something is waking up, but also that there are some secrets best left undisturbed.


Discussion thread for discussing things that should be discussed.


Starting 9/1/20


This is a run of SFS Scenario 2-5: Meeting of Queens, run for Gameday IX. Please click on my alias and read and acknowledge my rules of engagement. If you're all good with them, first 6 people to sign up can go ahead and dot into gameplay.

This game starts on Sept. 1st along with all of the other Gameday IX games. In the past I have had people sign up for games, then forget about them and not respond to PMs, so I'll poll everyone to make sure people are ready 1 week before. If I do not get a response 3 days before the start date I will grab replacement players.


1 person marked this as a favorite.

So, you're considering joining my game... Before you board the shuttle, please review (and answer) the following questions, most of which were shamelessly stolen from GM HMM.

What character will you be bringing and how much XP do they currently have?

Do you so solemnly swear that your character will be free of any prior obligations and ready to begin this game at the start of GameDay VIII on 8/26/19?

Can you commit to 1 post a day minimum?

Do you have an up-to-date 'bot me' spoiler -- complete with dice expressions?

Will you be willing to bot other characters if I ask you to do so?

Do you promise to let me know if you get super busy for a few days so we can bot you?

If you answered yes to these questions, check on in!


All hands on deck...


Discussion thread for discussing things.


Discussion thread for discussing things. Please post your SFS info, including sfs #, character number, faction you intend to represent, and amount of reputation with that faction.


So, you're considering joining my game... Before you board the shuttle, please review (and answer) the following questions, most of which were shamelessly stolen from GM HMM.

What character will you be bringing and how much XP do they currently have?

Do you so solemnly swear that your character will be free of any prior obligations and ready to begin this game at the start of GameDay VIII on 8/26/19?

Can you commit to 1 post a day minimum?

Do you have an up-to-date 'bot me' spoiler -- complete with dice expressions?

Will you be willing to bot other characters if I ask you to do so?

Do you promise to let me know if you get super busy for a few days so we can bot you?


So, you're considering joining my game... Before you board the shuttle, please review (and answer) the following questions, most of which were shamelessly stolen from GM HMM.

What character will you be bringing and how much XP do they currently have?

Do you so solemnly swear that your character will be free of any prior obligations and ready to begin this game at the start of GameDay VIII on 8/26/19?

Can you commit to 1 post a day minimum?

Do you have an up-to-date 'bot me' spoiler -- complete with dice expressions?

Will you be willing to bot other characters if I ask you to do so?

Do you promise to let me know if you get super busy for a few days so we can bot you?


Five exclamation marks, the sure sign of an insane mind.


Thank you for calling the Starfinder hotline. A Venture-Representative will be with you shortly...


Discussion thread... for discussing things.


Please read the information contained in my alias for my 'rules of engagement.'


MISSION DETAILS ARE ON A NEED-TO-KNOW BASIS. AWAIT FURTHER INSTRUCTIONS.


Opening for Outpost II check-ins. More info coming soon...


With tensions rising between two Near Space civilizations, the a host of historical sites are at risk of being caught in the ensuing conflict's crossfire. The Starfinder Society's been called in to catalogue one such site, believed to be the ruins of a now-defunct hobgoblin empire that may have ended during the Gap. Speeding into the distant star system, the PCs must navigate the politics of the escalating conflict and reach their target.


Opening thread for Outpost II check-in. Details soon to follow...


**Hits the snooze button**

Grand Lodge

GM

Welcome to the Tier 12-13 table of the Season 5 special: Siege of the Diamond City.

Grand Lodge

GM

Welcome to Nerosyan. Today's forecast is cloudy with a chance of cataclysmic disaster.

Grand Lodge

GM

Welcome!

Grand Lodge

GM

Welcome


Ready to Venture forth? Heh... heh...


Venture-Captain Arvin is expecting you...

Grand Lodge

GM

All aboard the boat to Bellis!

Grand Lodge

GM

Welcome! Please read my profile and make sure you're happy with what you see.

Grand Lodge

GM

Report to Janderhoff at once!

Grand Lodge

Recruiting for slot 2 of gameday 7. Please read my profile information and make sure you're good with what you see.

Grand Lodge

GM

Beginning in slot 2 of Gameday 7

Grand Lodge

GM

Again the Solstice nears...

Grand Lodge

GM

Welcome to the third installment of the popular series, The Solstice Scar!

Grand Lodge

GM

Please read my profile and make sure you're happy with what you see, then go ahead and check in!

Grand Lodge

GM

Dot into Sothis.

Grand Lodge

GM

Welcome to my tablePbP thread. Please click on my alias link and read my rules before we get started.

Grand Lodge

GM

You all find yourself summoned to the Grand Lodge for a task of the utmost urgency...

Grand Lodge

GM

Please read my rules within the profile for this alias and make sure you're happy with what you see.

Grand Lodge

GM

Welcome...


Please read my rules here before getting started and make sure you're happy with what you see. We'll be starting 10/6/17.


Welcome to Lorespire complex. We will be with you shortly.

Grand Lodge

GM

Everyone please read my alias page for a rough idea of what to expect from me as your GM. I'll start doing quick character checks in a few days when I get back home from where I am right now which is not home.

Grand Lodge

GM

So... six adventurers walk into a bar...

Grand Lodge

GM

Welcome to my tablePbP thread. Please click on my alias link and read my rules before we get started.

Full Name

Pendobar 'Pip' Bushytoe

Classes/Levels

Epic Shredder

Gender

Bard 8/ Troubadour of Stars 9

Size

Small

Age

35

Deity

Bandobaris

Languages

Common, Hobbit, Goblin, Elven

Occupation

Lounge Lizard

About Pendobar 'Pip' Bushytoe

STR: 11 (+0)
DEX: 17 (+3)
CON: 10 (+0)
INT: 17 (+3)
WIS: 9 (-1)
CHA: 22 (+7)

Combat:
HP: 99( )
AC: 24 (32 w/ Luminous Armor) Armor spell autocasted every morning 18 T/ 18 FF
BAB: +9/+6
CMB: +8
CMD: 21
Melee: +13/ +8 +1 Longsword (1d6 +1/1d8 +1 19-20 X2)
Ranged: +23/ +18 +2 bow/+3 arrows(1d8+5/1d8+5 X2)
lightning gun: [ As wand of lightning, 5d6 dmg, save d.c. 15. [12 charges]
Initiative: +3
Fort: +5 Ref: +12 Will: +14

Bardic Info:
Bardic Performances: 30 rds/day

Lore Master 2x/day (take 20 on any Knowledge check). Also take 1/2 current level as bonus (plus int bonus) for ANY Knowledge Check.

Inspire Competence +4

Inspire courage +3

Soothing Performance: As a mass cure serious wounds with level as caster level (3d8+X). Also cures sickened, shaken and fatigued conditions. Four rds to implement.

Celestial

[b] Skills:
(ranks+class skill bonus+ability bonus+misc. bonuses)
Acrobatics(Dex): (3+3+3+2) +11
Climb(Str): (3+3+0+2) +8
Escape Artist(Dex): (9+0+3) +12
Intimidate(Cha): (3+7+4) +14
Knowledge(local): (13+3+3) +19
Perception(Wis): (24+3-1+2) +28
Perform(act): (18+3+7) +29(also use for Disguise rolls)
Perform(strings): (21+3+7+2) +33 (also use for Diplomacy and Bluff rolls)
Sense Motive(Wis): (8+3-1) +10
Swim(Str): (5+0+0) +5
Stealth(Dex): (16+3+3+4+5) +31
Sleight of Hand(Dex): (7+3+3) +13
Use Magical Device(Cha): (17+3+7) +27

Feats:
Knight of Stars: Once a day add +1 Luck bonus to any roll.
Point Blank Shot: +1 to hit and damage within 30'.
Rapid Shot: Fire an extra arrow with every full attack. -2 hit penalty on 2nd shot.
Precise Shot: Eliminate penalties to fire into melee.
Arcane Strike: Use a swift action at the beginning of the round to add +3 (for lvl 12) damage to your attack and make your attack magical for the purpose of defeating DR.
Deadly Aim: -3 to hit for +6 damage (for lvl 12). call at beginning of attack to use.
Manyshot: On a full attack, the first shot shoots two arrows. If the first shot hits, then both arrows hit.

Knight of Stars Power: Detect Evil as spell at will

Troubador of Stars powers:

Holy Cacophany: A 2nd Level ToS with 8 or more ranks in Perform can, as a bardic music effect, create a song of dicordant music that hampers evil creatures. Any creature within 30' of the ToS must make a successful Concentration Check (DC15+spell level) in order to cast a spell or use a spell-like ability. This is a sonic mind-affecting ability.

Starmantle: Once a day Pip can cast the spell Starmantle caster level is equal to his level.

Starmantle info:

Spoiler:

Cast Time: One standard action
Duration: 1 min/level
[self only as a power]

This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over existing apparel and sheds light as a torch.

The starmantle reneders the wearer impervious to non-magical weapon attacks and transforms any non-magical weapon or missile that strikes it into harmless light, destroying it forever.

Contact with the starmantle doesn't destroy magical weapons or missiles, but the starmantle's wearer is entitled to a DC 15 Reflex saving throw. each time he is struck. Success indicates that the wearer only takes half damage from the attack (rounded down).

Spells Known: Can now use spells with Celestial, Sanctified or Eladrin descriptor

0 Level: Dancing Lights, Detect Magic, Ghost Sound, Lullaby,Prestidigitation, Summon Instrument, Daze.

1st Level: Charm Person, Hideous Laughter, CLW, Healthful Rest, Grease, innocense*, share language*

2nd Level: Glitterdust, CMW, Sonic Burst, invisibility, ghostbane dirge*, honeyed tongue*

3rd Level: Cure Serious Wounds, Dispel Magic, Haste, Gaseous Form, Sculpt Sound

4th Level: Hold Monster, Summon Monster IV, Cure Crit Wounds, ghostbane dirge, mass*, diamond spray#, Luminous Armor, Greater#

5th level: Summon Monster V, Bard's Escape*, Song of Discord, Inquisition

*Detailed in Advanced Player's Guide
#Detailed in Book of Exalted Deeds

Spells-Day/known:
0 lvl: */7
1st lvl: 8/8
2nd lvl: 7/7
3rd lvl: 6/6
4th lvl: 6/5
5th lvl:4/4
Gear:

Lucille: Mac-Fuirmidh Cithern steel guitar, ready for underwater use.
grants +2 perform string. If you have 4+ ranks in perform, you can do CLW, sleep, and mage armor; total of 3/day any combination of them.

+1 Glammered Chain Shirt of Shadow
Hat of Disguise

+1 Longsword 'Mezzaluna:

Spoiler:
This longsword's blade is fashioned completely of clear cut crystal. It's hilt is gold-chased mithral with a pommel fashioned of a dark-red cabochon ruby. Inside the ruby small white musical notations appear and disappear randomly. The word Mezzaluna' is inscribed across the quillions in planar common.

Mezzaluna is a +1 Harmonizing Crystal Echobalde. It normally functions as a +1 rapier, but is enhanced by your musical ability. If you use your bardic music ability while wielding this weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level (ie: 5 levels, 2 extra dam per atk).

Mezzaluna also accompanies you in song if drawn, granting a +2 competence bonus on Perform (sing) checks. In addition, if you hold it when you begin a bardic music effect, the weapon can continue the effect for you, allowing you to focus on other efforts. One round after you begin a bardic music effect that allows or requires continued use or concentration (including inspire courage, countersong, fascinate, inspire competence, inspire greatness, song of freedom, and inspire heroics), the weapon picks up and continues the performance flawlessly for 10 rounds, until you start another bardic music effect, or until you command it to end as a swift (mental) action. The longsword will stay floating in place without use of hands to continue the effect, allowing you to use both hands in other persuits.

+2 Bow
20 [34]+3 arrows
10 [10] +1 Troll bane
10 [5] +1 Dragon Bane
10 [10] +1 Devil bane
10 [4]+1 Demon Bane
50 [38] +1 Undead Bane
10 [10] +1 Abberant bane
50 [46] +1 Holy arrows
50 [42] Spell Storing (ea containing a Cure Crit Wounds spell (4d8+15))
All Greater slaying Arrows: (DC 20 fort save or take 100 xtra damage)
Arrow of Greater Dragon Slaying
Arrow of Greater Troll Slaying
Arrow of greater Abberant slaying
Arrow of greater Undead slaying *used*
Arrow of Greater Demon Slaying *used*
Arrow of Greater Devil Slaying

Efficient Quiver of holding (can contain up to 1000 arrows and will always bring the arrow needed to top)

Backpack
Scroll Case
belt
4 belt pouches
3 empty sacks
50' silk rope
Leather duster jacket
Leather cowboy boots
Box of cigarillos

Magic Items:
Bottle of Air

Spoiler:
This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.

Gem of Brightness 50 [50] Chg.
Spoiler:
This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts.
  • One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination.
  • Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.
  • The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.

A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.


2 Wands of Death ward (50 chg ea) [50] [50]
2 Wands of Cure Critical Wounds (50 chg ea) [50] [50]
Wand of greater invisibility with 22 charges [21]
Ring of Waterbreathing:
Spoiler:
With ring on Pip can breathe freely underwater

Ring of Mystic Defiance:
Spoiler:
3/day when activated absorbs 10 damage from any spell or spell-like effect.

Bracers of Archery, Greater
+2 Ring of protection
Headband of Intellect (+2 INT & CHA)
Cloak of Arachnida:
Spoiler:
This black garment, embroidered with a web-like pattern in
silk, gives the wearer the ability to climb as if a spider climb
spell had been placed upon her. In addition, the cloak grants
her immunity to entrapment by web spells or webs of any
sort; she can actually move in webs at half her normal speed.
Once per day, the wearer of this cloak can cast web. She also
gains a +2 luck bonus on all Fortitude saves against poison
from spiders.

Bag of Holding, Type IV: 1500 lbs/250 cu ft.

Potions (all potions in brass screw-top flasks on bandoleer across Pip's chest):

Beast Shape I [3]
CMW [3]
Fly [3]
Gaseous Form [3]
Oil of Keen Edge [5]

Scrolls:

3rd Level:
Dispell Magic (2)
Haste (4)
Remove Curse (5)
Summon Monster III (2)
Tiny Hut (2)

4th Level:
Neutralize Poison
Summon Monster IV (2)
Freedom of Movement
Shout

5th Level:
Summon Monster V (2)
Seeming
Greater Heroism

Combat cut-n-paste:

[spoiler] Bow attacks (within 30'/all feats/Inspire courage/Haste with +2 bow/+3 arrows):

Attack 1 (manyshot also):[dice]1d20+23;1d8+20[/dice]
Attack 2: [dice]1d20+23;1d8+20[/dice]
Attack 3: [dice]1d20+23;1d8+20[/dice]
Attack 4: [dice]1d20+23;1d8+20[/dice]

Additional damage for Manyshot (if ATK 1 hits): [dice]1d8+20[/dice]

Bow Attacks (farther than 30'/all feats/Inspire courage/Haste/+2bow/+3arrows):

Attack 1 (manyshot also)[dice]1d20+22;1d8+20[/dice]
Attack 2[dice]1d20+22;1d8+20[/dice]
Attack 3 [dice]1d20+20;1d8+20[/dice]
Attack 4 [dice]1d20+20;1d8+20[/dice]

Additional damage for Manyshot (if ATK 1 hits): [dice]1d8+20[/dice]