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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Luna circles around behind the beast, swinging while it's distracted by Rocky in the front. Spring Attack across from Rocky. +2 Spring Heeled, +2 flank, +3 Inspire. Attack: 1d20 + 17 + 2 + 2 + 3 ⇒ (12) + 17 + 2 + 2 + 3 = 36
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy moves forward, keeping a wary eye on the demon to see if it tracks her movement as powerful fiends sometimes can. She strikes out at it, breaking her invisibility, before quickly vanishing again and darting back. Spring Attack, swift action vanish after making my attack before the fall back. Attack bonuses are +2 from Spring Heeled Style and +2 for attacking from invisibility. Attack: 1d20 + 17 + 2 + 2 ⇒ (20) + 17 + 2 + 2 = 41
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy darts in, the falls back behind her allies, vanishing instantly as she moves back. Attack: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
After attacking, spend 1 ki point to swift action vanish. ![]()
Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy moves like a blur, striking the abomination before concealing herself in an alcove to the side. Spring Heeled, Spring Attack vs. flatfooted Attack: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy runs up the side of a wall jumping if she needs to to get a flank and makes a single strike. Attack: 1d20 + 17 + 2 + 2 ⇒ (3) + 17 + 2 + 2 = 24
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy sneaks past the front lines, striking the prophet from behind while her focus is on Rocky. Spring Heeled, Spring Attack. Gaining +2 spring heeled, +2 flank and +2 attacking from invisibility. Attack: 1d20 + 17 + 2 + 2 + 2 ⇒ (14) + 17 + 2 + 2 + 2 = 37
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
While Arcanadin attacks the golem from the front, Teddy runs behind it and draws a single cut. Spring Heeled, Spring Attack, etc. Attack: 1d20 + 17 + 2 + 2 ⇒ (11) + 17 + 2 + 2 = 32
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy repeats her stunt, this time pairing with Arcanindin. Rather than flip over the opponent this time, she tucks and rolls underneath it after striking, ending her stride behind Arcanindin. Spring Attack on blue. Attack: 1d20 + 17 + 2 + 2 + 1 ⇒ (20) + 17 + 2 + 2 + 1 = 42
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy runs forward, darting up the wall behind Rocky and jumping off just above the eidolon's space. She arcs over it's head, striking when she's on the opposite side from Rocky. Same sequence of events, but this time with multiple acrobatics checks I automatically make. Regardless of the height of the wall of how successful Rocky's grapple is this should work. ![]()
Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy's runs forward, striking at Rocky's foe from behind before doubling back and returning to the middle of the battlefield. Spring Heeled Style, Spring Attack on green. Attack: 1d20 + 17 + 2 + 2 ⇒ (15) + 17 + 2 + 2 = 36
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Without a word, Teddy assumes her stance darts into the nearest alleyway with enemies, sliding around Bunny and casually running up the side of a building over the armored room. She good from wall to wall, landing horizontally over the robed individual and striking with her katana. Spring Heeled Style, Spring Attack on blue. Attack: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27 vs. flatfooted
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy turns on her heel, facing the robed character, and puts a hand on the hilt of her sword. "I'll put this delicately. Turn around and walk away, and everyone walks away from here with their lives and limbs intact." ![]()
Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
With her previous target still standing and unattended, Teddy drops from her position into the space behind blue, landing directly behind it and striking again. She then darts towards the rest of the fray, blade at the ready. Full round action spring attack, +2 attack and damage from Spring Heeled Style, +2 attack from flanking. Attack: 1d20 + 17 + 2 + 2 ⇒ (7) + 17 + 2 + 2 = 28
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Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy shifts her stance, then dashes forth, blade flying as she moves. In a flash, she's on the opposite side of Arcanindin, striking at his dueling opponent from behind, before continuing her run up the side of the building. Swift action Spring Heeled Style, full round action spring attack against blue. Provoking an AoO from green after the attack, which I will parry but not riposte then finishing my run 15' up the side of the building, courtesy of Slippers of Spider Climbing. Bonuses: +2 attack and damage Spring Heeled Style, +2 attack flanking. Attack: 1d20 + 17 + 2 + 2 ⇒ (7) + 17 + 2 + 2 = 28
If Parry is needed: Parry: 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39 ![]()
Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
"Your patriotism is inspiring," Teddy folds her arms and raises an eyebrow. "My associate is correct. Your pursuit of short term profits will lead to nothing less than your long term ruin and probable death." Auto-aid. ![]()
Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
I would have acted earlier, but what I did with my turn depended entirely on whether black was still alive or not, and then I was in a live session and then immediately sleeping after that. With a quick flurry of hand motions, Teddy seems to disappear in a gust of wind. Invisibly, she moves into position, sword in hand. ![]()
Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy will grab an oil of daylight and a +1 undead bane shuriken. Satisfied with the results of her scouting, Teddy listens in to the local gossip, asking pertinent questions to ferret out useful information. Diplomacy: 1d20 + 19 ⇒ (7) + 19 = 26 ![]()
Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Teddy is tall, dressed in a thick black bodysuit with a heavy scarf masking most of her lower face, leaving just piercing gray eyes. Her hair, a silvery blue color, is pulled into a tight, high ponytail. She carries a sword at her hip and another strapped to her back, and a belt pouch hangs at her hip. ![]()
Female Sylph Swashbuckler 1/Ninja 9 | AC 28, Touch 19, CMD 23 | F+5, R+17, W+6 | Per +15
Starting Gold: 19,133.5 gp
Teddy's standard strategy, if botting is required for any reason, is to open combat by entering Spring Heeled Style, then using Spring Attack to get into flank and then move back to safety with 70' of movement (due to Spring Heeled Jack). If an enemy 5' steps to full attack her, she will use Swashbuckler's Dodge on the first attack. If not, she will parry the first attack made against her, but will never riposte. Oh, and due to my completed Season 8 Sovereign Court faction card and the two checkboxes on my Season 9, everyone gains a +5 on Stealth checks, and reduces armor check penalty to stealth by 5.
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![]() Welcome! Please 'dot' with your chosen character's information as listed below:
As a side, please add the following into your characters profile page "race" line:
This will assist in posting saves, THAC, etc... ![]()
![]() Are you tough enough to brave the yearly sojourn to the Crypt of the Everflame? The city of Kassen calls out for young adventurers to bring back another flame to last the year through. What to expect during this PFS sanctioned module:
What I expect of the players:
If this sounds fun to you I am looking for two to three more players:
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![]() Venture-Captain Sir Canayven Heidmarch meets with you and your group of adventurers outside of Korvosa to discuss a hitherto unknown treasure trove hidden in the Vaults of Korvosa 5 years ago by the ex-Pathfinder Sascha Antif-Arah. Sascha, expressing her inability to enter Korvosa due to a Hellknight bounty, meets you to pass along instructions on how to find her treasure trove. In return she asks only that they return to her a simple locket stored there... ![]()
![]() Mists intro:
The Mwangi Expanse is ruled not by men, but by demons and the hideous denizens of the spirit world. Mortal men brave the jungle’s depths at their peril, and often at the cost of their soul. In the Mwangi’s dark heart monsters grovel at the feet of obscene idols, and pledge themselves to hideous otherworldly masters with strange appetites and even darker dreams. None of these savage hearts beats more fiercely than Angazhan, Demon Lord of Apes. His black-furred hand holds sway over the Gorilla King and his city of Usaro. All the jungle trembles at his blood-curdling roar.
Many Pathfinders brave the Mwangi seeking ancient idols and remnants of long lost civilizations, but few are heard from again. Lugizar Trantos, a Pathfinder of mild renown, recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. The Blakros Museum of the Wise District of Absalom purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. What's required of applicants:
What to expect from me:
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Male, sometimes Female Goblin
![]() "Grrr. You, here." Welcome to another fun-filled romp through a goblin's brain, 'We Be Goblins Too!'
Link: Mogmurch, Poog, Reta or Chuffy "Choose!" ![]()
![]() The bells atop the Temple of Erastil toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. After a few moments, a murmur passes through the crowd as it slowly parts to let Mayor Uptal through. He leads the way with a tarnished silver lantern. Behind him, an old pony drags a cart laden with backpacks and supplies. Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk. "Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen's tomb and retrieve the flame to keep this community safe for another winter?” At this point, the mayor pauses to let you come forth to accept your mission. Looking you over he asks, Who among the chosen will have the honor of carrying the sacred lantern?" please choose who will carry the lantern, it can be carried in your pack. He then hands each of you a backpack which contains 5 days' worth of rations, a small tent, a winter blanket, a full waterskin and a map that leads from Kassen to the Crypt of the Everflame. In addition, the following are offered for you to distribute as you see fit:
The mayor once again speaks to the townsfolk. "I present to you the brave heroes who will follow in Kassen's footsteps to retrieve the Everflame! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have the eternal fire.” With that, the mayor points to the south, the direction of Kassen's tomb. The townsfolk begin waving goodbye with cold, solemn looks on most of their faces. ![]()
![]() Recruiting for the first in a trilogy:Crypt of the Everflame It is autumn, 4th of Neth, 4709 and a great tradition is about to reoccur… “Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen’s tomb and retrieve the flame to keep this community safe for another winter?” Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful (5 or 6) of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down. We will begin with Crypt of the Everflame and if all survive, DM included, we will complete the trilogy:
-Level 1, your character is a young, beginning adventurer.
Players will be chosen based upon group dynamic and character story, this is role playing not min/max-ing.
Last but not least, I am a very chill cat and run adventures where ad-libbing happens. Discussion, lively banter and persuasive arguments are encouraged. Thank you and happy hunting. ![]()
![]() *** Setting link for recruited players. Arriving in Oppara the capitol city of Taldor your contacts direct you to a small bait and tackle shop. The Venture-Captain Muesello greets you with a warm smile as the bell on the door jingles. He motions you into the back room while he locks up the shop and puts up a sign in the window that says, "Gone fishing". A finely dressed noble woman is already seated and waiting for you. Muesello then introduces Lady Gloriana Morilla of Taldor. |