Journeyman Carpenter

Xynen's page

* Pathfinder Society GM. 285 posts (6,471 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters. 22 aliases.


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Envoy's Alliance

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Skills:
Acro +4, Athletics +6, Diplomacy +4, Dueling Lore +5, Nature +3, Performance +4, Religion +3, Warfare Lore +5
F Elf PFS#186188-2001 LG Champion of Shelyn/1
Stats:
HP:18 | AC 18 | F:7 R:4 W:5 | Perc: 7 low light vision| Focus: 1 | Hero: 1|

"Thank you for all your healing Rufous, you certainly helped us maintain momentum." Ulena cleans her weapon replaces it on her back.

While Aldonza pulls the wayfinder free, Ulena attempts to identify the remains in the town square to see if it matches any of the descriptions they were given.

Religion: 1d20 + 3 ⇒ (4) + 3 = 7

Envoy's Alliance

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Skills:
Acro +4, Athletics +6, Diplomacy +4, Dueling Lore +5, Nature +3, Performance +4, Religion +3, Warfare Lore +5
F Elf PFS#186188-2001 LG Champion of Shelyn/1
Stats:
HP:18 | AC 18 | F:7 R:4 W:5 | Perc: 7 low light vision| Focus: 1 | Hero: 1|

Ulena hefts her glaive and begins looking for the best place to cut through so the party can keep moving.
"Thankfully my weapon provides some reach, so I can cut into the path ahead. What looks to be the easiest path?" She asks of her companions.

Once given direction she'll begin cutting a path through.
Glaive: 1d20 + 6 ⇒ (19) + 6 = 25

Second Seekers (Luwazi Elsebo)

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Skills:
Computers +10/ Culture+8/Engineering +10/Medicine+8/Phys Science +9/Piloting +7/ Prof. Repair Man+9/Sleight of Hand +8
M Elf SFS#186188-703 Outlaw Mechanic/2 SP 0/10 HP 8/16 | RP 4/5 | EAC 14; KAC 15 | Fort +2; Ref +6; Will +0 | Init: +7 | Perc: +7, SM: +0

If I might offer some advice Rilynn:

In a PbP format it stalls the game for everyone to ask for a GM ruling before each action. If you are concerned about your intended action you can leave your full intended move (rolls included) in a spoiler for the GM, so that if they rule in the positive, they can move the game forward, or make the rolls required to determine the final result.

PbP is inherently slower than live games, so doing little quality of life things like that helps it from getting overly drawn out.

Dark Archive

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GM TBD wrote:

There are so many good choices and so many wonderful combinations of groups that could happen.

I could run a second table, but I would have to limit my posting to an expectation of every other day (potential for daily still existing but not required on either my or anyone else's end).

If you would like to express an opinion on this, go right ahead. I've gone back and forth on it several times myself (pbp is slow enough even with once daily posting, but this AP allows so much RP opportunity that combat would not be the main hangup, etc etc). If you don't have an opinion on this option other than you'd rather that so more can play, just favorite this comment so I can get a rough count.

Am I correct in that this would be your first time GMing an AP? From your profile it might even be your first time GMing a PbP game.

If these are both true then I highly highly caution against a second table. I'd rather not get chosen at all, then end up in a game where the GM burns out, and if you have no experience GMing a play by post you should start slow.

It's a bigger commitment than it seems, and it takes a lot of patience from everyone involved. AP's usually take a year or two at least on these forums. Two games sounds reasonable, sure it's just two tables. But that's 10 characters, with feats and class abilities and stat blocks. Ten character histories and interactions that you need to play off of. Ten people that need you to clarify or adjudicate rules. Ten people worth of loot to track. 10 posts a day to rely on to move things forward. For two years.

If the groups act differently, than you may be recycling less posts than as suggested above and having to conduct the same scenario in two very different ways.

There are GM's that can handle that and do it well, but if this is your first foray, don't bite off more than you can chew. I say this as someone who burnt out as a player and a GM on these same forums because life took some wild turns and keeping up with these forums became overwhelming. You never know what can happen.

Run one table, indulge in the story you tell with those people and learn from it. If you want to come back later and start a second table then make that choice from an informed, experienced position.

If you have not already read it, check out:
Painlords Guide to PbP GMing

Having played through an entire AP with Painlord, I can attest that they know what they're talking about.

Exo-Guardians

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Skills:
Athletics+7/Intimidate+6/Perception+4
M Vesk SFS#186188-702 Solarian Icon /1
Stats:
SP 0/8 HP 5/13 | RP 2/3 | EAC 14 (15); KAC 15(16) | Fort +3; Ref +1; Will +2 (+2vs Fear) | Init: +1 | Perc: +4, SM: +0

"You said I can requisition a new suit?" Bonra says, wandering up to the receptionist, his arm held high to expose the tear in his seam.

"Do you think I could just fix it myself?" He reaches over the examine the tear with his other hand, ripping the other sleeve in the process.

"Oh what about that one?" He turns to show the receptionist the new tear, waiting for her opinion while blocking her sight with his giant frame.

Bluff: 1d20 + 2 ⇒ (20) + 2 = 22

Envoy's Alliance

1 person marked this as a favorite.
Skills:
Acro +4, Athletics +6, Diplomacy +4, Dueling Lore +5, Nature +3, Performance +4, Religion +3, Warfare Lore +5
F Elf PFS#186188-2001 LG Champion of Shelyn/1
Stats:
HP:18 | AC 18 | F:7 R:4 W:5 | Perc: 7 low light vision| Focus: 1 | Hero: 1|

Ulena spends so much time watching Mahki just exist that she zones out for awhile before finally snapping back to the conversation. A previous post got eaten.

"I'm not familiar with Valenhall but it sounds like Mr. Black is at least! Sun Chaser is quite the title, I hope to hear more about Grehunde while we help his ancestors out." Ulena waits to hear what the favor is, but she's clearly on board regardless.


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”Watch where you’re going!” A man in ragged clothing stumbles as he shoved to the side, steadying himself against the nearby wall so that he doesn’t fall into the street. The man who had shoved him was a noble, a minor one, Lord Atherton something or other with a small piece of land at the ass end of the country. He didn’t matter.

Lord Atherton continues shoving his way passed other common folk to get to his destination, his personal guard (a gaggle of uniformed thugs) taking pleasure in doing the same.

”Honestly.” He can be heard saying up ahead. ”I don’t know why they even let these people out during the day. All they do is crowd the streets with their filth.”

As Atherton drifts from sight, the ragged man shakes his head, disappointed, and dispels the illusion he is wearing. Dirty pallid skin gives way to the healthy immaculate dressed nobleman beneath. He adjusts his plaited leather gloves and steps back out into the walkway.

The common folk move from him in a reactionary way that makes him frown but he points to the Zespire family crest embroidered on his scarf and tips his hat to them.

”I’m sorry our countrymen set such a terrible example for the nobility, but you have nothing to fear from me. I simple come to pass a message.” He pulls a rolled up poster from within his long coat and hands it to a nearby commoner in coveralls, barely flinching at the smudge of dirt that leaves on his gloves.
” Place that where people will see it, but I’ll save you the trouble of reading it for the moment. House Zespire is hosting a charity event, three days from now on the outskirts of our property. We’ve collected clean clothing for people of all sizes. Our tailors will be there to size you and find you appropriate clothing. The earlier you arrive, the more options you’ll have. Sun up, to sun down or until all of our supplies are exhausted. If you don’t know where we live, well, follow everyone else!”

He offers the commoners a gentle bow, and cane in hand, begins the long walk back. Answering questions that any of the common folk have with patience and compassion along the way.

Atherton surely isn’t the altruistic patron he’s trying to convince my father he is. He thinks to himself. Just another spoiled brat trying to cozy up to a larger house. He must be desperate if he’s currying our favor.

His thoughts drift to Eutropia, and he silently prays that the vote to allow female heirs succeeds. Taldor could use a bit of shaking up.

Background:

Izalco is a lesser member of house Zespire, cousin to the branch currently running the family. Growing up among the noble families he rebelled against the family tendency to represent the common folk. He felt it was birthright to be above them and hated how his family name excluded him from certain social rings within noble society. After discovering an aptitude for deception and an ability to channel magic from an unusual source, Izalco began posing as the son of landed lords from outside Oppara to participate in high society without the stigma attached to his family name.

He was good at it, and before long he found himself deeply embedded with other young nobles eager to flex their influence around the city. They spent weekends terrorizing the common folk - Ordering them around, pranking them, disrupting their chores - whatever they could get away with.

This lasts for a few years, well into his teens, but eventually they pissed off the wrong commoner. Against all advice they wandered into the Narrows and began causing mayhem. Before long they had cornered a half-orc girl in an alley, tossing mud and rocks, taunting her all the while.

In a fury she charged Izalco, disarming him of the rapier at his side and with more fury than precision pierced it straight through his leg. While the other noble children stood there shocked, the young girl fled. Izalco found himself changed in that moment. Almost a man grown, he realized the pain he had been inflicting on the "lesser" people of Taldor. His families practice of charity and advocacy all came to light. He declined healing magic at the temple, choosing the live with the wound and consequently a limp for the rest of his life.

Izalco rededicated himself to the Zespire Household. He redirected his ability to blend with the other nobility to keep his family informed of any movements against them, and to cultivate a reputation among other young reformers without tarnishing what reputation they had left. It's a fine line to tread, but he believes in a more equal Taldor and is willing to do what he must to save his country from greed and gluttony.

His most trusted confidant and best friend is the same half-orc that set him straight. Now a young woman named Emilia, who proudly displays an ostentatious rapier above the hearth of her establishment in Eastport, the Fool's Rush Inn.

GM:
Izalco is a Silksworn Occultist designed to be good at social encounters and complete rubbish in combat. I'm still working on his gear but stats wise he's pretty complete. Here is his character sheet . Feel free to reach out with any questions.

Dark Archive

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I am currently recruiting for a freshly submitted run of #6-08 The Segang Expedition [Levels 1-5] for Gameday IX.

If you're interested you can sign up here.

As this is a relatively last minute submission for the Gameday, all slots are currently available.

Exo-Guardians

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Skills:
Athletics+7/Intimidate+6/Perception+4
M Vesk SFS#186188-702 Solarian Icon /1
Stats:
SP 0/8 HP 5/13 | RP 2/3 | EAC 14 (15); KAC 15(16) | Fort +3; Ref +1; Will +2 (+2vs Fear) | Init: +1 | Perc: +4, SM: +0

Hopefully we get a few more folks in here in the next week or so.

In Character Questions

Who are you, and what will you bring to the party?
Bonra brings two things, muscles and glory. I'm not really much at computers, but the society has got enough brains. We need more people with guts! That's what you call me in for.

Have you crossed paths with Datch? What happened?
I haven't. Should uh, should I know who that is?

If you were stranded in the Drift, what three things would you want (assuming the necessities of shelter, food, air and water are covered)?
My left fist, my right fist, and someone tough to hit them with.

Out of Character Questions

Do you have any of the following boons?

Acquainted with Datch (Ally) from SFS 2-01, Pact World Warriors
Big Win against Big Potion (Slotless) from SFS 2-17, Cost of Living
Nope. I am currently playing through Pact World Warriors but unfortunately we just started and that character is unlikely to be ready in time for this game.

Would you be willing to bot other characters, if needed?
Yes

Do you promise to let me know when you have a busy time in your life coming up so we can bot you as needed?
Can do.

Are you comfortable with a hard minimum 1 post a day pace?
Yes

What has been your favorite SFS Adventure with this character, and why?
I guess the Into The Unknown quests win by default since that's the only thing I've run with this character. The final ship fight was pretty fun.

CHRONICLE INFORMATION:

Player Name: Xynen
Character Name: Bonrakoru
Character Number: 186188-702
Slotted Faction: Exo-Guardians

Reputation with slotted faction: 4
Reputation with Second Seekers (Ehu Hadif): 0
Reputation with Second Seekers (Luwazi Elsebo): 0

Do you want bonus reputation with Ehu or Luwazi? I guess we'll go with Ehu

Day Job: N/A


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Risuri Human Male/ Mesmerist (Vexing Daredevil) 3│HP: 28/28 │AC:17 T:12 FF:15│CMD16 CMB +4│Init+7 Perception +4 Saves: F3,R6,W7 │Hero Points: 2
Quick Ref (Skills):
│Skills: Acro +7, Bluff +13, Climb+2, Dip. +11, Dis. Dev. +4, Disguise +9, EsArt +6, Int. +8, K. Arc./His./Nob +5 Loc+6, Perception +4, Per. Oratory +8, Sleight of Hand +6, Stealth +7, UMD+8 │

"Can you send a man back to HQ at least, with word from us? I wouldn't ask you to break protocol if it wasn't important but someone's life, someone connected to our investigation, might be in danger right now while we are stuck here in the Mayor's home."

Diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30

If Dale is willing, Tobias will provide his man information regarding the vision they saw, and tell him to report the info to Delft as soon as possible. If the Lieutenant still objects than Tobias throws his hands up in frustration and heads downstairs to get the ritual over with.


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Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7
Dash Arcbright wrote:


”Ok, ok. So you aren’t racist.”

Not against Androids anyway. Kcectic says as he works the controls and directs the ship off the station and shifts uncomfortably as Vetch admits to a burgeoning Goblin genocide.

He hopes they aren't still being recorded somehow.


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Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Kcectic stares at the vids of the battles on the drift rock and chitters excitedly. His antennae wave to and fro as he takes in the recognition from the people around them, though his multifaceted eyes take exception to all the bright lights.

Do you think they have footage of the last ship battle? He asks his companions, eager to see the risky maneuvers he'd pulled from an outside perspective.

He avoids answering any questions letting the rest of the crew take over, following Abes example as he broadcasts No comment.

When Chiskisk's message comes through, the Shirren eagerly agrees to head back to the Lorespire, still overwhelmed by their current situation.

Dark Archive

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Remove the space between Luckless and Hero: lucklesshero

Note: I am not that player, but have seen them around on the forums.

Dark Archive

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TriShadow wrote:
Redelia wrote:
When you registered your session, you were sent an email that has the information for filling out chronicles (especially the event name and number), as well as the reporting link. If you have any other questions or can no longer find that email, please let me know.
I did get an email with event name & number, but there was no reporting link.

There were links in the Update One and Update Two emails, mine initially went to my spam folder so it's worth checking to see if that's where they ended up.

In any case this is the reporting link for Gameday games that have been completed.

Silver Crusade

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Skills:
Diplomacy +7, Heal +3, Kno(Nature) +4, Kno (Religion) +4 Kno(Geography)+2, Perception +3, Profession Herbalist + 4
Female Elf PFS#186188-3 (Retired: Rebuilt for 2e) Paladin (of Shelyn) 2
Stats:
│HP: 18/18 │ AC 17│ T12│ FF14│ F6│R4│W+4 (+2 vs enchantment spell and effects)│Immune to Magical Sleep│Init 2│Perception +1 │Low-Light Vision│CMB +4│CMD18│

Diplomacy: 1d20 + 7 + 6 ⇒ (8) + 7 + 6 = 21 Too close for comort!

Ulena follows Frankie, holding Dell's testimony toward the General.

"More to the point, one of your own loyal men was willing to risk writing down his own account of events. As a military elf, I understand the kind of brotherhood that can come from being in any sort of military outfit, and Dell was able to see passed that and reveal the truth."

She hands off the evidence and continues.
"We were subject to quite a bit of hazing, which though unfair it typical of this sort of work, but there was a sinister edge to all of it. Perhaps the most damning being the poison our combatants weapons when we were subject to a "friendly" and "non-lethal" combat to prove our prowess. Was I a more frail person I'd have succumbed to the poison in that battle and might have been seriously injured. Dell explains this and more in his testimony and I suggest you read over it thoroughly, you'll find it corroborates our story."

She thanks the general for her time and takes her place among her friends hoping they can be convincing.

Wayfinders

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Skills:
Acro+6/Comp+6/Culture+6/Diplo+8/Engineering+6/LifeSci+6/Prof: Diplomat+6/Stealth+6/Sense Motive+4
F Android SFS#186188-701 Xenoseeker Envoy/1
Stats:
SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +2 | Init: +1 | Perc: +4, SM: +4

If you continue with SFS play I'd reccomend downloading and reading this guide, there is one for PFS as well but the rules are similar for both. While people on the boards can explain many of these things there's inevitably some rule or exception forgotten so it's best to have the rules directly from the source.

To answer your question, if you play a game with a pregen you can apply that credit to an SFS character later. Like if you played Claim to Salvation which requires Pregens, the credit gets applied to a lvel 1 PC

GM if you could sign off on both a welcome to pathfinder boon and also an new alien archive boon that would be fantastic, thank you.

Dark Archive

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Congrats, Redalia, on the VA position for the Online region! You've come a long way since I had Narika at my table! :-)


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Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Kcectic's head tilts as Dash steps up to Captain the ship. He chatters proudly when the android calls him the best pilot and broadcasts his approval.

"Your penchant for aggressively offending everyone we meet might unnerve our enemies."

Second Seekers (Luwazi Elsebo)

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Thank you Charli (Hmm) for hosting this and thanks also to everyone else that participated. Reading the other entries was awesome and there are so many good ideas here I'd love to emulate in the future. Also,
Michael I can't stop singing Diggy Diggy Hole, so thanks for that ear worm!

I hope you all get a chance to recreate the characters you've listed here, they were all awesome. Hope to see you all in some games soon as well!


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Having a game saved by you Shifty almost seems like a right of passage on these forums. I'd love if you could host, thanks!

Scarab Sages

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Skills:
Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
Stats:
│HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

"Well, all we've got are these scrolls and potions, not exactly compelling evidence." Zevryn says with shrug at Sejiri. "I can explain what brought us here, and you guys have your wayfinders right? That might help them trust us at least, but I have no idea what we can use as evidence."

If Kembe has spoken with the guards already:

"I know we don't have anything to prove it but look, you can inspect the bodies, maybe you'll find something we didn't. We're here on Society business, just trying to uncover some secrets, which we've been able to do pretty peacefully up until these wiffles attacked us. Kembe here nearly died defending us from their blows, if it wasn't for him you'd be dragging all our sorry carcasses out of this temple."
Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

Second Seekers (Luwazi Elsebo)

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  • Why do you want to play this character?
    Why are they important to you? With a setting as open as Starfinders, I think it could be a ton of fun to play as a character that already has a really storied history with the setting, a character that might have view points considered out date or odd by the core races of Starfinder.

  • Who is this character?
    Tech is an Elven Mechanic once named Gaspard who has been laying low for the last hundred years or so, given his status as an Outlaw. Tech is in his fifth century of life and keenly aware of the Gap within his own memory, but he was already a Forlorn at that point. Having given up life among the elves, giving up the memories of living with them was easy, and likely a blessing as far as he's concerned. He doesn't remember his exact reason for leaving home, but he assumes his love and interest for the culture of other races had likely did not gel with the increasingly insular and xenophobic elven lifestyle. Eventually, that love of culture and understanding let him directly into the Android Rebellion.

    Tech already had something of a reputation as a decent mechanic (dedicate a century or two to learning a craft, and you're bound to get good at it of course). So when he was approached by a few androids looking for assistance gaining their freedom he had a choice to make, and much like he had done to the elves, Tech said "To hell!" with the Pact Worlds restrictions and narrow view of sentience and was quickly embroiled in the Android resistence, using his mechanical knowledge to upgrade his friends and free others from programs that bound them to servitude. Not only was it fulfilling to aid another race in achieving their freedom and equality, but Tech found that Androids were among the few races that could appreciate the point of view that came with a longer lifespan.

    Naturally an Elven Mechanic working against the law to free androids did not go unnoticed, but the elven practice of wearing masks provided an easy way for Tech to travel without rousing too much suspicion, and he's confident that his face was never revealed to anyone he didn't trust. After the androids gained their freedom, Tech went underground on Akiton, mostly running a garage to repair droids, or equipment and occasionally getting visits from his old android friends until eventually they'd all released their souls, and opened their bodies for new personalities free from the biases that oppression had given them.

    After a century and a half, Tech finally felt comfortable moving throughout the pact worlds, though he's unsure if he still counts as an outlaw, he makes sure never to give his real name, and he hides his true mechanical competence so as not to draw much suspicion, he's even time locked the advanced features of his exocortex to temporarily limit his efficiency. He's joined up with the Second Seekers, eager once again to lend a hand in building/rebuilding a community and perhaps finding more of what the universe has in store in the meantime. The Pact Worlds now are far different from the ones he explored before the Thyst Rebellion, and through the planets are the same, Tech is quickly discovering a system very unlike the one he remembers.

  • Bonus: Theme Song!
    Imagine - John Lennon

  • Other Information.
    My Starfinder play is exclusively PbP so they'll definitely be played on these forums.

  • Explore, Cooperate, Report!
    Would love to recap a first session!

  • Dark Archive

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    Maps: Segang Expedition

    Two posts can not contain the exact same words. If Phil posts just the word DOT no one else can post DOT. The same is true for dice rolls, so anyone attempting to roll only a boon roll had to type more than Boon or boon otherwise the forum would not take it because those have already been posted.

    No one got a boon unfortunately, I'll have this game reported tonight. Thank you all for playing.

    Edit: Glad you're alright Emilia.

    Liberty's Edge

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    Skills:
    Acrobatics: +5 Climb +3 K. Nature: +6 Perception: +5 Profession (Sailor): +5 Stealth: +7
    Male Dwarf PFS#: 186188-9 Aerokineticist/1
    Stats:
    │HP:13/13│ AC 15│ T12│ FF13│ F6│R5│W1│Init 2│Perception +5 │CMB 0│CMD 12│

    Selmy sees the broken glass by the office door and tugs on the pants of the nearest party member.

    "Me remember! Me remember! Get to office man say! Me remember! That office right? That office we go to? We did it!" He exclaims happily before wandering into the office to get whatever prize is obviously coming his way.

    Liberty's Edge

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    Skills:
    Acrobatics: +5 Climb +3 K. Nature: +6 Perception: +5 Profession (Sailor): +5 Stealth: +7
    Male Dwarf PFS#: 186188-9 Aerokineticist/1
    Stats:
    │HP:13/13│ AC 15│ T12│ FF13│ F6│R5│W1│Init 2│Perception +5 │CMB 0│CMD 12│

    Selmy pounds the floor excitedly when Untir praises him and hops around excitedly.

    "Am good shot!" He exclaims ignoring or forgetting his earlier blunders. "We go smash more?"


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    Half-Orc Shaman of the Twisted Nail
    Stats:
    HP114/114 | AC 23T 10 FF 23| CMD 28 | Fort +8 Ref +8 Will +18| Init +4 | Perc +25
    Skills:
    Acro+9;Cmb+8;K.Nature+14;K. Religion +9, K.Planes+10;Perc+25;Splcrft+16;Surv+19

    "You're both female!?" Rog asks, eyeing Kraygan with a raised eyebrow. He shakes his head and focuses his attention on the metal rhino, summoning a column of divine flame to crash down around it.

    Flamestrike: 14d6 ⇒ (1, 2, 3, 5, 5, 2, 1, 4, 3, 6, 4, 4, 4, 6) = 50
    DC 20 reflex for half. Half damage is fire, rest is divine.

    Dark Archive

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    Maps: Segang Expedition

    I think you'll find that many people take advantage of the pbp format to run multiple characters at a time' it's one advantage of the format. It takes longer than face to face but you can advance a few pc's at a time. Just make sure not to over reach at first. Having too many games going on at once can be more of a burden then a blessing. Make sure to find your limit.


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    Shirren
    Stats:
    SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
    Skills:
    Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

    Evasive Maneuvers vs DC 12: 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18

    Kcectic keeps up evasive maneuvers as he circles around behind the stiletto.

    "Good shots! A few more like that and we'll be done."

    Worried about their shield situation Kcetic keeps close to the enemy ship trying not to expose their more vulnerable areas.

    Round 6 Initiative: 1d20 + 7 + 3 ⇒ (16) + 7 + 3 = 26


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    Shirren
    Stats:
    SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
    Skills:
    Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

    "Bribery, as I expected. Not even a hard decision to make I barely felt a buzz. " Kcectics voice rings in his companions heads only, the feeling of disappointment is obvious.

    Kcectic at no point speaks with Joss, but occasionally a click can be heard as he taps his carapace impatiently.

    Scarab Sages

    1 person marked this as a favorite.
    Skills:
    Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
    M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
    Stats:
    │HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

    "Gah! If I'd known I'd be crammed in a tomb on some random assignment while waiting for my wayfinder to arrive I would ha-" Zev's eyes widen as he smacks himself on the forehead.

    "Wayfinder, pathfinder coin - beeeehiiiind the naaaame plaaaate!" He says mocking the voice in the recorded message.

    He looks for Caskmails name plate and sees if he can move or lift it.

    Scarab Sages

    1 person marked this as a favorite.
    Skills:
    Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
    M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
    Stats:
    │HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

    No worries, just gave me an excuse for Zev to be sassy, which is his final form.

    Dark Archive

    1 person marked this as a favorite.
    Maps: Segang Expedition

    Thank you for the suggestions HMM always appreciated.

    To explain, I did not require Lukian to roll when the spell was cast in the previous phase because the group had already achieved the number of successes needed to pass into the next phase. And that has caused some confusion about this next phase.

    Though I am loathe to reveal mechanics as a GM, as I feel it provides too much meta gaming potential, as the rest of this scenario unfolds I will leave mechanic explanation in spoilers, so those that want to read them can, and those that want the more organic experience can avoid them. I will continue to keep DC and success numerical requirements to myself however.

    As far as botting I do have a 24 hour bot policy that will be put into place this evening when I get home.

    Silver Crusade

    1 person marked this as a favorite.
    Skills:
    Diplomacy +7, Heal +3, Kno(Nature) +4, Kno (Religion) +4 Kno(Geography)+2, Perception +3, Profession Herbalist + 4
    Female Elf PFS#186188-3 (Retired: Rebuilt for 2e) Paladin (of Shelyn) 2
    Stats:
    │HP: 18/18 │ AC 17│ T12│ FF14│ F6│R4│W+4 (+2 vs enchantment spell and effects)│Immune to Magical Sleep│Init 2│Perception +1 │Low-Light Vision│CMB +4│CMD18│

    Bless you you glorius GM. I'll take two successes.

    "Oh thank you darling!" Ulena says, with an authentic smile toward Vayde. "I have been disappointed in people I thought I could count on today, but you and a couple others have renewed my faith in the kindness and righteousness of people. Thank you ever so much."

    Glad she has done her part, Ulena moves about trying to keep out from under foot. She shares a drink with Bishop and Dragos when she has the opportunity, but avoids Evariel and Tagir for the entirely of the event.


    1 person marked this as a favorite.
    Half-Orc Shaman of the Twisted Nail
    Stats:
    HP114/114 | AC 23T 10 FF 23| CMD 28 | Fort +8 Ref +8 Will +18| Init +4 | Perc +25
    Skills:
    Acro+9;Cmb+8;K.Nature+14;K. Religion +9, K.Planes+10;Perc+25;Splcrft+16;Surv+19

    Rogzul spends some time with the orcs, providing them guidance from the spirits and performing sacred Shaman rites that will boost their strength and fortitude in battle.

    When he is done he clasps arms with the Orc leading the former slaves.

    "You are true Orcs. The first I've seen since I left to kill the Stormlord. I wish I could come with you, join you in battle and slaughter our foes, show them that Orcs are not just made to be giants play things!" He growls angrily, remembering what happened to those in his own clan.

    "Fight well. Know what we will kill the Stormlord, and our people will be free to savage and raid of their own will."

    When he is satisfied that he has done enough for them, he will rest for the night, seeking guidance from his spirits himself.

    In the morning he is prepared for battle alongside his companions and is ready to go as soon as the rest are.


    1 person marked this as a favorite.
    Half-Orc Shaman of the Twisted Nail
    Stats:
    HP114/114 | AC 23T 10 FF 23| CMD 28 | Fort +8 Ref +8 Will +18| Init +4 | Perc +25
    Skills:
    Acro+9;Cmb+8;K.Nature+14;K. Religion +9, K.Planes+10;Perc+25;Splcrft+16;Surv+19

    "Remember those words when your healing wand runs out and you need me to put your organs back where they belong." The orc snaps back at the halfling as he retrieves his spear and storms out of Wrens mansion to treat with his people and see if they'll fight the giants.


    2 people marked this as a favorite.
    Half-Orc Shaman of the Twisted Nail
    Stats:
    HP114/114 | AC 23T 10 FF 23| CMD 28 | Fort +8 Ref +8 Will +18| Init +4 | Perc +25
    Skills:
    Acro+9;Cmb+8;K.Nature+14;K. Religion +9, K.Planes+10;Perc+25;Splcrft+16;Surv+19
    Farin Hogan, III wrote:

    Farin wanders over casually to the buffet, and doesn't hear another word as he is loading up a plate with a little of everything.

    Eventually, too full to move, he rejoins the conversation.

    "Listen, I don't really feel the need to arm orcs. The will find clubs or rocks or whatever anyway, and I am not going to have armed orcs escaping and causing more innocent people to die."

    Rogzul growls angrily at Farin, the rings embedded in his tusks rattling as he does.

    "Are you so afraid of orcs that you would ignore a powerful ally, or a distraction that might save you're own hide? Perhaps you would like my arms as well?." He chucks his spear at the halflings feet.

    "They deserve to fight as warriors if they want to, and to die honorably with weapons in hand not crude sticks they find in desperation."


    1 person marked this as a favorite.
    Shirren
    Stats:
    SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
    Skills:
    Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

    "I had done a little research into Kreel and Absalom Station after I started contacting the Starfinder Society. I know a number of things that may be helpful." Kcectic broadcasts.

    Info Dump:

    "Kreel was a native of the Diaspora, the diffuse asteroid belt between Verces and Eox, and had ties to dwarves and other mining groups in the region. He was a champion of miners’ rights, Kreel was active in challenging large corporate interests that exploited individual miners and laborers, including Astral Extractions.
    He also had personally invested money in the Hardscrabble Collective. One of his cousins was a member of the group, but she died in a mining accident—the result of safety violations perpetrated by her contract employer, Astral Extractions."

    Culture-Kreel: 1d20 + 6 ⇒ (18) + 6 = 24

    Kcectic says as his anntenae twitch, remembering things he'd heard about Kreel when investigating him previously.

    "Astral Extractions is a powerful mining conglomerate with business ties throughout the Pact Worlds. Most of the company’s operations are in the Diaspora and the rocky moons of outer planets, but it has begun sending scout vessels into the Vast. The company recently hired one of the Hardscrabble Collective’s ships, the Acreon, for one of these exploratory missions.

    The public face of Astral Extractions is presented as an ethical and respectable corporation, but some say the company uses hired muscle—corporate mercenaries, strikebreakers, and other criminals—as proxies to intimidate and threaten those who stand in its way."Culture-Extractions: 1d20 + 6 ⇒ (11) + 6 = 17

    "I am, however, unsure about the Hardscrabble Collective, I have only heard of it in relation to Kreel."Culture-The Hardscrabble Collective: 1d20 + 6 ⇒ (1) + 6 = 7

    "The Downside Kings are a brutal street gang that controls several decks of Absalom Station’s lower levels, or “Downside,” through forecful means. They are known to engage in a wide variety of illegal activities, from extortion, fraud, robbery, smuggling, and theft, to drug and arms trafficking, kidnapping, murder-for hire, and trafficking in sentient species."
    Culture-Downside Kings: 1d20 + 6 ⇒ (14) + 6 = 20
    Diplomacy-Downside Kings: 1d20 + 5 ⇒ (2) + 5 = 7

    "The Level 21 Crew are a street gang that claims Level 21 of Absalom Station’s lower decks as its territory. Their known criminal endeavors include theft, fencing stolen goods, gambling, prostitution, racketeering, and smuggling.

    The Level 21 Crew has a reputation in their territory (and neighboring levels) for promoting community empowerment, and many neighborhood residents tolerate their activities. The gang has also been known to hire itself out to defend marginalized and threatened groups or factions. A grizzled ysoki called Jabaxa currently leads the Level 21 Crew."

    Culture-21: 1d20 + 6 ⇒ (4) + 6 = 10
    Diplomacy-21: 1d20 + 5 ⇒ (13) + 5 = 18

    His antennae twitch as he considers the information with the new information regarding Kreels death.

    It may be possible that these gangs are representatives of Astral Extractions and the Hardscrabble Collective. I find it unlikely that the Level 21 Crew would side with Astral Projections, given their history of community empowerment. If we believe that Kreel was killed on purpose, I believe the culprit was more than likely a member of the Downside Kings."

    Dark Archive

    1 person marked this as a favorite.
    Maps: Segang Expedition

    After you all eat and drink you fill, perhaps some of you wondering why you felt to emboldened as to be drinking just before a sea voyage, but in any case you arrive at the appointed place at the right time.

    Water laps steadily at the pier as sailors, laborers, and merchants rush busily around Absalom’s port. The venture-captain’s summons called for a meeting aboard the Sixwing Drake, a sleek sailing ship.
    The Drake’s captain, a Varisian woman and fellow Pathfinder named Zarah Zendrani, stands at the helm of her vessel. “It’s not like Valsin to be late,” she mutters, furrowing her brow. As if on cue, a tall and meticulously groomed man pushes his way through the crowd and up the gangplank, cursing audibly. “Whoever supervises this mess of a port needs to be dumped in the sea!” he grumbles. The tall man looks around at those gathered before him. “Just the group I requested. Perfect. I’m Venture-Captain Ambrus Valsin, and I took great care in selecting just the right Pathfinders for this assignment.” Valsin reaches into his belt pouch and withdraws a small, folded paper before continuing.

    “A few days ago, I received a curious note from a rather unexpected source. It’s not every day that I get a request from an agent of the Aspis Consortium.” Captain Zendrani’s eyes widen, and Valsin smiles knowingly. “But Magali Delroya does not appear to be your typical Aspis agent. As you surely know, the Aspis Consortium pursues a variety of activities across the Inner Sea that the Pathfinder Society finds abhorrent. It seems that Delroya has been working with them for some time, but can no longer stomach the snakes herself. She wants to stop a shipment of an experimental drug from leaving Diobel later this week. It’s bound for a number of locations across the Inner Sea region. According to Delroya, she can’t ask the local authorities for help, because the Aspis Consortium has already struck a deal with a faction of the Kortos Consortium, a powerful merchant collective. Her hands are tied, so she’s come to us for help. In this note, she outlines three different tasks that would help to disrupt the Aspis long enough for her to move the shipment to a secure location, out of the clutches of the consortium. Once you accomplish two of these tasks, she’s willing to meet with you, but not before."

    “Normally, I wouldn’t trust an Aspis agent at any hour of the day. But our sources in Diobel have confirmed the Aspis and Kortos Consortium’s activities. Everything checks out, so we are presented with a unique opportunity. If we help Delroya, we might not only strike a financial blow against the Aspis Consortium, but we could also reveal their dealings with the Kortos Consortium—and possibly prevent their arrangement from turning into a more formal alliance. Furthermore, we hope to stop this drug from spreading across the Inner Sea region, and if we—if all of you—do a good enough job, we might even convince Delroya to join the Society. A turncoat agent would be a valuable asset in our ongoing run-ins with the Aspis Consortium. “Take some time to look over Delroya’s note and the tasks she has set for you. If you have any questions, now is the time to ask. Remember, the Aspis Consortium is a long-time enemy of the society, but the Kortos Consortium, while certainly suspicious, is not our enemy. It is a complex organization with many factions, and we should avoid antagonizing any of them, except when necessary to oppose the Aspis Consortium.”

    "You will only have a day, maybe two, to complete your task, so make sure you are prepared before you leave!" Valsin says with intensity.

    One K. Local Roll, you may read all spoilers equal to or less than your result.

    10+:
    There is no formal alliance between the Kortos Consortium and Aspis Consortium, and the two groups are likely working together in a limited capacity—at least for the time being.

    15+:
    Although the Aspis Consortium seems to have an agreement with part of the Kortos Consortium, neither group is centralized enough for such an arrangement to be very stable. Causing a major disruption in their operation would very likely sever ties between the two groups.

    20+:
    House Locosta, the faction allied with the Aspis Consortium, claims that its major interest is in Qadiran spices, but the family derives most of its profit from buying and selling Qadiran slaves.

    Please read your handouts on the Second Slide of the Consortium Compact link in my header. Now is the time to ask any questions you might have and make any last minute purchases you might think you need.


    1 person marked this as a favorite.
    Half-Orc Shaman of the Twisted Nail
    Stats:
    HP114/114 | AC 23T 10 FF 23| CMD 28 | Fort +8 Ref +8 Will +18| Init +4 | Perc +25
    Skills:
    Acro+9;Cmb+8;K.Nature+14;K. Religion +9, K.Planes+10;Perc+25;Splcrft+16;Surv+19

    "Arm them if they'll help us. If they want to flee they'll need to do it without weapons." Rog grunts, clearly disagreeing with the notion that the Orcs might be let free.

    "Letting them go means we fight every one of those giants on our own. Killing them all will take a long time, and we need to move on the Storm King sooner than later."

    Dark Archive

    1 person marked this as a favorite.
    evilnerf wrote:

    The only entry about it I can find is the following "Shirrens rely primarily on telepathy for communication, speaking audibly with their mandibles only in formal situations."

    That doesnt read to me like taboo, it reads to me more like preference or habit. If there is something else that provides more context, I would love to see it.

    I don't necessarily disagree but I think it's a bit too vague. Additional context is the whole reason I opened this thread.

    Unfortunately there hasn't been much more context yet given the small number of printed materials.

    Dark Archive

    1 person marked this as a favorite.
    evilnerf wrote:
    Seems pretty obvious to me that they can speak just fine, it's just not the preferred form of communication.

    "Not preferred" and "Social Taboo" are not the same thing. If it's just minor preference, then who cares, if Shirren consider it appalling, they may avoid it in situations that might require some sort of vocalization.

    All published material so far has them speaking exclusively through telepathy.

    Dark Archive

    1 person marked this as a favorite.

    THe comms or Voice Modulation might work, or maybe I'll see if there is some way to expand the telepathy.

    There is a Mindcirclet and a Psychic Booster in the CRB that can help, but will need to wait until I have a little more in the way of creds.

    Dark Archive

    1 person marked this as a favorite.

    I just checked the blog post that revealed the Shirren, and the one with the Shirren Iconic Mystic and neither presents the telepathy that way.

    It's a realistic reason however, and one I might default to, but I'm going to wait a little bit, hoping some more info comes out.

    I only realized it because I'm in a combat with my Shirren Mystic at the moment, and he's more than 30ft away from any ally, so I started considering whether he would use his voice and realized I have no definitive answer 1 way or the other.

    Dark Archive

    1 person marked this as a favorite.

    So, the CRB says that Shirren only speak outloud in Formal situations. Their telepathy is limited to 30ft.

    This would be severely limiting in combat, as any ally more than 30ft would the be outside the range of a Shirrens ability to communicate.

    I can't find anything saying wether or not Shirren are capable of physically speaking languages other than their own. Has anyone else caught anything that suggests this. Would it be completely unlike a Shirren to shout audibly in combat?

    I'll probably assume they can speak all languages out loud until otherwise mentioned, but I'm still unsure as to whether or not they would.


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    Half-Orc Shaman of the Twisted Nail
    Stats:
    HP114/114 | AC 23T 10 FF 23| CMD 28 | Fort +8 Ref +8 Will +18| Init +4 | Perc +25
    Skills:
    Acro+9;Cmb+8;K.Nature+14;K. Religion +9, K.Planes+10;Perc+25;Splcrft+16;Surv+19

    "They were going to collapse one of the tunnel walls on the giants, but none of you speak my language apparently." He grunts as the others question him about the orcs.

    "These ones seems stronger, or at least to still have the resolve of true Orcs. I will ask them to help us, if you have any questions you want me to ask, tell me."

    Nodding to his companions Rog turns back to the Orc slaves.

    Orc:

    "I am Rogzul, Shaman of the Twisted-Nail, Giantslayer and I hunt the Stormlord. If you are still true Orcs, you will help me, if you are not, my companions will slaughter you or leave you to die in these halls, as you deserve. You do not owe me your lives, they are yours to take back." He growls as he speaks, letting them know that they are just barely worth his notice.

    "How many giants are here? Who are the King and Queen that lead them, how powerful are they? If you speak common, answer my questions in that tongue so my companions know what side you are on in this fight."


    1 person marked this as a favorite.
    (Stats):
    │HP: 69/105 │AC:26 FF:21 T:18│CMD35 CMB +15│Init+9 │ Saves: F12,R20, W10│
    (Skills):
    Skills:Acro+7 Clmb+6, HAn+4, Intim+15, K:Geo +16, Dun+5, Loc+7, Nat +16), Lin+2, Perc. +20, Prof:Soldier +7, Ride +11, SenMo +20 , Splcrft+10, Stealth+26,Surv +20 │

    Thank you Euan for hosting this awesome game. I was very new to the forums when I applied to your game, and this is/was the first AP I applied to, and the first one to have successfully finished as well.

    I was worried that this was ending soon so I immortalized Ederin in a Heroforge figurine and he's scheduled to be a regular NPC in a 5e game I've been running face-to-face for the last few years, just so I don't have to totally let him go yet, haha.

    I'll miss bantering with all of you, at least some of you I'll be posting in other games for some time, and the rest I hope to see around the boards as I continue to play games here. This was a great introduction to Pathfinder and I'm glad I got to experience it.


    1 person marked this as a favorite.
    Shirren
    Stats:
    SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
    Skills:
    Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

    The occasional chirping noise comes from a black Shirren on board as his mandibles click together subconsciously. His main limbs, stripped green like the rest of him, operate the computer in his lap while he occasionally looks around to the rest of the travelers, antennae waving around in a bored gesture. His dress is standard for a traveler: long purple coat, sturdy boots, and even a pair of Shirren style goggles sit around his neck. A couple small pistols rest casually at his waist and the pack at his feet seems stuffed with supplies with a titanium alloy cable coiled neatly along its side.

    The clatter of something falling draws his attention and he watches the man retrieve his item with a mere gesture. His antennae stiffen, pointing in the humans direction and his mandibles clack again.

    Mysticism: 1d20 + 7 ⇒ (6) + 7 = 13

    A feeling of curiosity is projected into the bald mans mind, followed by a brief flash of the color yellow, and finally the echo of words spoken in common float around in his mind.

    Interesting. How did you accomplish that? My mind tells me magic, but I do not recognize. Please. Tell me.

    Dark Archive

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    They're in half-sheet form only at the moment, which is mildly annoying since I strictly use the PDF, but I'll get over it.

    Scarab Sages

    2 people marked this as a favorite.
    Skills:
    Bluff +8,K.Arcana+6 His +9 Perform: Oratory +6, Spellcraft +6
    M Half-Elf PFS #186188-8 Starsoul Tattooed Sorcerer
    Stats:
    │HP: -1/7│ AC 12 │ T12│ FF10│ F3│R2│W1│Init 2│Perception +3│CMB -1│CMD10│

    "Well what do you expect us to do?" Zevryn shouts back to the students. He nods at Kembe as if to say Don't stop what you're doing as he walks over to the group.

    "Don't you see all those newspapers crammed into his mail slot and around the door?" He shakes his head as though admonishing the newcomers. "You know as well as I do that the professor is an elderly gnome, and with his door stuck, how is he supposed to leave? We're attempting to assist him, but if you keep shouting my friend over there might startle and fall. Please, do your best to pass by quietly. Thank you."

    Bluff: 1d20 + 8 ⇒ (10) + 8 = 18


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    Half-Orc Shaman of the Twisted Nail
    Stats:
    HP114/114 | AC 23T 10 FF 23| CMD 28 | Fort +8 Ref +8 Will +18| Init +4 | Perc +25
    Skills:
    Acro+9;Cmb+8;K.Nature+14;K. Religion +9, K.Planes+10;Perc+25;Splcrft+16;Surv+19

    "This is why I don't use magic." Rogzul grumbles as the earth elemental he conjures is crushed behind them all.

    His mood improves, however as they finally make it through the second set of double doors and he breathes something like fresh air, or at least, air without the hint of feces.

    "They're keeping their eyes on us." The orc grunts, ripping the poster off the wall. "They already know we have Farin." He shrugs. "Should we find a place to rest and heal, or keep going?"

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