Carver Hastings

azjauthor's page

Pathfinder Adventure Path Subscriber. * Starfinder Society GM. 201 posts (5,363 including aliases). No reviews. No lists. 3 wishlists. 30 Organized Play characters. 8 aliases.


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Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 2 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4 | Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

I added a slide onto the slide deck/maps listing out all of the treasure that we found, and what I could see about who said they were claiming what.

Wayfinders

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Male CG halfling ace pilot operative (explorer) 5 | SP 35/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: None

Medpatch doesn't work on the Treat Deadly Wounds action. That is literally the one Medicine action it doesn't work for. Keep it. I'll just limp back to camp. Like I said, it's a system they really need to fix in 2E, especially compared with how Treat Wounds works in Pathfinder 2E with much less sophisticated medical technology. ;)

After lying on the ice for several minutes, Ashtif stands up. "I'm fine ..." He drinks two of his mark 1 serums of healing.

Healing 1: 1d8 ⇒ 5
Healing 2: 1d8 ⇒ 6

"It's okay," he says, "I got some guys, some gnolls, who can hook me up with more. Great discounts." His words are still a little slurred. He might have a bit of a concussion.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 2 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4 | Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

GM did say post your actions when you can, so I'd say go for it. :)

Exo-Guardians

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male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

I think we unlocked a night's rest.

AbadarCorp Entertainment in the Discussion Thread wrote:
The change of guard means you can take an 8 hour rest once between these scout missions to recover (e.g. after your next mission?)


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Male human nephilim witch 3 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5, Reflex +6, Will +9 | Spd 25 ft. | Perc: +7, low-light vision | | Expendables: Healing potion, minor | Focus Points: 1/1 | Exploration: None | Active Conditions: None

Xiung-Lau rushes over to Crawler, looking toward Li Jie, "Please, can you stabilize him quickly? He will recover quickly, once he's able to rest ..."

I do have a minor healing potion I can give him, but figure with teh Medic Dedication Li Jie should have no trouble stabilizing him.

Once Crawler is stable, Xiung-Lau carefully wraps him in the blanket in his backpack. "There you go, my friend. Rest."

Crawler recovers 1 HP every 10 minutes he's in dim light or darkness from the Darkeater familiar ability.

Exo-Guardians

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male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

In my experience, usually when we're in the middle of a mission that gets completed we're given the option of completing it. However, since we hadn't really ramped up on this one, I'm happy to vote for just skipping to the next one, if that's an option.

For the next one, I'd say let's do Sever Supply Lines, so we can help get that one resolved.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 2 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4 | Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

If you are settling here for the night, Blueberry Peat turns their attention to crafting the key with the new artisan supplies. If anyone wishes to assist, they are happy to accept their aid.

Crafting: 1d20 + 6 ⇒ (16) + 6 = 22

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 2 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4 | Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

Blueberry Peat, being a keen-eyed investigator, looks around for a sign or something that indicates a direction from the pier to Gold's Ruin.

Just to confirm, everyone is fully healed from our earlier encounter on the road, right?


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Male human nephilim witch 3 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5, Reflex +6, Will +9 | Spd 25 ft. | Perc: +7, low-light vision | | Expendables: Healing potion, minor | Focus Points: 1/1 | Exploration: None | Active Conditions: None

At the mention of the stone spider, Crawler of the Night skitters across Xiung-Lau's back from shoulder to shoulder. He glances over toward the arachnid and says, "I say that we prioritize the missing stone spider."

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 2 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4 | Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

It wasn't intentional, but the Leshy Investigator concept is slipping thematically somewhere between a skittermander and a less aggressive version of Scrappy Doo. Just a berry-covered ball of enthusiasm.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 2 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4 | Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

Maybe they were impressed by Kazmuk's swimming prowess?

Peat glances between Jacen and Kwai, sort of assuming that one of them will take charge, as he looks around.

So did I find anything of interest with my critical Perception check?

"So, what cargo do you carry?" they ask, curiously beginning to peek in crates.


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Male human nephilim witch 3 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5, Reflex +6, Will +9 | Spd 25 ft. | Perc: +7, low-light vision | | Expendables: Healing potion, minor | Focus Points: 1/1 | Exploration: None | Active Conditions: None

Xiung-Lau tries to recall any stories or legends that have strange mists that you cannot pass through.

Occultism: 1d20 + 8 ⇒ (18) + 8 = 26

Critical Success: Your character realizes you're actually in Ravenloft.

Wayfinders

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Male CG halfling ace pilot operative (explorer) 5 | SP 35/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: None

Spent 1 Resolve last turn to stabilize. Now spending one Resolve to Return to Fight.

Ashtif blinks awake, looking up into the Skittermander's face. He sees one of the creature's furry hands holding a healing serum, takes it, and quickly quaffs it. "Thanks," he mutters through chattering teeth.

I'll just keep the 16 HP rolled earlier, if that's OK.

Dataphiles

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Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Probably turned left at the Vat Gardens. Rookie mistake.

Or, of course, she could be *in* the Vat Gardens ... and maybe her ghost has been with us the whole time, without us knowing it ... *spooky whoo-hooo sound*

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 2 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4 | Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

Critical hit for zero damage? The GM must be using my dice this game. The poison, though ... that's gonna be a problem.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 2 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Lord Ragnulf, Meitremar | Alchemical Vials: 3/4 | Expendables: none | | Exploration: Scout | Active Conditions: Antiplague (+2 vs. disease)

Blueberry Peat, who does not consume food, is perplexed by his allies' words and motivations. He says to Jacen, "I brought no butter, no. Is it vulnerable to a butter attack?"

Wayfinders

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Male CG halfling ace pilot operative (explorer) 5 | SP 35/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: None

Ashtif nods. "Ball of ice. Got it." He glances around. "Does anyone know the life bubble spell? I've been caught in some blizzards in my day, and it's no fun. I'm not sure I want to test a new exploration buggy out on an ice planet, though ..." He begins looking through his starfinder backpack to take stock of his supplies. "Won't need this swimsuit, probably ..." he mutters.

Grand Lodge

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GM Lantern wrote:
Kludde wrote:
- I saw an interesting statement from another participant: 'The GM is first and foremost another player at the table'. What do you think about that?
I absolutely agree with that. The GM is playing to enjoy their time too just as much as any of the other people at the table are.

Agreed on that point. I used to run games where I had a PC that was part of the party, and I don't particularly do that anymore. Instead I basically just have a lot of NPCs around, offering to help as needed, treating them as hirelings and contacts for the PCs, and I get my enjoyment out of that rather than finding cool equipment or levelling them up.

GM Lantern wrote:
Kludde wrote:
- Is there anything that was said here you strongly agree with? Anything you want to add upon? How are other people's opinions different from your own?
I'm not sure about strongly disagree. But one thing I would add on to is the idea that it should be the PCs telling the story and the GM is just the moderator. I have seen that taken too far. Especially in PbP.

Agreed on this. In a pbp, in particular, it's an ad-hoc group that comes together for a specific adventure/story, so moving through the storyline is more essential than the group dynamic that comes out in an in-person game. I have sat through an in-person game where we've "played" for four hours, progressed the plot hardly at all, but had a fun time doing it. In a pbp, I would really be frustrated as a player if anything spun its wheels for that long.

On the other hand, I've also been in games where the GM really railroaded the plot, having things spontaneously happen that didn't make sense, and that none of the players agreed to, just to push us along to the next step in the pre-written adventure. "Oh, it's morning, and you've now set up an ambush for the head of the thief's guild. Roll initiative and put your tokens in the starting position." Everyone is perplexed as to why we're doing it, what our plan is, and whether this approach is particularly in-character for our group to have decided on. So it can be a balancing act.

Grand Lodge

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I'd say the following would be the core role of the GM, in the sense that if you aren't doing these things, then you aren't actually GMing the game:

- Know the rules of the game and adjudicate those rules in play.
- Run the plot, NPCs, hazards/obstacles, and elements of the world other than the PCs.

I agree with most of what others have said, regarding things like organizing/tracking the players (setting up the boards/VTT for a virtual game, or getting chronicles filled out correctly when the game's over), making sure the presentation of the world is clear and entertaining, know the plotline, etc., but I feel that those are all more specific instances of how the two bullets above are manifesting.

Grand Lodge

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Hello everyone. I've been playing and GMing RPGs for years, since playing in high school sometime around 1991 or so. My experience includes (and definitely some stuff I'm missing here): AD&D 2E (Dark Sun & Dragonlance), Star Wars (West End), World of Darkness (mostly Mage: The Ascension, but a mix of all), Toon, D&D3/3.5E, Star Wars (d20), Buffy the Vampire Slayer, Pathfinder, Serenity, Mutants & Masterminds, D&D 5E, Starfinder, Star Trek Adventures, Pathfinder 2E, and Transformers RPG. As I look at the list I realize that I've not only played these, but have actually GMed *most* of them as well.

I've been a player on pbp for several years, in both PF2 and Starfinder, and am looking forward to learning the logistics of how to GM in pbp format.

Horizon Hunters

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male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

Deerslicer frowns. "Me not t'ink d'at's what da rock was s'posed to do." He glances around. "Maybe we bring da wrong rock?"

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1
Salaish Talenduth wrote:

@GM Erich: Did anyone notice any inconsistencies in Nigel's information about the Deck of Many Things?

I got a spoiler here, and you succeeded at the subsequent Perception check to access it.

Horizon Hunters

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male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

As they find the tracks again, Deerslicer resumes Claudiette as his prey. As the light gets dim, he looks over at Luca and says, "You able to see 'kay, human?

I have +8 on both Nature and Religion, and looking through the sheets, it looks like these might be our best modifiers. I'd also throw out that finding a way through the fog might be a good place for a Scouting Lore roll, if that would have a lower DC, but I don't know if the rules allow for a Lore roll.

Deerslicer, confident as always, peers around at the fog and mist, as if trying to remember something.

Nature: 1d20 + 8 ⇒ (13) + 8 = 21

Grand Archive

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male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Okay, then I'll do this instead: No Stride. I'll do a 2-action prepare, so that as soon as they're moving into the doorway, I'll throw so that the splash can hit both swarms. Does that work?

Grand Archive

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male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Doc shrugs at their disheartened ramblings. "Stay here if you need to ... but I've got work to do." He focuses on repairing the damaged defenses, either not caring to placate the concerns of the injured Pathfinders or hoping to shame them into action.

Crafting: 1d20 + 15 ⇒ (15) + 15 = 30

Dataphiles

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Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Flenn's exocortex begins flickering as he begins trying to reboot the various failing systems. "Minor glitches here ... Just give me a second."

Computers: 1d20 + 17 ⇒ (16) + 17 = 33

Wayfinders

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Male CG halfling ace pilot operative (explorer) 5 | SP 35/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: None

Ashtif mutters, since there appears to be a large crate between him and the invisible creature. He runs around, dropping the gun to the ground. As he moves, he pulls his blanket from his starfinder backpack. He skids to a stop, throwing the blanket over the spot where the creature seems to be.

As soon as the blanket leaves his hand, his called tactical semi-automatic pistol flips from his holster into the hand, ready for action.

Wayfinders

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male CG skittermander priest of Sarenrae mystic (healer) 4 | SP 24/24 HP 26/26 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +2; Will +7 | Init: +1 | Perc: +8, SM: +3 30 ft. | 1st Lvl: 3/4, 2nd Lvl: 3/3 | Expendables: | Active Conditions: None

Dawnfriend, as always, wants to be helpful, so begins working on costumes. "These masks will be great!" His first effort is a little off, as it prominently displays a Sarenrae emblem ... but after it's explained to him that they are infiltrating a demonic world, he goes a little more low key - but still works in some flame designs, in honor of Sarenrae.

Disguise(assist): 1d20 + 7 ⇒ (15) + 7 = 22


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”Zakzak” | Male CG Small Goblin Gunslinger (Way of the Pistolero) 3 | HP 35/36 | AC 20 | F +9 R +11 W +7 | Perc +7 (Darkvision) | Default Exploration (Avoid notice +11 w/ Ten Paces bonus) | Speed 25ft] | Active Conditions: None

Zak nods. "Me say climb over to next building is good idea, if Doc can keep arm from falling off." He continues to hold up his bleeding arm. "Me got potion if you not up to it, but best to save for if zombie eat y-- ... er, in case we get separated."

Acquisitives

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Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab agrees to the Pegasus, enthusiastically once the idea of a swimming pool is mentioned. He spends the trip mostly lounging at the pool, taking calls from his agent. "Listen, Howie, I'm not doing another one of those Apostae comedy clubs .. those Drow have no sense of humor whatsoever... Hold on. They're offering how much?" He pauses. "Okay, just this one last time ..."

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Thanks. My info and token is added. For the Exploration activity, I picked Scout, and my Initiative includes the +1 from Scouting. I also noted that my Thievery & Underworld Lore are from my Expert Hireling (who I will introduce, along with my Eager Protege, in the Gameplay thread).

I've never used RPGchronicles before, but went ahead and signed up.


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Pathfinder Adventure Path Subscriber
AnotherGuy wrote:
I'd love to see the psychic get better health scaling / saves / armor Proficiency. I know the general consensus seems to be that the Bard is overturned in part because he gets that, but I don't understand why that's not baseline. Especially if this is a all day resources caster without as many spell slots.

I understand wanting a less squishy caster class, but I'm curious why this argument is being put forth specifically in regard to the PSYCHIC class. A Psychic is specifically based on mental discipline, so there's no reason to inherently make them tanks. While you could picture a Psychic having a force field or something, the ability to throw people around with your mind doesn't mean that you can tank much damage.

Also, I don't really feel that casters are defined too strongly by their tradition spell lists, because pretty much every caster class modifies the base spell list in some way based on other choices made during character creation. The Psychic, for example, seems to be strongly defined by the Subconscious Mind and Conscious Mind choices, as much as by the spells laid out on the Occult spell list. (Which, having played a Bard, I'll say is a pretty solid and versatile spell list.) The different spell lists, and the ways that Focus spells are utilized, means that you can easily get two casters of the same class who draw from the same spell list but are radically different in their overall abilities, let alone casters of different classes.


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Pathfinder Adventure Path Subscriber

I just posted this in a response survey, but it's really not clear to me from the playtest rules if their "implement" is a general class of items, or the specific item itself. For example, if I have a "Lantern" implement, and mine gets misplaced, can I just grab any old torch and attune to it to begin accessing my implement traits?

Radiant Oath

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NG (they/them) wellspring gnome monk 3 | HP 41/41| AC 20 | Fort +8; Ref +10; Will +8 | Perc: +6, Low-light vision | Speed 35ft | Hero Points 0 | Focus: 1 | Active conditions: None

Highwire nods around. "Great working with all of you. Here," They pass out free passes to the circus. "Come on by when you get a chance. We're working on some great new acts in anticipation of the Radiant Festival!"

Acquisitives

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Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (
GM Ilmakis wrote:
+25SP for everyone!

+35 SP because I spent the RP for the extra healing

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Was a lot of fun playing with all of you guys. Glad we didn't get slaughtered by an undead cyclops! Hope to see you all again, and have a great 2021.

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

The sheet looks fine, although a bit irritating that it doesn't offer at least any higher level equipment. Ah, well.

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Olnik lights one of his torches and gives it to Mandoo, who seems to really only need one hand free to be effective. "Mandoo, is a torch alright, or do you want to carry this other wayfinder? I was going to offer it to Symeon, since he needs his hands free." Assuming there is no disagreement, he gives the harmonic wayfinder to Symeon to provide light.

"Redd, go ahead and light up that wayfinder of yours. We don't want anything else to sneak up on us."

He then looks around for a sconce and, if he finds one, lights his other torch and places it there. "Hope that helps everyone out ..."

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

I don't suppose that "Insightful Cyclopean Greataxe" thing counts as a "visual effect," does it? Because if so, I could use Counter Performance. Long shot, but worth checking.

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

The wayfinder would be centered on me, wouldn't it? Or is the map indicating that I left it in the center of the room to provide illumination throughout the whole room? That makes sense and I don't particularly have a problem with that, but I don't remember having done so ... although the festive holiday libations may have knocked the memory of it from me. ;) I do have 2 torches, however, and I think it's unlikely that we wouldn't have lit them in here while investigating the place ... but I understand we didn't say we were doing so, thus the consequences.

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

The Earn Income check for a Level 1 character is actually a Level 0 task/DC, which is 14. It is DC 15 for a Level 1 task. Unfortunately, my level 3 would be the "highest-level target of your composition," I think, making it DC 18. Here are the Level-based DCs.

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

With a +6 athletics, I have a 20% chance of a critical failure and a 30% chance of succeeding at an Aid action ... so I'll pass on Aiding

Olnik examines the northern wall as the others try to open the huge stone portal.

Society: 1d20 + 6 ⇒ (1) + 6 = 7

"This wall was clearly built by a tribe of kobolds!" He begins jotting down notes about this amazing new find.

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Olnik nods to Redd. "Some kind of massive fire .. and a fairly recent one, at that. We'll need to check if there's similar signs at other locations nearby, or if the fire was limited to this amphitheater."

Envoy's Alliance

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male NG dwarf bard (maestro) 5 | HP 8/55, Hero Points: 0 | AC 19 | Fort +8; Ref +9; Will +13 | Perc: +13, darkvision | Expendables: none| | Magic: 1st: 1/3, 2nd: 2/3, 3rd: 0/2, Focus: 2/2 | Exploration: Scout | Active Conditions: Sickened 1

Olnik pulls his cloak tight around him as he makes his way across land toward the appointed meeting place. Though boats may be an option, a dwarf keeps his feet on the ground when possible.

The journey has, as always, been eventful, and he has been able to perform with his solid dwarven drum at cities along the route ... most recently in the rediscovered city of Skywatch. The folk there were kind and pleased to hear his music, and the mysteries were enticing ... but duty calls.

As he walks, the large drum hangs at his side, held firm by one hand. The other hand holds his clan dagger, which he uses almost without conscious thought to beat on the drum with its hilt. His chain shirt clanks as he walks, Olnik timing his steps so that the sound is in rhythm with his beats and almost sounds like he's playing a second instrument. The vibrations from the drum resonate almost visibly around him, the occasional swirl of green hinting at the occult powers ready to be unleashed at a moment's notice. But his face, set within the thickly braided red hair and beard, is placid as he walks.

He has two companions with him, if you do not count the drum.

The dwarf next to him is younger, with a thin and short beard of brown hair, wearing simple leather armor. Olnik's nephew, Bjorn Shadowstone, has a face that is anything but placid, but he has long since given up complaining about the trek three kingdoms ago. Besides, while Olnik was performing in Skywatch, Bjorn had been able to liberate some minor valuables in the marketplace without being caught, so the trip has not been entirely uneventful. For these skills, Olnik was able to get him a slight stipend from the Pathfinder Society to accompany him on missions, adding his expertise where appropriate.

The other companion, though much more unusual, seems more at home. The creature that waddles next to Olnik looks at first glance like a bouncing deer skull, antlers broken and jagged. Upon closer inspection, though, small legs of dark brown can be seen walking along, as can arms and a thick mushroom cap resting atop the skull.

As the party catches sight of the Finadar Forest, Olnik turns toward the leshy. "Well, been just a few months, but I'm sure you're happy to see home again, even if only for a bit." As he says this, Olnik thinks about how long it has been since he himself has been home to the Five Kings Mountains. Perhaps it would be a good place to visit when this mission is completed ... but his orders indicate he might be needed in this region for some time. And as he looks upon the Finadar Forest, he feels the power of the spirits and his ancestors around him and suspects that it might be some time before he sees his homeland again.

Horizon Hunters

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male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

I will write on the boarded-up door, in chalk:

Blud Oooz
Keep Out!

Grand Lodge

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I have mine up on my Paizo profile.


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Male CN grippli sorcerer 3/investigator (Scavenger) 2 | HP 34/34 | AC 16 T 15 FF 13 | CMB +1, CMD 15 | F: +3, R: +7, W: +7 | Init: +3 | Perc: +7, SM: +5 | Speed: Land 30 ft; Climb 20 ft | Daily: 1st: 6/6, Inspiration: 6/6, Nanite Strike: 5/5 | Expendables: Potion CLW: 1 | Active conditions: None

"Do you think this is the wizard we are looking for? Khonnir?" He glances among the others.

The GM told Cera it was the wizard who took her in, which I assume means it is Khonnir. However, Cera has not explicitly confirmed to everyone else that this is Khonnir, since she's the only person who knows him, I believe.

Radiant Oath

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NG (they/them) wellspring gnome monk 3 | HP 41/41| AC 20 | Fort +8; Ref +10; Will +8 | Perc: +6, Low-light vision | Speed 35ft | Hero Points 0 | Focus: 1 | Active conditions: None

My Athletics is +3, though I am Trained. The door stunt was a natural 20. ;)


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"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

In general, I'd say that a good GM is one who creates moments where the characters are really able to shine and feel like they've had a major impact on something dramatic happening in the story. Not just that they're completing a series of rolls that they're told they have to make to move ahead.


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"Quig" Male CN ysoki bounty hunter mechanic 8 | SP 64/64 HP 50/50 | RP 8/8 | EAC 23; KAC 25 | Fort +7; Ref +10; Will +3 | Init: +4 | Perc: +12, SM: +1 | Speed 30ft, fly 30ft | Energy Shield 1/1; Miracle Worker 1/1 | Active conditions: None.

Hello. Thanks for reaching out about this. I'm Andrew, from Indiana. I started roleplaying in about 1990 or so, and spent a decent chunk of the 1990's and early 2000's helping to run online RPGs through MUDs, MUSHes, MUXes, and the like in text-based forums. Have played several Pathfinder and Starfinder games in PbP over the last couple of years and looking forward to some tips on running games in that format.

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