Baron Galdur Vendikon

philipjcormier's page

Organized Play Member. 210 posts (4,928 including aliases). No reviews. No lists. No wishlists. 25 Organized Play characters. 3 aliases.


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Vigilant Seal

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Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 1/1]

As a GM from back in 1st ed. of the game that shall not be named, the ever evolving game makes it hard to keep track of, let alone learn, all the changes, GM Tiger. I, for one, commend you for taking the time and effort to look into the matter and adjust your understanding. Some GMs would simple say something to the tune of it's my game, my ruling. Kudos and respect.

Vigilant Seal

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m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

As he takes out his writing set to write out his report.

Day Job; Lore (Scribing); character Level: 3: 1d20 + 6 ⇒ (20) + 6 = 26

LOL. Figures. Crap roll in Diplomacy, but crit on Day Job.

Vigilant Seal

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m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

Ahzeem has the Light spell going. It is pale yellow and floats 2' above/behind his left shoulder. Again, he will provie and additional light to follow up to 3 others if wanted.

LIGHT:

Spoiler:
Cantrip; Concentrate; Light; Manipulate
Traditions: arcane, divine, occult, primal
Spell List: elemental
Cast:two-actions
Range: 120 feet
Duration: until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th): The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).

"You will get neither from us, woman," Says Ahzzem. He then points towards her and calls out, "In Sarenrae's name, Burn!"

1d20 + 8 ⇒ (7) + 8 = 15
possible Fire damage: 4d6 ⇒ (6, 3, 4, 2) = 15
possible bonus damage: 2d6 ⇒ (6, 2) = 8

FIRE RAY:

Spoiler:
Domain: fire Cast: two-actions
Range: 60 feet; Targets: 1 creature Defense: AC
Duration: until the end of the target's next turn
A blazing band of fire arcs through the air, lighting your opponent and the ground they stand upon on fire. Make a spell attack roll against the target's AC. The ray deals 2d6 fire damage on a hit (or double damage on a critical hit). On any result other than a critical failure, the ground in the target's space catches fire, dealing 1d6 fire damage to each creature that ends its turn in one of the squares.
Heightened (+1) The ray's initial damage increases by 2d6, and the fire damage dealt by the burning space increases by 1d6.

He then calls out, "Sarenrea please Shield your servant."

SHIELD:

Spoiler:
Traditions: arcane, divine, occult
Cast: one-action
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.

Going to risk a Hero Point to re-roll that attack. Hope this works out for the better.

1d20 + 8 ⇒ (18) + 8 = 26

After a half hour of typing/copy/pasting, finally done.

Vigilant Seal

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m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

I had healed Shalosar during the my last combat turn for 17 HP. Everyone should be healed. No need to use your kit.


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This is a good place to find games. Warhorn also has them. You might be able to find a local store that has active players through them. I suggest if you can find a local store, ask the staff and/or check their website to see. I have found that the local groups don't advertise with the general public, but will advertise in the local gaming stores.


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male human

I did not see the Feb 8th post on the website this morning. Thank you for helping.

Vigilant Seal

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m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

Ahzeem is going to attempt a DC:15 Day Job Roll:

Ahzeem Kazahd's Scribing (E): 1d20 + 7 ⇒ (15) + 7 = 22

Vigilant Seal

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m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

1st prep round:

"I am pretty sure we have been transported to another Plane. The Plane of Shadow, I believe. states Ahzeem as he moves to the side, casts Protection from Evil, and then touches Lioness Lapping Blood.

Spoiler:
Protection: Spell: 1 Uncommon; Abjuration Traditions: divine, occult Cast: somatic, verbal Range: touch Targets: 1 creature Duration: 1 minute
You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.

This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.

Note that I have purchased this spell with the Esoteric Spellcaster Boon. I can send you a copy to your PM if you wish.

2nd prep round Ahzeem draws his scimitar and readies himself for attack

Vigilant Seal

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m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

Using the Healing Domain ability takes 1 action in itself. That's why I didn't apply it to the area version (3 actions).

Vigilant Seal

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m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

Flagged the Post. My apologies for the problem. I didn't preview the post like I normally due, and although I did receive an email about it, I did not read the email until 5 hours had passed and the damage was done. Again, my apologies to all.

Vigilant Seal

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m human (Keleshite) Cloistered Cleric/4 [HP: 47/48] [AC: 17 (18: Mystic Armor OR Shield) (19: Both)] [fort: 9; reflex: 8; will: 11] [perception: 9; initiative: +11] [Hero Point: 0/3] [Focus Point: 1/2]

I didn't notice that I had rolled it. I would like to use my Hero Point and reroll, please.

Ahzeem Kazahd's Diplomacy (T): 1d20 + 7 ⇒ (19) + 7 = 26

Envoy's Alliance

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male Human(Tien-Dan) Sorcerer (draconic; cloud)/5 [HP; 53/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 0/1]

I have a 7L wizard. The Reach feat is used alot by him. Reach+Shocking Grasp at multiple levels is very efficient single-target damage dealer.
Makes it 30' instead of touch. Look at how SG Heightens and you will see. Just a suggestion.


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male human

Proud owner of numerous maps built using the Random Dungeon Generator from the DM's Guide (1E) of the game that shall not be named. I still have an intact copy. How's that for Nerdom!

Grand Lodge

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Male Human(Tien-Shu) Arcanist/1L [HP: 8/8] [Init: +2; Perc: +5] [AC: 12/12/10](+4 Mage Armor)] [Saves: 2/2/2] [CMB: 0; CMD: 12/10] [Arcane Reservoir Used: 0/6(7)] [Conditions/Effects: Mage Armor]

Huong moves over towards the kitchen entrance and peers around the room trying to locate any of the two Agents...

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


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Not that it's really my place, but hasn't this changed into a Discussion Tab kind of thing?

Grand Lodge

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Male Human(Tien-Shu) Arcanist/1L [HP: 8/8] [Init: +2; Perc: +5] [AC: 12/12/10](+4 Mage Armor)] [Saves: 2/2/2] [CMB: 0; CMD: 12/10] [Arcane Reservoir Used: 0/6(7)] [Conditions/Effects: Mage Armor]

A smallish (5'6"; 150#) Tien-Shu that has been standing silently nearby clears his throat and says..."Master Valsin, Sewers tend to be inhabited by creatures that carry poison or even disease. Some are even infested by swarms, nasty things I encountered during my Confirmation. Did you happen to bring provision we me purchase to help with these problems. Alchemist Fire, anti-plague, anti-poison, and the like? I have a little saved up which will allow me to make some purchases for the group to use if needed."

"I wonder if I have come across the name "Laszo the Leper" in my studies....?"

Where do they come up with these names? Scrabble must be Pazio employee favorite game. Seriously, I have about 60 or so GP.

"Perhaps it would be best to go to the Inn first. If we raise enough of a disturbance and the guards shut it down, then maybe it will be easier to get into the sewers undetected. Master Valsin, would you think it best to have our Wayfinders stored at the Guild Hall until we return so the Aspis cannot prove we are from the Society?"

Grand Lodge

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Male Human(Tien-Shu) Arcanist/1L [HP: 8/8] [Init: +2; Perc: +5] [AC: 12/12/10](+4 Mage Armor)] [Saves: 2/2/2] [CMB: 0; CMD: 12/10] [Arcane Reservoir Used: 0/6(7)] [Conditions/Effects: Mage Armor]

Sorry for the delay. My computer was in the shop until just now. While my tablet is ok for short posts, longer ones are a bit....umm....difficult.

My post will be a bit long while I catch up. Again, sorry.

Grand Lodge

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Male Human(Tien-Shu) Arcanist/1L [HP: 8/8] [Init: +2; Perc: +5] [AC: 12/12/10](+4 Mage Armor)] [Saves: 2/2/2] [CMB: 0; CMD: 12/10] [Arcane Reservoir Used: 0/6(7)] [Conditions/Effects: Mage Armor]

Player Name: philipjcormier
Character Name: Huong Chan
PFS ID#: 55792-17
Faction: Grand Lodge
Normal or Slow Progression?: normal
Day Job: Profession(Scribe): 1d20 + 4 ⇒ (2) + 4 = 6
Any special abilities (or anything else you'd like to share about your PC): Huong Chan has 2 Arcanist Exploits:

Force Strike(Su):
The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.

...and...
Potent Magic(Su):
Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Envoy's Alliance

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male Human(Tien-Dan) Sorcerer (draconic; cloud)/5 [HP; 53/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 0/1]

http://www.organizedplayfoundation.org/paizo/guides/pfs2guide-en/

https://paizo.com/community/blog/v5748dyo6sh3j?Pathfinder-Society-Character -Options

https://paizo.com/pathfinder/faq

Quests grant 1xp. Scenarios grant 4xp. 12xp total needed per level. Please feel free to correct me if I'm mistaken GMs.

Grand Lodge

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M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Information is correct, except for being 4L not 3L. Will re-post here:

Player: philipjcormier
Character: Thorur Grundur
Class/Level: Warpriest/4
PFS #: 55792-10
Faction: Grand Lodge
Advancement Speed: normal
Day Job: n/a

Grand Lodge

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M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

He is tuning them sideways. A lot of GM's do.

Grand Lodge

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M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Thorur is purposely drawing AoO since he has 2x the HP of most of the party, can heal himself on the fly for free, and, basically, because it's his job. LOL.


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male human

The reviews weren't very positive on 5, 7, or 8, but 7 looks interesting.

Grand Lodge

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M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

Thorur looks the guards up and down as they watch him change and says..."Yes, what they say about us Dwarves is true. Perhaps in the next life you will all be as blessed as me."


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male human

I usually post what I'm using (weapon, spell, etc.), put the adjustments, then roll. Afterwards, I put what I used for the adjustments in a ooc post so the GM can make any unseen adjustments (ie: cover, prone, etc.).

Usually like this:

[dice=ranged Touch vs. "Target"]1d20+8+1[/dice]
[dice=possible Cold damage vs. "Target"]4d6+2+1[/dice]

Using Cold Blast (SP) ability with Point-Blank and Precise Shot Feats.

Grand Lodge

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m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Many thanks. Please note that SoC gave me back the masterwork cold iron morningstar I loaned him.

Grand Lodge

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m human (tien-dan) summoner (pre-unchained)/11 [hp: 81/81] [init: +2; perc:+0] [ac: 15+ /15/13+) (see below)] [saves: 7/8/9(see below)] [CMB: 8/CMD: 23(21)] [current conditions: ]

Jing Kwan just gave us a 10 round breather unless they pass.

Grand Lodge

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m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

I put Glorne's powers in spoilers as he uses them since not all GM's, and some players, are not familiar with the Kineticist class features. Everything is copy/paste from my character sheet which was created by copy/paste from Archives of Nethys. If you have questions and/or notice any mistakes, please mention here and not in Gameplay to keep the game flowing.


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I would like to, but my only 2 Core are 3L and 4L.


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Durning the Cons this year, some were offered on Discord while most were on the Pazio site. Will the reverse be the same this time?

Just asking because I'm interested in playing, but not interested in learning another format at this time.


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male human

Many thanks to numbat1 and the Devs for sorting out my mess. Sorry for the trouble. Philip.

Grand Lodge

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Male Human (Varisian) Wizard(Evoker)/3 [HP: 17/17] [Init: +2; Perc: +8] [AC: 12+/12/10+] [saves: 3/3/4] [CMB: +1; CMD: 13/11] [Force Missile used: 0/7] [Signet Ring used: 0/1] [Active Conditions: ]

Salvadore catches the meaning, steps behind to "Help" Lady Vulpina retrieve the "item". Salvadore casts Prestidigitation to create a "Badge", showing it to the Goblins for approval before handing it to Lady Vulpina. "Here you go, M'Lady. I believe this is what the great Sir Rimetusk is asking for."

Not sure if this will help, but...

Profession(Scribe): 1d20 + 7 ⇒ (8) + 7 = 15

Pretty sure I haven't used my re-roll yet, so...

Profession(Scribe): 1d20 + 7 ⇒ (15) + 7 = 22


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Headbutt is a new player. Why don't you let him take my spot and I'll be alt. I have played once before.


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I think I played with "Bobbie" with my 3L Core fighter Baclieve not to long ago. He is available if we go Core.

If not, I have numerous standard characters that are 4L or less:

4L: Amerel-Un-Rogue

3L: Salvadore Mattero, Wizard(Evoker); Sunder Grunder-Warpriest

2L: Kam Yuen, PyroKineticist; Oded Fardeth, Cleric of Sarenrae; Vladamir Dufau, Sorcerer(Wild-blooded, "Sage")

1L: Erlandel-Druid(Earth); Huong Chan-Arcanist.

As far as role-play, some of you have encountered these or others I have, (ie.: Jing Kwan and "Tiny", Phosdlon, Glorne, Andy Applembottom, Hannar the Wild.), and have a bit of experience. Although I like all my characters, I tend to role-play each according to the way they are. Andy like to have fun, Bacleive is a bit reserved, etc.

Wayfinders

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male Human Xenoarchaeologist Technomancer/3 [init: 2; perc: 0] [HP: 19/19; Sta: 18/18; RP: 4/4] [EAC: 15; KAC: 16] [saves: 2/3/3] [pistol used: 0/9] [Starstone Compass: 0/1]

How's that? Hey, just got your name Steev. Moved Kai and Hermena closer so they can position themselves.

Grand Lodge

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M dwarf warpriest/4L [HP: 43/43] [INT: +1; PERC: +10; SM: +7] [AC: 17/11/16] [Saves: 8/3/7] [CMB: 6; CMD: 17(16) ] [Fervor used: 0/4] [Blessing used: 0/5] [Sacred Weapon used: 0/4] [Conditions: ] [Speed: 15']

"I agree, although I am not the best at jumping. Don't tell the Elf."

Grand Lodge

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m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne whispers to Malachi... "Ask if we can inspect the wine cellar."

Grand Lodge

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m halfling Bard/4 [HP: 27/27] [INT: +4; perc: +10] [AC: 16/13/14] [saves: 4/8/7(see below)] [CMB: 2; CMD: 14/12] [bardic performance used: 0/23] [Move: 20]

d20 damage on a greataxe....where can I get one?

Dragall cuts the goblin in half from head to groin. Vadoma and the remaining goblins let out a gasp, a collective "Ewww", then they all point at the two halves and start laughing.

Sorry, just came to me. I had to share.


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There is a website called PFSSessiontracker that helps you keep track of which module/scenarios your characters have played both standard and core, as well as SFS ones.

Except for Evergreens, you can get credit for playing 1 time and Gm'ing 1 time in both standard format and Core format.

Grand Lodge

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M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

Arrow, Durable (1GP each)
Benefit: Durable arrows don’t break due to normal use, whether or not they hit their target; unless the arrow goes missing, an archer can retrieve and reuse a durable arrow again and again. Durable arrows can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on). Drawback: If crafted with magic (such as bane), the magic only lasts for one use of the arrow, but the nonmagical arrow can still be reused or imbued with magic again.

Adamantine (50@3050GP total)

HP/inch 40 (weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal.; Hardness 20; Cost Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given.
Type of Item Item Cost Modifier
Ammunition +60 gp per missile
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp
Adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows.Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Iron, Cold (50@2GP each)

HP/inch 30; Hardness 10; Cost Weapons x2 normal. Add magic enhancement +2,000 gp. This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon with one cold iron half costs 50% more than normal.

Grand Lodge

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M Elf warpriest/7 [hp: 52/52] [ac: 17/13/14] [init: +3; perc: +7] [saves: 8/:8/:11(+2 vs. ench)] [CMB: 6; CMD: 19/16] [Fervor used: 0/6] [Sacred Armor used: 0/7] [Sacred Weapon used: 0/7] [Blessing used: 0/6]

@Azrael: We are not worthy, we are not worthy!!!!"

Grand Lodge

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m halfling Bard/4 [HP: 27/27] [INT: +4; perc: +10] [AC: 16/13/14] [saves: 4/8/7(see below)] [CMB: 2; CMD: 14/12] [bardic performance used: 0/23] [Move: 20]

Moved.


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male human

Ok. You can play any session 1 time as a character and 1 time as a GM applying it to another character. So I GM'd session x and applied credit to Character 1. That counts as Gm credit towards playing the session, but I can still play it with Character 2 for regular player credit. Is that correct?


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I would be interested, but my only Core that's free is a 3L fighter.

Then again, I could make a 1L if need be.

@Ythiel: Traits are handy. There are many useful ones.


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male human

HeroLab is very useful, but you need to be careful when you buy items. It sometimes makes mistakes with the limits due to Fame.


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male human

The PFSTracker has a way to filter your search for evergreens, specials, etc.

Wayfinders

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male Human Xenoarchaeologist Technomancer/3 [init: 2; perc: 0] [HP: 19/19; Sta: 18/18; RP: 4/4] [EAC: 15; KAC: 16] [saves: 2/3/3] [pistol used: 0/9] [Starstone Compass: 0/1]

Got it. Thank you.

Wayfinders

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male Human Xenoarchaeologist Technomancer/3 [init: 2; perc: 0] [HP: 19/19; Sta: 18/18; RP: 4/4] [EAC: 15; KAC: 16] [saves: 2/3/3] [pistol used: 0/9] [Starstone Compass: 0/1]

Alzandre moves into the room...

Alzandre still had his Welcome to Starfinder (Society Boon: spellgem cashe (0/3 used; comprehend languages and life bubble only)) and will use 1 for comprehend languages at this time. (Just marked off sheet).

Culture/Mysticsm(Same Modifier) vs. DC=16: 1d20 + 4 ⇒ (6) + 4 = 10

In case I can try multiple ways...

Engineering vs. DC=16: 1d20 + 8 ⇒ (6) + 8 = 14

...and the crap rolls just keep comming....

Wayfinders

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male Human Xenoarchaeologist Technomancer/3 [init: 2; perc: 0] [HP: 19/19; Sta: 18/18; RP: 4/4] [EAC: 15; KAC: 16] [saves: 2/3/3] [pistol used: 0/9] [Starstone Compass: 0/1]

Sorry, getting old and senile.

Wayfinders

1 person marked this as a favorite.
male Human Xenoarchaeologist Technomancer/3 [init: 2; perc: 0] [HP: 19/19; Sta: 18/18; RP: 4/4] [EAC: 15; KAC: 16] [saves: 2/3/3] [pistol used: 0/9] [Starstone Compass: 0/1]

Doing the finishing touches on an Android Bounty Hunter Soldier with the Arcane Assailant focus. He was found de-activated by a ship of Forlorn. He has taken the name URDOA and is hunting members of the defunct Corporation that made him and then abandoned him.

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