[PFS / DMK] DMK's Water Tower - General Discussion Thread


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Scarab Sages

Female Human Class 2 animal lover

@Olga... <smile> Olga may seem clumsier, but I don't think her skills are any worse than Kendra's :) I keep wondering.."what should I REALLY have prepared for spells?" Unlike all these other players, I have NO IDEA what's around the corner!! YIKES! :)

Grand Lodge

Male Sylph Swashbuckler (Inspired Blade) 1 / Investigator (Empiricist) 7 | HP 59/59 | AC:23 T:17 FF:17 CMD:23 | F+6 R+17 (+2 vs traps) W+9 (+4 vs illusions) | Init +8 | Perc +18 (Darkvision, +4 traps)

Anáil Stormbringer
76446-12
Grand Lodge
Day Job (Craft Alchemy): 1d20 + 10 ⇒ (9) + 10 = 19 +5 if Crafter's fortune is applicable - I'm not sure if it is.

Grand Lodge

Male Wayang Samurai 1 / Wizard 4 | HP 40/40 | AC: 18 T: 14 FF: 15 CMD: 18 | F+6 R+5 W+5 (+2 vs shadow spells) | Init +3 | Perception +10

@Kendra: Mainly because I've played the vast majority of low-level scenarios, so using the replayable ones is a must at least up until level 3. As for the few other tier 1-5 or 1-7 scenarios I haven't played so far, they haven't been proposed on these boards as far as I know, or at least not as open recruitment. I've GMed a good deal of tier 1-5 scenarios too, but I'm at a stage where I want to take a break from PbP GMing.

(So that you understand, I'm currently at my -16 character! Hikage is my -14 though.)

That still doesn't give the main reason, though. "The Confirmation" is a scenario that I really enjoy playing every time, and that I feel belongs to a character's first steps in his Pathfinder Society's career, just like "The Wounded Wisp" now.

Scarab Sages

Female Human Class 2 animal lover

@Hikage Thanks for the insight :) Being so new I just get curious about stuff like that.

Sovereign Court

#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

@Confirmation: Also, there are some random elements to Confirmation (and a couple of the other level 1-2 scenarios). There are a couple points where the GM rolls to see what's next. So it'd take a few playthroughs to see everything.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

I definitely want to look for another low level next.. I've heard of wounded wisp. I did do the overflow archives for an in-person game, which was good. I was playing Ezren at the time, and Kendra was originally based off of him, since I'm still learning character building.

Grand Lodge

Male Wayang Samurai 1 / Wizard 4 | HP 40/40 | AC: 18 T: 14 FF: 15 CMD: 18 | F+6 R+5 W+5 (+2 vs shadow spells) | Init +3 | Perception +10

"The Wounded Wisp" is another repeatable level 1 scenario that comes after the events of "The Confirmation" and also tell the story of newly-appointed agents. Both are admirably suited to being played one after the other. I definitely recommend it, because both scenarios allow players to understand important aspects of the Society.

Scarab Sages

Female Human Class 2 animal lover

Well, I'll have to see if the famed GM Kludde will list another one after we are done here, which I can participate in ;)

Dark Archive

Male Human (Keleshite) Fighter (two-handed) 8 | hp 11/74 | AC 20, T 14, FF 16 | CMD 25 (27 v sunder) | F +10, R +7, W +6 | Spd 30' (40' land)| Init +3 | KnArc +7, KnDun +7, KnPla +7, KnRel +7, Perc +0, SensM +0, Spcft +8 |

For the Wounded Wisp
-Player The Great Green God
-PFS# 139009 - 8
-Faction Dark Archive
-Day job Craft (Calligraphy): 1d20 + 6 ⇒ (6) + 6 = 12

And updated.

Oh and hey Overfiend. Small messageboard. ;)

Grand Lodge

Female Human Sorcerer 4/barbarian 2, hp 54/54, AC 20 (T 14, FF 20), Fort +8, Ref +5, Will +5, Perc. +6, Init. +3

For You Have What You Hold

Player name: François P.
PFS# 21768-2
Day job: Intimidate: 1d20 + 9 ⇒ (6) + 9 = 15
Faction: Grand Lodge

The Exchange

F Kitsune Oracle/7 (HP 52/52 | AC:22 [+1 Buckler; +1 vs Performance Weapons*] | T:15 [+1*] | FF:18 [+1 Buckler] | CMB:5 | CMD:19 | Fort:+4 | Ref:+7 | Will:+6 | Init:+4 | Perc:+5 | Speed:20) PFS#: 115025-6
Spells/Abilities:
Lv1: 8/8 | Lv2: 7/7 | Lv3: 5/5 | Heat Aura: 2/2 | Touch of Flame: 8/8 | Wings of Fire: 7/7 | Eastern Mysteries: 1/1

Also for "You Have What You Hold."

Player name: StephNyan
PFS# 115025-6
Faction: The Exchange
Day job: Diplomacy (Caravan): 1d20 + 10 ⇒ (17) + 10 = 27 Nice!

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Still here for port godless, crazy work week.


Master of Gaming and Grognardia Current map

Hi there, sorry about the late posting, but I've been without a computer but now...IT'S ALIVE!!!

And I've named him Patchwork :D

I'll be posting up soon after I update Jan.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

Confirmation Team:
ok.. my first PbP fight...I'm thinking I'm at a distance- I want to STAY at a distance, but before you all move, I'd like to get an initial range attack in to try to get one of them. My bow/bolt is at the ready.
I want to give myself mage armor, then shoot at nearest skeleton with my light crossbow.. how's that sound? 1 standard action, 1 move action, right? I can do this in one turn?

Silver Crusade

Female Elf Ranger 2/Transmuter 5/Eldritch Knight 3 | hp ¯\_(ツ)_/¯/79 | AC 23 T 16 FF 18 | CMD 27 | F +9 R +10 W +7 (+2 v Ench) | Spd 30' {60'} (Run x5) | Init +6 | Kn(Arc, Geo, His, Loc, Nat, Pla, Rel) +8*, Perc +14* (low-light), Scrft +10 (+12 ID), SensM +1* | Arcane Bond 1/1 | boots of spd 10/10 | wand of clw 14/50 | wand of cmw 9/11 | *Favored Enemy (human) +2 | bless, haste 7rds, life bubble 18hrs

Damaging a see-though skeleton with a piercing weapon is problematic (even for people who get to add their strength bonus to their rolls like Shonne with a spear). Mage armor's not a bad move if you think they might get close enough to attack. but really given the confines, a damaging area-effect spell or something like magic missile (which does force damage) would probably be the most helpful here.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

Thanks Shonne!
I need all the protection I can so I'll do mage armor..

area effect...
My prepped spells appear appalling at this point... mage armor, true strike, detect magic / poison and dancing lights...

It's a small cavern.. I can do one unprepped spell via bonded dagger... what about...disrupt undead to give you warriors advantage?

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

So, you can only do one standard per round, I would go with the Mage armor, and start heading back. As for Triblin, while not the best fighter, especially against undead at the moment, can act as a wall. He can channel, but as with the archetype that he is, can't do it to harm. Also, save True Strike for larger areas, as here, it's a 5ft step melee fight.

Also, for Magic Missile, no need to roll as it hits unerringly.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

Great.. thanks so much for the good advice!

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

You Have What You Hold.

- Player name: Stefan Sauerland
- PFS# 2205-3
- Day job: Profession (scribe): 1d20 + 14 ⇒ (11) + 14 = 25
- Faction: Scarab Sages

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

huh.. I just realized I could have used one of the items I got from Janira's bag, assuming it doesn't count towards my spells/per day rule? Does acid have an effect on skeletons?

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

Acid can work, but not as well as holy water.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

Hmm. I'll remember that, but Kendra doesn't have holy water :(

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

Haha, no worries! It's the first adventure, so there are things one forgets. Such as a bludgeoning weapon for me.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

How does the spellcraft skill play into spells conjured by a wizard?
Should the modifier be added to either attack roll or damage roll or is that (plus DC bonuses) actually used by GM for their saving rolls?

ie. Wizard throws acid vial with spellcraft +8 and spell focus +1 on conjuration spells.

Thank you!

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

Triblin:

What does this mean?

RP(High Stay/Low Does something): 1d20 ⇒ 7 (learning, learning, learning....)

Thanks :)


Masculine (He/Him) Software Engineer
Kendra_1 wrote:

Triblin:

What does this mean?

RP(High Stay/Low Does something): 1d20 ⇒ 7 (learning, learning, learning....)

Thanks :)

I think it is that player rolling a d20 to decide what to do. If they roll high (11+), they'll stay, if they roll low (1-10) they'll do something.

Sczarni

HP 19/31 | AC 16 | T 13 | FF 13 | CMD 17 | Fort +5 | Ref +6 | Will +2 | Init +3 | Perception +5 | Sense Motive -1 Human (Varisian) Brawler 3

Yep, not actually a rule, obviously. The player is basically flipping a coin and deciding what action to take.


he/him
Kendra_1 wrote:

How does the spellcraft skill play into spells conjured by a wizard?

Should the modifier be added to either attack roll or damage roll or is that (plus DC bonuses) actually used by GM for their saving rolls?

ie. Wizard throws acid vial with spellcraft +8 and spell focus +1 on conjuration spells.

Thank you!

Spellcraft helps you identify spells as they are being cast. So the enemy waves his hands and mumbles some words. With a high enough spellcraft check you will know what they are.

Spellcraft also helps you identify magic items. Cast detect magic or identify (gives you a +10 bonus,) then inspect something and make a skill check. If it's high enough, you'll learn what it is and how it helps.

Spell Focus(Conjuration) increases the DC of conjuration spells by 1. So if you cast grease on that enemy spellcast I mentioned, the GM's saving throw has to be 1 higher than usual, or he'll fail and fall of his butt.

Neither spellcraft nor Spell Focus will help with an acid flask, though.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),
Nikolai Vancaskerkin wrote:
Yep, not actually a rule, obviously. The player is basically flipping a coin and deciding what action to take.

Ahh.. thanks to both you and Caps for the info! I'm trying sooo hard to learn all the rules.. it's nice to know this one I don't have to memorize.. though it figures THIS I'll remember ;)

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),
chadius wrote:


Spellcraft helps you identify spells as they are being cast. So the enemy waves his hands and mumbles some words. With a high enough spellcraft check you will know what they are.

Spellcraft also helps you identify magic items. Cast detect magic or identify (gives you a +10 bonus,) then inspect something and make a skill check. If it's high enough, you'll learn what it is and how it helps.

Spell Focus(Conjuration) increases the DC of conjuration spells by 1. So if you cast grease on that enemy spellcast I mentioned, the GM's saving throw has to be 1 higher than usual, or he'll fail and fall of his butt.

Neither spellcraft nor Spell Focus will help with an acid flask, though.

Ah haaa... VERY helpful, thanks so much!! Yeah.. I confused the acid vial with the acid splash spell...

OK.. time to go take a turn now ;)


Kendra_1 wrote:

Ah haaa... VERY helpful, thanks so much!! Yeah.. I confused the acid vial with the acid splash spell...

OK.. time to go take a turn now ;)

Very handy to keep an acid flask on you as a focus while casting acid splash. As it grants you a +1 to damage and the spell will last 2 rounds causing damage in each round.

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

Sorry, I went to bed pretty much after my post!

As for the acid splash+acid vial trick, one needs to have the Magical Marketplace splat book to use the combination if i recall.

And yes, the RP rolls are to decide as to what one character may do, such as being a gnome, I'm not good at most CMB checks.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

Triblin - Thanks :) I was curious!

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

Yay! I managed to do the thing!

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

and me..not so good! errrggghhh....

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

It takes a while for wizards to shine, but once they start running, oh boy do things die......

Sovereign Court

M Wayang
Shadow:
58/58 HP | AC: 21, T:13, FF:19 | F:+7, R:+4, W:+1 (+2 vs Fear) | CMB:+9, CMD:21 | Init:+2 | Percep:+6
Apples:
51/51 | AC:21 T:11 FF:20 | F:+8 R:+6 W:+3 | CMB:+8 CMD:+19 | Percep:+5 |

Color spray is a highly effective wizard spell at low levels. You can also pick up a wand of Magic Missile for two prestige after this adventure.

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

It's not too effective against undead though. The missiles are a great idea though!

I may try to get into another game with Kendra, as my sorcerer. He's a funny kind of special.

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),

That would be fun :) The whole table have been great sports with me :)

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

For a caster, his will saves aren't the best, but he can kinda be all "witchy" with some of the things he can do. I really need to stat up my summoner though, since he's a grandfathered bundle of joy......

Grand Lodge

Tracked Spells:
Detect Magic 1/1, Detect Poison 1/1, Read Magic 1/1, Dancing Lights 1/1,|| Mage Armor 1/1, True Strike 1/1
Female Half-Elf Wizard 1| HP 7/7 | AC 12, T 12, FF 10 | F: +0, R: +0, W: +3 | CMD 12 | Perc. +4 | Init. +8
Tracked Campaign Stuff:
+1 luck bonus on AC, during surprise round; scroll of gust of wind, scroll of identify, scroll of obscuring mist, (vial of acid), wand of burning hands (CL 3rd, 4 charges), scroll of mage armor (CL 6),
Shadow Lion wrote:
Color spray is a highly effective wizard spell at low levels. You can also pick up a wand of Magic Missile for two prestige after this adventure.

Thanks Shadow Lion- I'm really new here, so I wasn't even sure what Kendra needed to prepare.. Do players normally look up the storyline ahead of time to get a sense for what they need? I guess in the couple in-person games I played, the GM did give us an intro. then told use to prepare ourselves as we saw fit..

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50

Oh no, that's not a good thing to do. Sometimes one will be prepared while at other times, one won't be. A trick for wizards is for non combat use, or preparing at a later time, is to leave one or two spell slots open so you can prepare them during the scenario. Each spell takes about 15 minutes in character time to memorize a spell for the day when done that way.


Masculine (He/Him) Software Engineer

Often characters try to be prepared for a variety of possible situations. In PFS in particular, when you never know what skills your companions will have, it is valuable to be prepared for a variety of potential circumstances.

For instance, it's wise to have at least one Cold Iron weapon and at least one Silvered weapon, or oils or blanches to apply to your weapons to make them act as those metals for a time; at least one melee weapon and at least one ranged weapon (there is no excuse to not have a sling, they are free--if bullets are too heavy you can try to pick up rocks from the ground); at least one splash weapon for dealing with swarms; etc. More experienced players could probably share other things as well.

Having the right special material (or oil of Bless Weapon / Magic Weapon; or splash weapon, etc.) can turn a really tough fight (possibly a TPK) into an average one or occasionally even a pushover. 10 Cold Iron Bullets (for a sling) cost about 2sp. That's about the cheapest way to mitigate DR/Cold Iron that there is.

Of course, Magic Missile, Acid Splash, etc. covers a lot of this stuff as well, but if the target has Shield up (a spell that auto-blocks Magic Missile) or is dishing out too much damage for a 1d3 Acid Splash to take him down, or has Acid resistance, etc. then a mundane backup can save your butt.

Also, you generally want to pick up a wand of CLW with your first 2 PP and tell the other players where to find it. Even if CLW isn't on your spell list, odds are good that someone else in the party will be able to use it via their spell list or the Use Magic Device skill. If you go down, they can retrieve the wand and bring you back. More versatile even than that (but more expensive per use) is a potion of CLW. Anyone can pour that down your throat, regardless of magical talent. The reverse is also true--if the Divine character goes down, your CLW potion (or two, or three), could get them back up on their feet to heal the rest of the party.

Sovereign Court

#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

No, definitely don't read the scenarios, that's no fun. If yo GM and then play that's one thing, but I'd never spoil the surprises if I could help it!

Here's a great post on preparation.

Painlord's Guide to PFS


Master of Gaming and Grognardia Current map
Triblin Runlark wrote:

It's not too effective against undead though. The missiles are a great idea though!

I may try to get into another game with Kendra, as my sorcerer. He's a funny kind of special.

I'm leveling up my wizard currently and I quite agree that once they start running it's chaos.

One decent anti-undead spell as low levels, Disrupt Undead. 0 level and deals 1d6 damage to undead as a ray.


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? Not much of a speed fanatic, couldn't tell you. Former Retail Worker/13
Nantas Slickskin wrote:

No, definitely don't read the scenarios, that's no fun. If yo GM and then play that's one thing, but I'd never spoil the surprises if I could help it!

Here's a great post on preparation.

Painlord's Guide to PFS

I would disagree with a couple of the points there in Painlord's document, simply on the fact that it could arguably lead to expensive outlay for material your character cannot afford/has not encountered yet and would smack of metaknowledge/cheating.

Despite that, though, some of the things you learn during a module provide object lessons for the future. Another example would be dealing with something that has Reach, etc.

Remember the areas you were coming up 'short' and address them in an economical, balanced,and safe fashion. Don't be the person that needs the party to cover your inn bills (and everything else in an adventure) because you just HAD to buy that last silver bullet.

But importantly, don't be afraid to ask questions as you're starting out and if you do make a mistake, don't stress on it, don't dwell on it. Just learn from it and try not to repeat it, and move on.

Most importantly, though? Have fun. It's hard to do sometimes when it feels like all the dice are falling wrong, but even bad rolls or tough hits help build story and character.

Silver Crusade

Male Gnome Cleric (Merciful Healer of Sarenrae) 3 HP 21/21 | AC 20 22 underground T 12 14 underground FF 19 21 underground | Fort +4 Ref +1 Will +5 | Init +1 | Per +3 | Darkvision 60 ft | SPD 20 ft | CMD +12
Channel:
0/7 (2d6) (Sickened)
Rebuke Death:
6/6 (1d4+1)
wands:
CLW 25/50 : Bless 44/50
DM Aron Marczylo wrote:
Triblin Runlark wrote:

It's not too effective against undead though. The missiles are a great idea though!

I may try to get into another game with Kendra, as my sorcerer. He's a funny kind of special.

I'm leveling up my wizard currently and I quite agree that once they start running it's chaos.

One decent anti-undead spell as low levels, Disrupt Undead. 0 level and deals 1d6 damage to undead as a ray.

My sorcerer is a stupid little fox man who is also a crossblooded sorcerer (fey/undead), so he's kinda like a witch in some aspects..... But he can daze and use mental spells that normally don't affect undead on undead, for the most part.

Also, a DC 19 on Daze is INSANE......

Sovereign Court

#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16
Wei Ji the Learner wrote:


I would disagree with a couple of the points there in Painlord's document, simply on the fact that it could arguably lead to expensive outlay for material your character cannot afford/has not encountered yet and would smack of metaknowledge/cheating.

I agree that some of the items are expensive, but disagree about the metaknowledge. I presume you're talking about suggestions like, "I expect all characters to begin to formulate a plan to tackle demons and devils, elementals and constructs, blobs and oozes. Each player needs to begin working on ways to bypass various DRs, SRs, and special defenses."

I would think that as Pathfinders you'd be hanging out with one another, swapping stories, giving suggestions, "You better get yourself a cold iron sword for when you're up against a demon, on my last adventure we encountered a ...", When you're in the adventure you're still going to need to make the knowledge check to know to switch to your cold iron weapon, but it makes sense that you would have one based off of suggestions from your peers.

These characters are not the first ones out there discovering these things.


Masculine (He/Him) Software Engineer

I tend to make most of my weapons Cold Iron by default at 1st level. It's not that much more expensive, really, and it's so beneficial. You want to think carefully after level 1 about whether to make your main (presumably Masterwork) weapons Cold Iron though, because Cold Iron drastically increases the cost of magical enhancement later.


? Not much of a speed fanatic, couldn't tell you. Former Retail Worker/13
Nantas Slickskin wrote:


I would think that as Pathfinders you'd be hanging out with one another, swapping stories, giving suggestions, "You better get yourself a cold iron sword for when you're up against a demon, on my last adventure we encountered a ...", When you're in the adventure you're still going to need to make the knowledge check to know to switch to your cold iron weapon, but it makes sense that you would have one based off of suggestions from your peers.

These characters are not the first ones out there discovering these things.

If I bomb the knowledge check and the party doesn't mention it, it's information I have as a player and not as a character, though?

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