Eddie Drood
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Link to IC thread is HERE
Greetings!

This is a Pathfinder Society game, using the introductory scenario:
A Vision of Betrayal (First Steps, Part III)

A continuation (sort of) of the story started way back in Part I.



The players:
T'Leynti / Leonie
Netherlands
Oud-Beijerland
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Yohann
France
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Play, play, play and have a hell of a good time.
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Jamie Tang
United States
Baltimore
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Mike Hadfield
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St Andrews
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Feel free to use this thread to organize your party plan, have general out of character (OOC) chat about the game, and so on.
This is repeat info for most of you, and don't worry about reposting your character sheet if you played in my last game.

Game info:

We all get busy, but please try to post daily, just to keep things moving. If you can't be in for a bit, mention it in this thread so the rest of us know.

As GM, I'll try to keep the game moving, and if someone has to be away for a couple days or more, and the rest of the folks want to keep playing I'll ghost your character using the following rules:

1. healers will heal first, attack later, and play defensively
2. tanks will tank first, deal damage later, and play defensively
3. dps types will do dps, but defenisvely (and likely not optimally played, but I'll try to not get you killed)
4. all non-combat situations make your character a very agreeable torch-bearer and will generally be ignored by NPCs not trying to kill you.

I really hate it when a game dies, either at a table or in forum, so I'll do my best to keep things going--together we should have a blast!

That said, as life happens we'll work with it. Remember, the whole point is to have fun, and so if someone has RL smack them in the face, we'll sort it out game-wise and comiserate/celebrate accordingly.

Character Generation:

Continuing Players:
If you don't have any updates to your character from the last game I ran (and except for purchases that are recorded on your Chronicle sheet, you really should't) do NOT post your sheet, I'll just link to the existing one.
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Mike Hadfield
Canada
St Andrews
New Brunswick
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DAGGERT PENNYFELLOW CR 1/2
Male Halfling Paladin 1
Silver Crusade Faction
LG Small Humanoid (Halfling)
Init +3; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 20, touch 14, flat-footed 17 (+4 armor, +2 shield, +3 Dex, +1 size)
hp 12 (1d10+1)
Fort +3, Ref +3, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee: Heavy Shield Bash +4 (1d3+2/20/x2) and
Masterwork Cold Iron Longsword +6 (1d6+2/19-20/x2) and
Shortspear +4 (1d4+2/20/x2) and
Shortspear +4 (1d4+2/20/x2) and
Silver Shortsword +4 (1d4+1/19-20/x2) and
Unarmed Strike +4 (1d2+2/20/x2)
Ranged: Masterwork Sling Staff, Halfling +6 (1d6+2/20/x3)
Special Attacks: Low Blow, Smite Evil (1/day)
Spell-Like Abilities: Detect Evil (At will)
Paladin Spells Prepared (CL 0, 4 melee touch, 5 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 15
Feats Weapon Focus: Longsword
Traits: A Sure Thing (1/day), Anatomist
Skills: Acrobatics -1, Climb -2, Diplomacy +7, Escape Artist -1, Fly +1, Handle Animal +7, Heal -1, Ride -1, Swim -2
Languages Common, Halfling
SQ Adaptable Luck +2/+1 (3/day), Aura of Good (Ex), Fearless
Combat Gear: Bullets, Sling (20), Chain Shirt, Masterwork Cold Iron Longsword, Masterwork Sling Staff, Halfling, Shield, Heavy Wooden, Shortspear, Shortspear, Silver Shortsword;

Other Gear: Backpack (empty), Bedroll, Rations, trail (per day) (4), Traveler's outfit, Wand of Cure Light Wounds, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
A Sure Thing (1/day): 1/day, +2 to hit an evil creature.
Adaptable Luck +2/+1: (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Anatomist: +1 to confirm critical hits.
Aura of Good (Ex): The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will): (Sp) You can use Detect Evil at will (as the spell).
Fearless: +2 morale bonus vs Fear saves.
Low Blow: +1 to critical confirmation rolls against larger creatures.
Smite Evil (1/day) (Su): +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
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Eddie Drood
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Sounds good. I love the ARG.
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T'Leynti / Leonie
Netherlands
Oud-Beijerland
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Now I am still curious about those words on the statues.
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Yohann
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Hi, with Muz leaving the group, maybe we could look for a healer. What do you think?

Besides, Célestin won't buy any equipment this time. He'll leave 400GP in the PFS's safe (for a total of 700GP) and he'll keep the remaining 19GP in his purse.
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Jamie Tang
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Could you please put out a recruitment announcement to the guild? There is always a lot of interest in general Pathfinder games.
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Eddie Drood
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Actually, I seriously doubt you'll need another player. Trust me on this one--it's not nearly as combat intensive as the last.

And, honestly, *that* module isn't supposed to be that difficult. It played out very poorly, tactically speaking. Still a lot of fun, though.

That said, if you all *want* another player, I'd be happy to advertise.
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Jamie Tang
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Merisel picks up 2 CLW potions for 100 gp total, bringing her total back to 4. Can she upgrade to masterwork shortbow? Would that be 300 gp? She will also leave all but 20 gp in the Lodge safe.
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Eddie Drood
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A masterwork shortbow would be 330 gp (normal cost + 300 gp for masterwork).
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Eddie Drood
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Game start!

Just post in your character sheet when you can, Mike.

I may be a little slow posting over the next several days. I'm right in hurricane Issac's path (not far from Pensacola, FL), and may have to evacuate.

Hopefully not, but if I don't post too quickly, it is because I'm getting supplies and making ready for a sucky week.
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Mike Hadfield
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Will do Eddie. I'm out of town till Sunday, but I'll try to set some time aside tonight to get that posted.
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T'Leynti / Leonie
Netherlands
Oud-Beijerland
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Take care Eddie. For Flinder only one potion of cure light wounds. I seem to remember something about a sling staff being mentioned, but cannot find it. I would sell the simple sling (not much I guess?) and buy the sling staff ( can't be much either ).
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Mike Hadfield
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OK, Daggert has around 932 gold and is buying:

Masterwork Cold Iron Longsword 330gp
Masterwork Sling Staff 320gp
Silver Shortsword 30gp
Wand of Cure Light Wounds 2PP


Sell:

Longsword 7.5gp
Sling Staff 10gp

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Jamie Tang
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I just looked & Pensacola does look to be right at the center of the projected path. Consider it a vacation.
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Yohann
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I actually wondered about the goals of our factions and I wanted to know whether we knew about them, and if we did, whether we had received any related instructions?

edit: Instead of saving GPs, I think I'll purchase some equipements instead:

Masterwork Studded Leather Armor: 325GP (Armor Bonus +3, Max Dex Bonus +5, Dex Penalty: 0)

Masterwork Rapier 320GP (Dam 1d6, Crit: 18–20/×2)

2 potions of Cure Light Wounds 100GP

Just to know, purchasing masterwork weapons in Pathfinder Society still grants a +1 bonus on attack rolls and masterwork armors a +1 to DEX penalties, is that correct?

I'm also selling my old rapier (10GP) and my leather armour (5GP).

The total spent is 745GP - 15GP = 730GP

That means I've got nothing left in my PFS safe and I spend 30GP from my pocket money.

In the end, I'm only left with 6GP, 4SP, 3CP.

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Eddie Drood
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You are correct on the masterwork stuff
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Yohann
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Sorry if I'm repeating myself but...

Shadow Hexagram wrote:
I actually wondered about the goals of our factions and I wanted to know whether we knew about them, and if we did, whether we had received any related instructions?
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Eddie Drood
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In a general sense, the goals of your factions are known to all, and laid out in the society guide.

In a specific sense, there are no specific goals that you are aware of at this time.
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T'Leynti / Leonie
Netherlands
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Flinder will buy
the sling staff , 20 gp
cold weather outfit 8 gp
4x rations 2 gp
1 potion of clw 50 gp
furs 12 gp

Better prepared for the coming episode hopefully.
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T'Leynti / Leonie
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I want to try sleep again, but the spell will hit the person with the lowest hit dice first, how can I estimate how many hit dice the creature has? That part (hit dice of monsters) puzzles me a lot.
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Mike Hadfield
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Hmm, I'm not sure we get to know how many hit dice baddies have. I think at lvl 1-2 there's probably going to be about 2-4 hit dice of bad guys in a standard engagement, and maybe 5 or 6 in the boss battle? Something like that I think.

However you should be able to target a square that will only hit the cat with the sleep spell, so in this case it hopefully won't matter.
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T'Leynti / Leonie
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It is a 10 feet radius burst. How many hit dice does Célestin have then? How do I compare such a thing.
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Mike Hadfield
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Celestin has 1 hit dice, since his HP is based off of a single d8. Once he is lvl 2 he'll have 2 hit dice, etc. Monster hit dice are a little different though, as some have more or less.

I'm pretty sure a 10ft burst is actually centered in between 4 different squares(as opposed to centered in the middle of one square). So you can hit the Cat and not Celestin by targeting the Northeast or Southeast corner of the cat's square.
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Eddie Drood
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correct, bursts target the line intersections, and "burst" out in all squares around it
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T'Leynti / Leonie
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Then I will have Flinder go for the cat, northeast of it.
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