He does indeed! A hunched-over wretch with long, pliable arms like tentacles capped with five wide, spiny claws waits just outside the window for a hapless victim to lean outside.
Also, mechanical note from the text. Silt did not have cover from the first attack, but will from subsequent attacks (+4 to AC). The creature also has cover from your attacks made through the window.
A slimy appendage slam against Silt's armor through the window, and Purpose Creche's quick steps bring him up behind the colorful locathah in support.
He places the heel of his right palm on the iron band at his waist. For a moment mind fills with blurred, abstract shapes—they crash against each other and disappear when he taps Sil'tchaak's spear with the top of his shield. Images dispelled, he steps back to make room for his companions.
+1 enhancement bonus on fishfella's weapon for 1 minute!
Move: into the room!
Standard: legacy weapon focus power on Sil'tchaak's spear!
vvv @Kate vvv - figured my "pre-move" put me only partially into the room, and then my initiative order move got my further in. If not, maybe a move action to open the other window in case we need to exit/flank?
Purpose Creche's unfasten the shutters of the room's second window with nimble fingers. There's the sound of metal on leather as he sheathes his gandasa, then again when he grips the sill and pulls his small frame up and through the opening.
He lands on the other side, staying close to the outside wall in the hopes of approaching the creature unawares.
Move: sheathe weapon
Other Move: hop through the window and move (I counted the window as difficult terrain, but if it should be a standard to do an Acro or Climb check, lemme know!)
Silt carefully steps back and casts a spell on his club. Somehow, it seems more dense than it was a moment ago.
DC 16 Spellcraft:
"Sha-Llyu-Llyu" (e.g. Shillelagh). The turtle dances in its jar.
He also looks pretty hurt, but ready to jump out the window once he can.
Edit: Looks like Silt can't 5' step back. He will delay and take this action if a space opens up. If no space opens up to step to he will do something else at the end of the round, before the creature goes again (feel free to move Silt as well)..
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
"Hey! Leave Silt alone!" Cedar and Silt see Toby turn and dive out the window behind Purpose. A few seconds later they see a torrent of water slam into the creature, bludgeoning it. Purpose sees Toby dive out the window after him, water beginning to collect on the rougarou's hand. As he reaches the corner he raises his arm and a blast of water shoots out of sight toward the creature. After he fires, he glances at the wyrwood out the corner of his eye, hoping he had somehow not seen what happened.
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Toby stares for a moment at the beautiful, celestial poodle that just apparated before him. When the creature attacks the dog, anger surges through him and a deep growl sounds in his throat. He move to get a clear shot and once again lets loose a blast of water. This time the rage clouding his vision throws off his aim. Cedar and Silt hear the walls shake as the blast goes wide of the creature and slams into the house.
Mitzi gets a solid bite in! The creature howls in pain and frustration as the poodles yips with delight. Silt tries to attack from behind the window, but doesn't quite have the range of motion to connect.
Purpose Creche notes Toby's hesitance, but the crackle of arcane forces and the fearsome cries of a ferocious beast torn from between worlds draws his attention to more pressing matters.
Wary of getting too close to the creature or of fouling Toby's lines of fire, he moves through the overgrown grass around the cabin, holds his shield up, and draws his splinter.
He watches closely when Toby conjures another aqueous blast, and flinches when it slams into the wall. Cedar and Toby both wield magic in unusual ways.
The weathered relic, dense with history, feels heavy in his hand.
Oh no, poor Mitzi! Her AC is exactly 13. But she is so brave!
The tentacle grabs Mitzi in its slimy embrace and she growls and squirms against it in anger, but without effect. She gives out a sharp yelp as the constricting limb sends her back to the plane of celestial poodles!
The rancorous canine disappears with a pained cry, and Purpose Creche spots his opening. Cedar darts back and forth, weaving in and out with his rapier in an attempt to keep the creature at bay. Purpose Creche steps to the side, gaining a better angle on the slimy thing's position.
Incinerate.
He raises the splinter, the smooth mahogany already growing painfully hot in his grasp. Light surges down the length of the wand. For a second, the combatants' shadows loom stark against the cabin wall, and then a thin crimson beam slices into the creature's shoulder.
Energy ray:1d20 + 4 ⇒ (12) + 4 = 16vs touch AC for1d6 + 1 ⇒ (5) + 1 = 6fire damage. EDIT: thanks, Dennis, for the house rule reminder! Move: Sidestep so's not to deal with soft cover
Standard: energy ray focus power
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
"You monster!" Toby is furious when the poodle is banished! There is a deafening cacophony of light as and sound as energy seems to rush in toward Toby from everywhere. His hands begin to glow until he unleashes another brutal blast at the creature! Again, his anger throws off his aim and his blast rattles the whole house.
Silt drinks his healing potion, CLW Potion:1d8 + 1 ⇒ (6) + 1 = 7, flares his rainbow-colored fins while he stretches, then crawls out he window to inspect the revolting creature.
Is here a heal check or anything we can do here to identify the thing, or get info about it?
Purpose Creche doesn't seem to care about the reek of alcohol and charred flesh. His gaze moves between Toby and Cedar, resting on each for several moments, before finally settling on Sil'tchaak.
"Are you hurt? That was a dangerous creature. Let us try and see precisely how dangeorous."
He then sits down in the weeds next to the thing, smoothing his coat out around him, and begins picking over its corpse. He inspects its strange hands, long neck, and alien features, pulling each part towards him and scrutinizing it carefully, lifting and turning the corpse if necessary.
Phrenology if it reveals anything (secret Knowledge (arcana) +8), otherwise Heal:1d20 + 1 ⇒ (9) + 1 = 10 (or take 20 on the Heal if that'd help/others want to take the time) Also not 100% sure, flavor-wise, how to justify knowledge Purpose Creche'd gain from phrenology. I can ponder that more should it prove effective, though!
Purpose's close study yields a little bit of information. The creature is a choker, an aberration with very little intelligence. You suspect that it took advantage of crimes of opportunity, but you don't really think it could have masterminded anything.
Assuming everyone else searches the place, all tracks from the choker seem to be about a week old, and originate from the well on this farm.
Cedar, as you detect magic, you notice an aura from under that loose floorboard. Underneath is a longsword, wrapped in green leather and gold wire, glowing with a pale emerald light.
Purpose Creche takes the sword and rests it on both palms, holding it parallel to the floor. He stands that way, immobile and silent, for some time.
In the quiet of his mind, he considers the energies that converge on the blade.
Uncertainty!:
So, I'm not sure if I can identify this yet. I was originally checking to see if I could take 10, but saw...
Spellcraft wrote:
This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify.
Determine Properties of Magic Item wrote:
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.
Retry? When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.
Guess I never looked closely enough at Spellcraft—can Purpose use it to identify if he can't cast detect magic? It'll be irrelevant once I get a divination implement and the object reading class feature at 2nd level, but for now I'm not sure.
But if I can:Spellcraft:1d20 + 8 ⇒ (4) + 8 = 12 (or 18 if I can take 10)
Purpose Creche's arms move minutely when he emerges from his trance. He holds the sword, blade up, on one hand, and fishes the "prototype" wayfinder out of his coat with the other. The weapon's wan green light glows dully in his eyeband.
Another, and so soon. "Both are of Azlanti origin. I don't have Cedar's investigative means, and don't know the exact workings of the blade's magic. But if all are amenable, I wish to wield it."
Though his voice remains its customary flat whisper, the wyrwood's odd behavior reveals his particular interest in the sword.
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
"Neat! You should totally do that, you'd look badass with that thing!" Toby says, peering at the sword then making sword-swinging motions with his hands. "Anyway, I don't know about you guys, but that plum wasn't enough lunch. What say we go check out that delicious-smelling house we passed a while back?"The building that smelled like meat, A3.
You head to the building smelling strongly of meat and herbs.
Purpose:
You know as a quartermaster that this is the Provisions building. It should be dug out to a depth a feet to keep things cool. The barrels should also be treated with a mixture of bay leaves, garlic, and catnip to keep pests away.
Silt opens the door. Inside, the ground has been dug out to a depth of 3 feet so that the floor is lower than the ground outside. The building lacks interior walls except for a few short partitions, and four stout posts support the roof. The temperature is cool and the smell of rotted vegetables and meat is strong. Strings of garlic hang suspended from ceiling crossbeams alongside chunks of salted meat and bone. Debris and refuse is strewn across the floor between stacks of crates, boxes, and barrels against the walls.
Purpose Creche walks in alongside Toby and surveys the interior.
"Ah, a storehouse. The low floor keeps things cool, and the barrels will be treated with botanicals to keep vermin out." He looks at the refuse scattered everywhere. "Or should have been."
He sticks with Toby, finding strength in numbers to be a pragmatic approach in light of recent events.
Another option would be kinetecist heals, perhaps. Not sure what Dennis was planning but that might be more efficient & useful than trap disabling. Otherwise, I will gladly pick up on heals. Just as long as we have someone who can help in combat, especially when we get to higher levels.
Wouldn't swarms technically be immune to kinetic blast? I'm more curious than complaining, given that Toby's the only one who can consistently hurt 'em right now!
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
Looking at kinetic healer, I'm a bit underwhelmed. Burn is unhealable until you sleep, and doing damage to heal seems....not great. Also, I don't get a utility wild talent until 4th level, so couldn't take it until then.
Male Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) | | F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)
They are an exception to the single target rule. From the description of Kinetic Blast: "Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms)."
I started trying to draw a cartoon of Silt and Purpose holding implements of destruction while Toby works real hard on the lock, but it is extremely awful looking
I'm super pumped for this spooky ghost, by the way. Feeds into the broader mystery, good potential for character moments.
I'm liking this AP a lot! We've got an interesting mystery, plus I think the clues are interesting on their own merits, regardless of where they might lead.
I do like that PbP offers more time and space to process failures in narratively interesting ways. When you're playing face to face, and it's your 4 hours or whatever that you've carved out of the week, there's less opportunity to sit and think, and (at least for me) the inclination's to get stuck on gat dangit, I'm here to do cool stuff and I can't!
For instance, at the start of Oiur's Solstice Scar, I flubbed a ton of rolls that I usually succeeded on. But I was able to sit and think for a while about what in-character circumstances would've lead to that failure, and it ended up feeling like a pretty important scene as far as Oiur's character growth. (Definitely helps that in PbP you can hit Preview to see the roll results before you finish writing!)
That's not to say it isn't frustrating, or that I'm always in the mood to turn failure into something cool. But it's definitely easier for me to do than it is face to face.
Also! At the start of the scenario, the Pathfinders are basically attending a con. Based on their conversation with Eugressia, Oiur decided to hit up some panels on planar research and relations (o'-')b
Ceremonial chalice and rod were called out specifically, so seem like they might be important
Fancy longbow
Mysterious birdman statue
Maybe we need to perform some sort of funerary rite using the chalice/rod?
I think the only possible memento of Arkley we have is the protofinder, but I assume that'd just piss of the poltergeist.
That's a good summary; another OOC suspicion is that re-consecrating the altar to Erastil might appease the spirit. It seems like a pretty major defilement and against what that god stands for; perhaps the spirit is not only angry at being murdered, but at being an unwilling part of that desecration?
Cool, sounds fun. Doug and I were saying we need to get the ol' party back together!
I'd be good to run another scenario for that crew once the PbP special is done. That's a fun group, and I bet we can find either a scenario or a low-level module that no one has played yet.
I like that we have two generally enthusiastic and relatable characters and two more stoic/"alien" ones! Good balance of perspectives and energy levels.
Also Doug'tchaak, you're knocking it out of the park portraying Silt's personality, background, and tastes!
Yeah this group is taking it up a notch all around! Glad you're enjoying Silt; everyone's characters are so well thought out and conceived. Excited to see where we take them! I almost wish we could wait a bit for the goblin combat and hang out at the fireside talking.
Also wish the Paizo site was better at letting us do so.
Could be the Humble Bundle stuff, that's what's ground everything to a halt in the past. I know they hired on new folks and have been actively working on website stability, but it seems like it wasn't built with the foundation to handle all the different things they have to deal with—orders, forums, news posts, yadda yadda.
Rootin' for 'em, though!
Sorry if I cut off the RP; I’ll leave more time next time! I won’t be able to put a map up until later, so feel free to continue the conversation however you like.
Oh, if it's low light outside, I think it makes sense for Purpose to have dancing lights following him. But if that's a little too convenient, I can cast it next turn!
Otherwise we're all dealing with 20% concealment, right?
So across both current characters, my most recent melee attack d20 rolls have been:
3
2
6
2
7
1
Oiur's previous roll would have been a hit, but an attack of opportunity tripped them before they could get in range of their intended target!
I'm doing pretty good for Knowledge on both characters, though, so that's good (o'-')b