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Organized Play Member. 28 posts (2,826 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 7 aliases.


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Dark Archive

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Male | Human (Chelaxian) | Fighter 1/ URogue (Thug) 1 | HP 17/17 | Movement: 20 ft | AC 18, FF 16, T 12 | CMB +5, CMD 17 | Init +4 | F +4, R +5, W +2

"You gotta be a lot smarter than this if you want to stay alive in the enforcer business, buddy. You're lucky I didn't decapitate you."

Vindex offers the thug a hand up from the ground.

"As you might have realized by now, we're not potential clients of Boss Croat. We're not business and we aren't paying protection, so you jumped the wrong damn people without scoping out what's up. Pull that against someone important, strong or mean enough and you're going to get knifed and left to bleed out in a gutter. You're lucky we're so soft hearted."

Vindex barks a short laugh, then makes a face scowling at the weapon the man is holding. "Also, what is this sap s**+? Get yourself a real weapon if you're going to run protection. You can beat someone just as well with a spear haft and you don't get completely screwed when you run into someone who's prepared to fight back." He twirls his Naginata to punctuate the statement.

Vindex will attempt a diplomacy check to make an impression bonding with the man over their background of shared thuggery :)
Diplomacy: 1d20 - 2 ⇒ (17) - 2 = 15

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

Deck of Illiusions: 1d34 ⇒ 1

Katswiri throws a card out, and a Red Dragon comes swooping out to challenge the Black Dragon!

Then she runs for it.

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

Katswiri has the Elemental Ward reward from her Season 8 faction card, and gives a +1 Sacred bonus to AC and saves against all creatures with the air, earth, fire or water subtypes to all allies within 10 feet. I think that probably applies against the dragon.


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The Dalsine Affair Slides

"The Tapestry will not fall today, but you are correct that time is of the essence. I will begin the preparations to conduct the ritual, and reach out to the society to coordiante when I am ready. Now, I will return you to Golarion, where I believe your superiors will be pleased with a job well done." Hao Jin casts a spell after giving everyone a chance to say any last goodbyes, and the pathfinders are transported back to the Grand Lodge.

And that's the adventure! Aslynn may show up in future events based on your chronicle sheet boons from convincing 322 to go free, but she won't trouble you any more...for now. I should get the chronicles up later this week.


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The Dalsine Affair Slides

Yanda proceeds with the surgery, cutting the eggs out of Patros with some minimal damage. With that taken care of, the mission is complete, and the Pathfinders can make their way back home, mission accomplished!

Great job everyone! I haven't had time to get the chronicle sheets together, but I'll look to get those set up tomorrow. Thank you all for playing in the game, it was great playing with all of you!

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

Oh no! I was periodically checking the Recruitment thread, and did not realize it wasn't going to autoupdate to the linked thread campaign format when the gameplay thread was posted.

Going to read through the gameplay thread now to see what I missed.


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The Dalsine Affair Slides

Round 45
Metalwhiz (92 HP, 2 Rounds Sickened, Enlarge Person 9 Rounds, Raging Song Lingering 2 Rounds)
Rogjameda (Mirror Images 6 Images/17 Rounds)
Zombie Clerk (-20 HP)
Yanda (-13 HP, 15 Nonlethal Damage, Ablative Barrier 30 Points, 4/17 bombs)
Alain (-24 HP, Raging Song Lingering 2 Rounds)
Donahan (-56 HP, Raging Song Lingering 2 Rounds)
Patros (-17 HP, Paralyzed 4 Hours, Implant 6)
Airon (4 Nonlethal Damage, -71 HP, 1 Rounds Expeditious Retreat, Stabilized (-6 HP), Raging Song Lingering 2 Rounds)
Blackfire Adept (-33 HP, 1 Mirror Image)
Earth Elemental (-58 HP)

Metalwhiz, Rogjameda, Alain and Donahan up first to see if they get the Earth Elemental down.

Note that Donahan needs to get out of they way to let Metalwhiz through, now that he's not dying due to Raging Song. If Alain or Rogjameda gets between him and the elemental, they'll give cover so he can stand up safely without triggering an AOO.


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The Dalsine Affair Slides

Alain is up; Alain, note I used your swift action this turn on the immediate action to use Mounted Combat to block the hit from the Earth Elemental last round, so no swift available to use Challenge or anything else that might need a swift this round. I figured you would probably want to try and use mounted combat so I rolled for it, but if you do not want to use it next round to keep your swift action for the upcoming turn let me know. You can also pre-roll it if you know you're going to want to use it, or specify a maximum hit roll you want to try and stop with it since the choice to use it or not applies after the to-hit is known.


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The Dalsine Affair Slides

Some things to keep in mind regarding pit spells:

Spiked Pit:

This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit’s walls have a Climb DC of 20.

In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Climbing:

With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more. A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

Accelerated Climbing
You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).

Climb DC
Modifier Example Surface or Activity
–10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.
–5 Climbing a corner where you can brace against perpendicular walls.

If you are large, you can brace against opposite sides of the pit to reduce the DC by 10, while a medium sized creature can climb a corner to reduce it by 5.


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The Dalsine Affair Slides

Saving Finale Reroll: 1d20 + 9 ⇒ (6) + 9 = 15

Donahan is inspired to fight through the paralyzing screech by Metalwhiz's song. You can go ahead and redo your turn with that change, Alain.

Metalwhiz swats one of the Vargouilles, causing it to crumple to the ground and dissipate. Yanda feels the cloying pressure freezing her in place weaken.

Round 30
Metalwhiz (6/11 Rounds Raging Song)
Rogjameda (Mirror Images 6 Images/31 Rounds, 3 DC 14 Fort Saves vs. Paralysis Pending)
Zombie Clerk
Yanda (Fly, 61 rounds, 10/17 bombs, 5 Rounds Paralysis Vargouille 3)
Alain (-15 HP, Fast Healing 1 1 Rounds)
Donahan (Fast Healing 1 3 Rounds)
Patros (3 DC 14 Fort Saves vs. Paralysis Pending)
Airon (5 Rounds Paralysis Vargouille 1, 4 Rounds Paralysis Vargouille 4)
Blackfire Adept (-10 HP, Invisible)

Patros and Rogjameda are up pending paralysis; you only need to make 3 saves instead of 4 since #2's paralysis wore off when it died, so even if you failed that save you would get to go this round. Alain can redo his turn with Donahan saving via saving finale.


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The Dalsine Affair Slides

Missed the CLW when updating the status post, Alain is at -16 HP right now.


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The Dalsine Affair Slides

Patros, I was looking over your sheet to try and figure out if Charmed Life was used on the reflex save, when I realized two things; you don't have Charmed Life, becuase its subbed out by your archetype, and the extra +2 bonus to will I missed that I thought might have been Charmed Life in the calculation was actually from Iron Will I overlooked, which I think you also missed in the recalculation. That's enough to pass the will save; Iron Will saves the day!

You resist the slow, so can get an attack in and/or move further. You can go ahead and take the rest of your turn.

There's a lot of bonuses to keep track of sometimes!


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The Dalsine Affair Slides

The ceilings are high in these buildings, they're 1 story 15 foot buildings so there is plenty of headroom to be mounted or enlarged.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Thanks everyone! Looks good to me. I think this was one of my favorite PFS experiences. Thank you Bret and all my fellow players for making it a memorable and enjoyable experience!

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

"I bought a powerful scroll of protection against fire just for such an encounter. I believe it will be prudent to employ it as a percautionary measure. Please, everyone, come close so I can cast this on everyone."

Caster Level Check, DC 8: 1d20 + 5 ⇒ (9) + 5 = 14

Katswiri casts Communal Protection From Fire on the group. Everyone and Tabar's dog will absorb the next 84 fire damage they take.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Faerinaa' face clouds over as Mask Narsen lays out the incoming threat, then glances sideways at Tess. "The Undead chose a poor target this time. I have crossed swords with the minions of the Whispering Tyrant before, and Tess is uniquely suited to their destruction. We have repaired the defenses, are almost done adding some extra touches of our own, and will be ready for them."

"Bring the townsfolk, we will stand together. Have them bring any arms, armor or food supplies they can carry. Khaul, Vinny, Bastian, let's get to the walls! We need to finish the fortifications before the undead arrive!"

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet
Bastian Sunbright wrote:


"I'm sure you all know this, but against the undead you have to pick your weapon carefully. You want smashing weapons for the bony ones, cutting weapons for the fleshy kind. Make sure you have both and are comfortable swapping between. If they have a necromancer, target them first."

"Yeah, that one has always been a tough one for me. I got trained for speed and precision to leverage my natural quickness. Its a great technique against the living, but poking holes in the dead doesn't always stop them as well, even if you hit a critical support structure. I definitely recommend Bastian's approach if you've had less specialized weapons training."

Faerinaa smirks slightly. "That said, even a zombie horse doesn't like it if you ram a rapier straight down the spinal column. Ask me how I know some time."

Bastian Sunbright wrote:


He will join in with the chat afterwards and get some extra sparring with Faerinaa.

Faerinaa and Bastian prove to be closely matched, though with very different fighting styles. Faerinaa is highly mobile, looking to rapidly feint to open up her target for attack and roll away from strikes, while Bastian's more solid approach defending himself with his shield gradually boxes her in and wears her down.

"You're -- really -- good -- *oof!* -- with that shield!" Faerinaa rubs as sore spot as her leg gets clipped, as she dodges just a hair too slowly.

I think you have a edge on Faerinaa in a straight fight; she's got +1 to hit/+1 damage vs. Bastian with standard attacks and can feint for flat footed status with an extra +3 damage, but the shield block is super strong and Bastian gets AC 22 vs. both attacks instead of just the primary.

Slight Edit: Realized Bastian's War Flail isn't a 1 hander. I think Faerinaa definitely has a noticeable edge against him in a straight up fight while he's 2 handing.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Whew! I had a lot of fun writing this. Hopefully I didn't take too many liberties with NPCs doing stuff or joining in on things -- its a bit tricky to strike a good balance between building a story and not having to back and forth too many times in a play by post environment!

Day 11 - Fireday
"Ok Khaul! Lets finish getting the barracks in shape. We've put off finishing them up for long enough. I'll follow your lead here, just let me know what you need me to do."

After her lunch break, Faerinaa will wander over to visit Vinny and her team working on the scaffolding to see how its going. "Nice work everyone! This is looking great. We're going to get this place finished in no time."

"Hey Rakka, since we're beginning to wrap up the projects here, we're going to be winding down construction over the next few days. Bastian and I were thinking it might be fun and a good training opportunity to have some friendly sparring matches tomorrow. Keep the skills sharp and maybe learn some new things from each other. Would you and the other guards be interested in joining us as a little training exercise? I would love to learn some tricks from you all, and I bet we could have a few things to teach as well."

Day 12 - Starday

Mid morning rolls around, and Faerinaa knocks on Bastian's door, a wide smile on her face when he answers. "You ready for this Bastian? You had some slick moves when we dealt with those lizards. I'm looking forward to seeing them in action today! Let's go see how the town's defenders stack up, eh?"

Faerinaa and Bastian head down to the temple, and meets up with the temple guards.

Hey, Rakka, Petrus, Aasif! Thanks for joining us! I figure we can pair off, do a kind of round robin matchup kind of thing, feel each other out. Whoever doesn't have partner can watch the two matches going on, rest for their turn, and offer commentary for improvement."

Training swords are handed out, and the matchups begin! Soon the air is full of the clacking of wooded blades and the dull *whump* of wood hitting armor or flesh.

"Nice block Bastian!"

"Good hit Rakka, but he was ready for you. Try feinting high, about...here." Faerinaa adjusts the arm up with her sword in line with her opponent's eyes. "The shield comes up but blocks his vision momentarily, opening up a short window to strike where you can catch him flat footed."

"Ow! Nice hit Petrus! That one is going to leave a bruise."

"Whew! You fight well Aasif, where did you learn?"

As the partners exchange, Faerinaa gets a collection of bruises and a happier and happier expression. She truly enjoys a good scrap, and takes delight both in her own improvement and anything she can offer the others. "Great work everyone! Its good to see such martial skill from the village's defenders." After the sparring, Faerinaa will stay and chat, asking about where and how they learned to fight and going over the fights, both offering frank assessment and soliciting feedback about her own performance.

Diplomacy +6 for Rakka, Aasif and Petrus. Will use a Hero point to reroll critical failures.

Day 13 - Sunday

Ahhh, Sunday!

Faerinaa wakes up at dawn with a joyous heart and a slightly achey body from yesterday's exhertions. It's time for some relaxation!

She prays to herself in her room, thanking Sarenrae for the experiences Faerinaa has had as a Pathfinder, for her aid in cleansing Urgathoa's chamber, for the support of Sarenrae's teachings in resisting alcohol and shiver, and for the protection and support Sarenrae gives her. Then its time for breakfast!

Faerinaa heads downstairs, helps herself to a hearty helping and nods cheerfully to Khaul as she washes up her dishes next to him. After getting cleaned up, Faerinaa takes a stroll outside, breathing in the fresh air and looking up at the sunny sky. "This is going to be a good day, I can feel it!"

A tree next to the inn catches her eye, and a grin breaks out across her face. Faerinaa grabs a branch and climbs up, pulling her self from branch to branch as high as they will bear her weight before nestling up against the trunk and gazing down and out across the hamlet. "This sure is a quiet little place. I wonder how it will change, when the lodge is fully operational? Who knows what this place has in store?" Faerinaa will rest there for a time, watching the leaves sway overhead in the breeze and daydreaming about the adventures that the pathfinders in the new lodge will go on.

After some time, motion catches the corner of Faerinaa's eye, and she sees Mikkel through one of the windows in the inn. Confidently walking out on the tree limb with perfect balance, Faerinaa hops off the end to the roof of the inn. She leans over the edge of the roof down into the window, and waves. "Hey Mikkel, how's it going?"

Faerinaa grabs the lip of the window and flips herself gracefully into the room, flicking off a bit of leaf that stuck to her armor as she does. "Today's Sunday, so I'm taking a day of rest and fun to unwind for a bit. What are you up to today, anything fun?" Faerinaa will try to chat him up to get to know him better; she'll try and tell funny stories about her life, and commiserate and offer to help him with some of his chores if he's stuck doing work. She'll try to coax his interests out of him, to see if she can figure out what he likes doing, and maybe try to do something fun with him later in the day or some other time.

*GRUMBLE* As the scent of cooking wafts into the room, Faerinaa's stomach offers a reminder that its lunch time! "Thanks for the chat, Mikkel, its been fun. Hey, want to get some food?"

Faerinaa will head downstairs, where Lotte is busy putting the finishing touches on the mid day meal. "Hi Lotte! Thanks so much for all of this delicious food. You know, I wanted to thank you and your sons. You've done a really great job helping us feel welcome here. Its been such a busy last few weeks, and you've kept us fed, with a clean and homey place to stay, AND helped out so much with the work at the fort. I just wanted to let you know how much we appreciate everything you've done for us. When mask Narsen comes back, I'm going to be sure to let him know what a great job you've done." Faerinaa will share the meal with Lotte and Mikkel, and try to make small talk, inquiring about how they felt about the work at the fort and the pathfinders in general.

After lunch, Faerinaa will bid her hosts goodbye and head out into town. She takes a long walk around town, climbs some trees on the outskirts of town and walks out on the branches for fun, and explores the stairs and tree in the little area directly south of Sylvina's. After an hour or so of this, Faerinaa heads down to the river for a swim. She dries herself off and heads back to the inn, where she climbs up on the roof and takes a nap, drifting off watching clouds.

She wakes up to the setting sun and the sound of hustle and bustle down below, and joins her companions for the evening meal. After dinner, Faerinaa commandeers some jam and toast and heads out into the evening dusk, heading to Plisken's residence and knocking on the door with the back of her knuckles. "Hi Plisken, mind if I come in? I brought snacks."

Faerinaa will split her toast with him, and take some nuts if he offers them. "We're going to be here a few more weeks, but the work at the fort is wrapping up. There might be some more things that come up, but we're probably going to have more free time around town going forward, and I was wondering if you could show me around the nearby forest one of these days? I spent a little time climbing trees for fun today, but didn't go in too deep since I didn't want to get lost. I would love to visit one of those ponds you told me about too, if you wouldn't mind taking me some time?"

Diplomacy +6 for Lotte, Mikkel and Plisken. Will use a hero point to reroll critical failures.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

We are going to start going low on funds here. We will complete everything ok, as long as no other need for money comes up we should end between 8 and 11 GP with this plan.

If we want to conserve money in exchange for time, we can do the repair the barracks and shrine cleansing without hiring people, which would give us +6 more GP (and slightly increasing the odds of two successes on the scaffolding since it would be vinny+vinny instead of vinny+faerinaa) in exchange for two person-days of effort. In this case, Bastian would assist Tess (And you need to roll at least a 3 to avoid crit fail), and Faerinaa would work with Khaul with assurance to repair the barracks.

What do we think is more important, the money or the time? I am leaning towards money being potentially more important, in case there are other expenses that come up.

Either way, I think we probably want Vinny doing any additional scaffolding checks on day 12+, and Khaul doing all of the roof cover/watchtower construction efforts since he'll automatically succeed on those, guaranteeing its the most efficient use of funds. That also gives everyone with diplomacy opportunities to up the attitudes of the citizens.

Day 12 should be good for Faerinaa and Bastian to have our sparring match with the guards.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

"Maybe, but I think its good to improve relations with the town too, not just look for future pathfinders. Ideally we'll get the lodge set up physically, but also in a good position with regards to future relations with the town."

"We need to finish cleansing this area and get the scaffolding up first, but I think we're on track to finish well before the end of the month. I thought it might be nice to engage the temple guards and get to know them a little better, and I thought maybe some friendly sparring would be a good way to bond as well as keep up our own skills. Would you be interested in joining in a sparring session if I tried to set one up Bastian?"

I figure we could both go after improving the disposition of two or three of the guards as part of the same group activity on one of the days we're influencing people.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

I think that's probably fine.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet
Quote:

“Most of the people in the village just swim the Glass River, just a hundred yards or so south of the docks is a nice place. There are a few ponds that are also nice, but they are a bit harder to find.”

“Guess it really depends on how shy you are about your body.”

"Thanks Plisken, the river sounds good. I wouldn't want to get lost. Never really been the shy type, but I grew up in a harbor town and love to swim."

After finishing her chat and returning back, Faerinaa will take a swim in the river around the suggested spot, and then sun herself on the bank to dry off.

Quote:
Bessama watches in delight as Faerinaa juggles. She asks “Can you do that with weapons? I bet if you could that would be powerful!”

Faerinaa giggles. "Sort of! I could maybe juggle my dagger a bit since its weighted pretty well for it, but the Rapier and my crossbow are too heavy and unwieldy. I would never do it in combat though, you need to keep your eyes on your opponent and be ready to dodge in a fight. The last thing I would need is to miss a catch and stab my hand while someone's trying to stab me." Faerinaa will flip her sheathed dagger a few times from hand to hand and catch it. "It would look really impressive though if I was juggling a bunch of daggers, and just started chucking them at targets, wouldn't it?"

Quote:
She does try juggling, but doesn’t have much luck. “Guess it takes lots of practice.”

Faerinaa applauds Bessama's attempts with a grin. "Oh it does, but not as much as you might think. If you like it, give it a try from time to time and you'll be surprised how fast you get the basics down."

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Faerinaa wakes up with the dawn and prays silently in her room for about a quarter hour before coming down for breakfast. She helps herself to some food and gives Khaul a hand with the dishes.

Once everyone returns from the morning service, she will grab Broderock to consult with him about what he thinks needs to be done to fix the well and what materials might need to be brought up.

On the road up, Faerinaa will make smalltalk with her team members, asking them about how they're feeling about the day ahead. When everyone gets to the keep, she claps her hands and begins pointing at people in turn.
"Ok team! Broderock, Matthild, and Mikkel, you're with me. Lets see what we can do to get this well back in working order."

They spend the morning finishing evaluating the state of the well, doing necessary dredging and getting some of the stones and support woodworking in place when a thundrous *BOOM* rips through the upper area by the tower. Faerinaa turns and gazes towards the source of the explosion, seeing the tower cut down a substantial notch at lets out a low whistle.
"Wow, Vinny was NOT messing around. Looks like we're going to have the stone we'll need to patch up the walls here soon enough."

Crafting: 1d20 + 7 ⇒ (9) + 7 = 16

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Right, I think we should make sure to fill out the team for you Khaul. If you fail the check it will end up doing 2 days of progress instead of 4, so then one of either you or Vinny can fail the check and still succeed.

At first I was thinking there wouldn't be a reason to use more people than person-days of labor, but then I noticed we still make progress on a failure.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

I do think we'll do better splitting some of the problem people. Faerinaa would like to get Bessama split out from Lotte and Wilfred as well, she likes her so far and would like to get to know her better. I do like getting Mikkel out away from Lotte too to see what he's like on his own.

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Looking over our plan, I'm not sure I can work on the well tomorrow. We don't have stone yet, right? I thought it was carpentry required for the well at first, but it looks like its stone. Maybe we can clean the fort and the hall+collapse the tower tomorrow?

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

Faerinaa digs into the rabbit stew in the corner, interjecting periodically. "We're also going to need to rebuild the stairs and fix the hole in the roof in the keep. There might be more damage up there, but we'll have to get the stairs in place or a ladder up to check it out. Its probably a bit lower priority than some of the other parts that are more dangerous to leave in disrepair, but we're going to want a roof in place to keep the rain out so we can make the inside liveable."

Faerinaa keeps shoveling the stew into her mouth as the conversation progresses onwards to the source of grain. She wipes her mouth on her sleeve after Narsen's call out to Lotte. "I don't drink alcohol; had some problems with it in the past, so I'll stick to water or milk if you have it. I eat pretty much everything though, this stew is delicious. My compliements to the chef."

Envoy's Alliance

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F Half Elf Rogue 3 [Thief] | 32/32 HP | AC 20 | F: +5 R: +11 W: +9 | Perception: +9 | Avoid Notice | Character Sheet

"Be careful with that, Bastian. I don't feel like they're going to be very receptive. Religion banned, its...its unnatural." Faerinaa shudders, just thinking about it sending shivers up her spine.

"There was a time I wouldn't have cared that much about the no religion thing. There wasn't a lot of religion growing up on the streets in the puddles, and I just didn't really think a lot about it. Some of the people I used to run with would worship the Gray Master, but, well....he just didn't really seem like something I should look up to, even when I was stealing a lot. That, and the gods just felt far away when I was just trying to score enough for a good meal and my next hit of Shiver."

Faerinaa smile a small, sad smile as her eyes take on a far away look.
"I was kind of a mess back then. Things changed a lot for me when Absalom got invaded; I went went looting in one of the areas the invaders hit, and got caught and pretty nearly killed. I went down and was bleeding out, when a Pathfinder cleric that was fighting in the area found me and healed me. That feeling, of life ebbing away, feeling weak all over, darkness closing in, feeling that this is it, you're done? Nothing else I've ever felt compares to that moment of despair and panic and desperation. To have that darkness drivien back by divine healing light...that sticks with you. That cleric worshipped Sarenrae, and the Dawnflower's healing light brought me back from the brink of death."

Faerinaa's smile widens, and her eyes refocus on Tess. "I owe the Dawnflower everything. She saved my life, but her teachings also showed me what it really means to live, and that the evil we've done in our past doesn't have to define our future. I've tried every day since to live up to what I felt in that moment, so that some day maybe I can do the same for another lost soul."


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Recall Knowledge was my biggest disappointment in Pathfinder 2e. It was too weak in PF1, and got worse most of the time in PF2. No matter how knowledgeable, how many times you fought them, or how focused a character could be, it was impossible to actually know everything about any monster unless you had a very lenient GM that would choose to interpret "a bit of information" as a significant portion of the stat block.

PF2 made this worse by tightening the math and making it basically impossible to pass by 30 or 40 points ever, removing the ability for a lore focused character to at least pull 7 or 8 pieces of information at a time. Then it got turned into an action, so something that was already weak got an action economy problem tacked on.

The best implementation I've seen was the Pathfinder: Kingmaker video game. It blocked out the whole stat block into 4 chunks with some descriptive information. Every +5 over DC uncovered about a quarter of the information in the stat block. If you could hit DC +20 on a recall knowledge check, you got to read the whole stat block. I want it to work much more like that than what we ended up getting.

Vigilant Seal

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No wayfinder for Milton. I did forget to do his languages, going to put those in.

Goblin, Orcish, Undercommon, Draconic I think.

Vigilant Seal

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Player Name/Alias (for Chronicle): 7thGate
Character Name: Milton Cooper
Org Play and Character Number: 228480-2004
Faction: Vigilant Seal
Ancestry, Class and Levels: Human, Alchemist 1

Perception(Initiative): +3
Stealth(Initiative): +6
Default Exploration Activity: Avoid Notice

Downtime Activity and roll(s): Crafting: 1d20 + 7 ⇒ (14) + 7 = 21

Dark Archive

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M Male | Human (Chelaxian) | Investigator 3/Fighter 4/Cleric 1 | HP 55/55 | AC 23, FF 19, T 14 | CMB +7, CMD 21 | Init +5 | F +11, R +11, W +10 | Inspiration 2/3 Investigator 3/Fighter 4/Cleric 1

Speaking of spellcasting teamwork, Allied Spellcaster is potentially very strong. It is spell penetration that can be buffed by Ring of Tactical Precision. If there's overlap in spells known/memorized, its also a +1 caster level boost (turning into +2 with a Ring of Tactical Precision). That could be really strong with the right spell overlap, but I can't think of too much between the Arcanist and Cleric lists. There's some nice spells that could overlap between Vindler and Berato though, like Magic Vestment or Greater Magic Weapon.

I should have enough to get a ring, which I'm planning to charge with Scion of the Lost Empire and give to Elaril or Vindler. It could be passed around easily for caster level boosts on buffs until we get more of them.

Dark Archive

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M Male | Human (Chelaxian) | Investigator 3/Fighter 4/Cleric 1 | HP 55/55 | AC 23, FF 19, T 14 | CMB +7, CMD 21 | Init +5 | F +11, R +11, W +10 | Inspiration 2/3 Investigator 3/Fighter 4/Cleric 1

I don't think he has, I was briefly confused about the AC boost from it in Anthy's post until I remembered he has the fighter's tactics advanced weapons training. Marcus has the feat normally, so is getting +1 from Anthys.


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Let's take a look at a few case studies for an Alchemist using poison at level against a Level -1 enemy, and include the impact of potent poisoner/powerful alchemy if it increases the DC. Included are average damage, damage to 1 shot the target (over the duration), and chance of no effect.

Level 3 (Graveroot), vs. Level 2 (Kobold Dragon Mage): Avg 14.66 damage; 30% chance of 0 damage, 50% chance fatal)
Level 3, vs. Level 2 (Orc Warchief): Avg 9.2 Damage, 45% chance of 0 damage, 27% chance fatal

Level 8 (Wyvern Poison) vs. Level 7 (Salamander): Avg 33.7 damage; 50% chance of 0 damage, 15% chance fatal [class DC is lower, no effect from potent poisoner]
Level 8 (Wyvern Poison) vs. Level 7 (Young Black Dragon): Avg 24.4 damage, 60% chance of 0 damage, 7.25% chance fatal
Level 8 (Nettleweed Residue, Contact) vs. Level 7 (Young Black Dragon): Avg 44.7 damage, 55% chance of 0 damage, 16% fatal.

Level 10 (Spider Root) vs. Level 9 (Marid): Avg: 40.1, 55% chance of 0 damage, 13% chance of 150+ damage [Powerful Alchemy: 48.77 Avg, 50% 0, 18% chance fatal]
Level 10 (Spider Root) vs. Level 9 (Frost Giant): Avg: 10.2, 80% chance of 0 damage, 1% chance of 150+ damage [Avg 14, 75% 0, 2.3% chance fatal]
Level 10 (Wolfsbane, Ingested) vs. Level 9 Marid: Avg 109, 45% chance of 0, 27.6% fatal+

Level 15 (Dragon Bile, Contact) vs. Level 14 Veiled Master: Avg 75.1, 40% 0, 0% Fatal.
Level 15 (Purple Worm Venom) vs. Level 14 Veiled Master: Avg 9.28, 75% 0 Damage, 0% fatal. [Potent Poisoner, Avg 16.46, 65% 0, 0% fatal]
Level 15 (Purple Worm Venom) vs. Level 14 Adult Red Dragon: Avg 4.67, 85% 0, 0% Fatal [Potent Poisoner, Avg 9.28, 75% 0 Damage, 0% fatal]

Level 16 (Brimstone Fumes) vs. Level 15 Quelaunt: Avg: 28.63, 60% 0, 0% Fatal [Alchemist Class DC lower, no Powerful Alchemy boost]

Level 20 (Brimstone Fumes) vs. Lvl 19 Ancient Red Dragon: Avg 2.26, 95% 0. [Powerful Alchemy (DC 43): Avg 22.1, 65% 0, 0% Fatal]
Level 20 (Tears of Death, Contact) vs. Lvl 19 Ancient Red Dragon: Avg 206, 50% 0, 33% Fatal

Some takeaways:
--Contact and Ingested poisons can be quite good if you can figure out how to poison something out of combat. Contact could potentially still be usefulish for certain combat situations, where you poison something then make a tactical withdrawal.
--There's a severe lull of injectable poisons at higher level, and fort saves are too high. Contact and ingestibles keep up, and Brimstone Fumes is probably ok-ish with Powerful Alchemy, especially if you can poison multiple things at once, but nothing too great. In-combat poison use seems much more effective at low to mid levels.
--There's a decent chance of one-shotting something at level -1 in a lot of situations, but it varies.

Just looking at this, I'm skeptical that Powerful Alchemy is worth it. It is basically required for high level injectable/inhaled poison use to do anything with the poisons we've currently got, but is not very impressive even so. In most cases, at level poisons already have a higher DC than the class DC, so it really just helps with the levels where there is no good injectable/inhaled poison to bring up. There's also severe action economy issues with Powerful Alchemy, and Potent Poisoner doesn't scale up well to the end.


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One of the things about Pathfinder 2e that I found particularly interesting was the change to poison mechanics, since Poisons were terrible in Pathfinder 1e. Trying to determine the distribution of effects you can expect from poisoning a particular creature is actually rather involved with the multi stage affliction system combined with the critical failure/success system, as the fact that getting stuck at higher stages of poisoning becomes more difficult to escape in a non-linear manner as the save DC increases. Things get further complicated by the fact that some poisons with Sickened or Drained make it harder to escape later stages, and Virulent kicks in at higher levels.

There are a lot of practical considerations to poison use that don't have direct math modeling, like: Can you figure out creative ways to contact or ingest poison enemies (both are usually stronger)? Does combat last long enough to get enough of the effect? How valuable are the status conditions? Aside from these more qualitative questions, there's the main quantitative one, which is: for a given Poison and enemy saving throw, what does the damage distribution look like?

I decided to calculate this so I could get a feel for poison damage vs. enemy fort save to try and answer questions like: How effective would the poisons from a multiclass Alchemist be at adding damage to low level minions? How effective would alchemist poisons be vs. typical level -3 or level -4 minions? vs. even level or +1 or +2 bosses? How effective would an emergency Level +2 Poison consumable be at killing +1 or +2 bosses? How large of an improvement in damage can be expected from applying a negative modifier to the target saves in a particular situation?

To do this, I wrote a C++ program to simulate the outcomes for each posion and each fort save bonus between +0 and +39, and loaded the tables into the spreadsheet here: Poison Damage Analysis. The methodology isn't perfect; I made a simplifying assumption that each poison stage would do exactly average damage for the dice, rather than working out the distribution of dice results to add to the probability of the different damage outcomes. It should, however, suffice to give some intuition about the different outcomes to expect from a particular situation, with approximate PDF, CDF and average for the damage done.

I'm still playing around with the numbers, but some initial takeaways from my first question:
--Multiclassing Alchemist for poisons as a rogue may be ok as a damage add vs. lackeys, but it is pretty dependent on level and saving throws. Examples:
Lvl 2 w/ Level 1 Poison (Giant Centipede Venom) vs. Level 0 (Pugwampi): 9.44 Avg Damage
Level 2 w/Level 1 Poison vs. Level 0 (Orc Brute): 7.27 Avg Damge
Lvl 6 w/ Level 3 Poison (Graveroot) vs. Level 2 (Dhampir Wizard): 14.6 Avg Damage (Also Stupefied!)
Lvl 6 w/ Level 3 Poison vs. Level 2 (Bug Bear Thug): 6.3 Damage
Lvl 10 w/ Level 5 Poison (Hunting Spider Venom) vs. Level 6 (Annis Hag): 2.04 Avg Damage
Lvl 10 w/ Level 5 Poison vs. Level 6 (Lamia): 6.3 Avg Damage
Level 12 w/ Level 7 Poison (Giant Wasp Venom) vs. Level 8 (Lamia Matriarch): 20.46 Avg Damage
Level 12 w/ Level 7 Poison vs. Level 8 (Tricerotops): 5.63 Avg Damage
Lvl 14 w/ Level 9 Poison (Spider Root) vs. Level 10 (Dark Naga): 24.44 Avg Damage
Lvl 14 w/ Level 9 Poison vs. Level 10 (Gug): 14 Avg Damage

The middling examples made this look pretty useless; spending an action for an average of +2 damage against a minion (with high variance) is pretty bad at level 6. 24.44 damage at level 14 looks like it might be not too bad though, and some of the lower level cases actually look pretty decent.

I'm going to keep looking at different situations to get a feel for how poisons behave, but I thought I would share my work in case anyone else finds this interesting.


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I haven't played yet, but I'm liking what I see. There seems to be a bunch of subtle, crunchy optimization choices still embedded in the system to make things interesting. I've been doing a deep dive on poisons, for example; I suspect, but am having some trouble fully analyzing, that keeping access to a poison at +2 character level in pathfinder society on a rogue may actually be a strong move. The hypothesis is that the most likely failure states occur in boss fight situations where strong consumable use can turn the tide, and that the highly nonlinear effect of a level gap in the PF2 ruleset is magnified by persistent afflictions such that an above character level poison is potentially extremely strong.

First question is how much damage you can actually potentially expect from a poison vs different fort saves. Getting the distribution of results from that is actually quite difficult, due to the multi round nature and the way the crit rules work. I ended up writing a program to build out a table of the distribution of average damage by poison by fort save to help get a feel for how effective these are, really. It's validated some initial suspicions, provided some new insights, and highlighted some particularly strong choices. However, I feel that I need to spend more time cross referencing fort saves from the beastiary and examining the effects of frightened 1 and similar potential status afflictions on expected damage output by save before I have a good handle on this.

Having a feel for the rough baseline of expected outcomes is only the beginning, however. There's also a bunch of practical concerns revolving around poison use that will need actual play experience to evaluate. How often will it be possible to set up situations where non injectable poisons can be used? How often will combat end before the poison can get it's full effect? How problematic will the addition economy of the application requirements be, with or without the relevant rogue feats?

Regardless, the answer to the effectiveness level is fairly non obvious, and I'm enjoying the theorycrafting analysis immensely and looking forward to putting it into practice.

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

Knowledge:Arcana: 1d20 + 10 ⇒ (1) + 10 = 11

Katswiri looks puzzled, back and forth among her companions and the alchemist. "What kind of potent powers could you possibly get from poisoning people with your wares?"

Dark Archive

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Male | Human (Chelaxian) | Fighter 1/ URogue (Thug) 1 | HP 17/17 | Movement: 20 ft | AC 18, FF 16, T 12 | CMB +5, CMD 17 | Init +4 | F +4, R +5, W +2

I think its from the Martyr's Shard Boon. I have it, so recognized it here. If its the same one I got on a different character for part A of this, I think it works because he's a paladin so the bonus stacks with the masterwork weapon enhancement bonus instead of overwriting it.

Dark Archive

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Male | Human (Chelaxian) | Fighter 1/ URogue (Thug) 1 | HP 17/17 | Movement: 20 ft | AC 18, FF 16, T 12 | CMB +5, CMD 17 | Init +4 | F +4, R +5, W +2

Vindex has +8 to trip, but +6 to normal attacks. He'll make an attack roll.

Yeah, I'm getting the impression they don't respond well to whatever their face is displaying. Maybe Vindex will go yell at the calm one to try and intimidate him.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16


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Although it may not fit what is being asked exactly, a build near and dear to my heart is probably the best route to being able to succeed at the check at all at the earliest possible level. However, it heavily relies on 1/day abilities or short duration buffs. The core is basically Empiricist Investigator + Lore Oracle Seer to apply Focused Trance to a bunch of things.

Half Elf Investigator (Empiricist) 4/Lore Oracle (seer) 1/Paladin 1

+6 Ranks
+3 Class Skill
+5 Int
+10 Competence [Natural Divination]
+20 Circumstance [Focused Trance]
+3 Skill Focus
+2 Alertness
+2 Trait Thoughtful Wish Maker
+1 Racial Trait Wary
+1d6+1 Inspiration [FCB]
+10 Sacred [Unsanctioned Detection]
+10 Focused Scrutiny

Feats: Extra Revelation, Skill Focus, Alertness, Unsanctioned Detection

That gets you to a +73+1d6, so you can roll up to a 99 at level 6 once per day.

Dark Archive

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M Male | Human (Chelaxian) | Investigator 3/Fighter 4/Cleric 1 | HP 55/55 | AC 23, FF 19, T 14 | CMB +7, CMD 21 | Init +5 | F +11, R +11, W +10 | Inspiration 2/3 Investigator 3/Fighter 4/Cleric 1

Will Save, Shake it Off: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

Easily shaking off the entrancing melody with the forewarning from his companions, Marcus dashes off after Elaril and Berato. "Anthys, to the cave! Draw them in where they won't be able to fly off!"

Double Move

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

Linguistics, Take 10: 10 + 10 = 20

"Places with lots of animal bones tend to be the lairs of some type of predator. It could be as innocent as a wild cat, but we should be careful." Katswiri follows Kridash over to the statue, sliding up to get a closer look at the writing.

"It is more Thassilonian script. Let me see if I can puzzle it out. Hm...these are symbols for strength and weakness, and a near-cognate for the Azlanti word for faith..." Katswiri reaches out and traces some of the script, touching back and forth between the letters, touching on several points in sequence. "The sentence structure is unusual by modern standards, but I believe this repeated word is a pronoun to address us, or plausibly a generic 'they'. I think this says something to the effect, 'Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths.' Katswiri steps back from the statue, gesturing to cast Detect Magic as she critically gazes at it up and down, inspecting it for anything particularly interesting.

"If I have the translation correct, I must say it is rather cryptic. I wonder if it is mere boasting, or something more?"

Spellcraft for detect magic, if needed.
Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

"There could be artifacts, or bandits, or all sorts of exciting things. We won't know until we find out!"

Take 10 Linguistics: 10 + 10 = 20

Katswiri follows along with the group, excitement building as they approach the ruins. "Hm. This is Thassilonian." Katswiri moves over to the script and runs her fingers over it, tracing the outline. "I don't speak Thassilonian, but there are a number of cognates that survived to be incorporated in modern Varisian, as well as words common to the Azlanti tongue, and I have studied those. I think this says something to the effect 'Enter the Black Edifice, locus of the Thrallkeepers, servants of the Runelord of Sloth'.

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

Katswiri chases a few feet after the fleeing bandits before realizing they intend to flee. After a quick look around to make sure there aren't any additional bandits still fighting, she wipes her mace on the ground to clean off the blood and stows it away at her waist. She turns her attentions to Kridash, gesturing for him to turn around. "Let me see the wound." She runs her hands lightly across the bloody gash, touching it gently. "Its deep, but seems to have missed the most vital organs. Here, I should be able to help." Katswiri gestures, then touches the wound as soft, glowing light causes the flesh to knit back together. "How does it feel? Is there any lingering pain?"

Cure Light Wound: 1d8 + 3 ⇒ (6) + 3 = 9

Katswiri's not going to be running dry on spells any time soon here, so I'm inclined to save the wand.

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

Katswiri follows along, extremely curious now that the sword's sentience is confirmed and supremely glad that her glasses help relieve her of the concentration needed to read Kronas' lips as she also has to focus on where she's walking and on making sure Kalkamedes is not in danger.

"Thank you for translating for me, Kronas. I wish I could understand him myself. What an amazing sword! Can you see, Gamin? How far? Do darkness or obstacles block your senses? Are you able to see pictures painted on a page, or do you have a more generalized, three dimensional sense of objects? If you can see it, do you recognize the location in the sketch we found in Kalkamedes' quarters?"

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

"I don't recall much about Kalkamedes, although the name seems familiar. Allow me to see what my vision can reveal." Katswiri's eyes glaze over, as information floods her mind. She nods along silently, watching something only she can see for almost half a minute before her eyes refocus. "Well now, that is interesting. Kalkamedes used to be a paladin early in his career, but left his order without explanation some time ago. He became interested in the lore of the ancient runelords, and relocated here to Varisia to further his studies. But the most interesting visions are of his broken sword, and the rumors that swirl around him that is actually a sentient blade."

Katswiri looks around the room for any sign of a broken sword. "Does anyone see such a weapon? Such devices often can compel their wielders, although I would have expected such compulsion magic to leave a trace."

Focused Trance: 1d6 ⇒ 6
Knowledge: Local, Focused Trance: 1d20 + 20 + 8 ⇒ (2) + 20 + 8 = 30

Katswiri turns back to Kalkamedes, examining him closely. "Now, what could be wrong with you..." Her eyes glaze over for a moment this time, before snapping back into focus...

Focused Trance: 1d6 ⇒ 1
Knowledge: Arcana, Focused Trance: 1d20 + 9 + 20 ⇒ (7) + 9 + 20 = 36

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

At the meetup

Katswiri laughs, and gives each of the gnomes attached to her legs a one armed hug before beginning to rummage around in her backpack. "Oh, the glasses really are! They're Spectacles of Lip Reading, and they have made it so much easier to see what people are saying. They make the words appear in my mind at a glance, without needing the intense concentration I normally require."

"It is nice to meet you Luna. Here, let me show you my journal." Katswiri pulls a leather bound book from her backpack, carefully sitting down on the floor and opening it to the middle to show the gnomes. The page shows a scene with Kronas, Katswiri and a number of other pathfinders camping under a starry sky, with the opposite page depicting a rough painting of a sleepy morning tavern scene. "The middle bit is all about our confirmation. The order isn't right, since I did some of the scenes from memory afterwards, but if Kronas has told you the story, I bet you'll recognize lots of these..."

-------------------------------------
At the cabin; caught me in the middle of writing the top part!

Katswiri approaches the door with the group, pondering the meaning of the letter and her knowledge of somnambulism as she does so. She breathes deeply in the cold mountain air, letting its slight sting stimulate her mind. As she hikes the last leg of the journey, she watches a flight of birds pass by overhead, reading the omens to provide guidance for this mysterious mission.

Taking a natural divination for a +10 competence check on a skill check in the next 24 hours.

After arriving at the cabin and hearing the explanation of their mission from Venture-Captain Sheila Heidmarch, Katswiri enters the building and walks over to Kalkamedes. She examines him closely from several angles before speaking. "Fascinating. This is not typical sleepwalking behavior. Frequently, the somnambulist is attempting to act out a dream, which can cause all sorts of behavior, but it rarely recurs so consistently, and with such direction. Does Kalkamedes remember anything when he wakes? You mentioned magical attempts to cure him. What has been tried, and has anyone cast Detect Thoughts while he is like this, to determine what he might be thinking during this process?"

Perception, Examining Kalkamedes: 1d20 + 5 ⇒ (5) + 5 = 10

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

"Marcus, can you cover us from here? Let me cast Light on one of your arrows. If you shoot it down near the group, it should make it easier for us to see our foes."

Assuming Marcus allows her to, Katswiri will cast Light on one of his arrows. She will then begin to follow the rest of the group as quickly as she can.

Scarab Sages

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female | human | oracle 6 | HP 39/39 | AC 21, FF 18, T 13 | CMB +4, CMD 12 | Init -4 | Perception +11, -4 Opposed, Auto Fail Hearing | F +4, R +9, W +6 (+12 vs. Mind Effect) | Focused Trance 1/3 | Natural Divination 2/2 | Spells: 4/7 1st, 1/6 2nd, 2/4 3rd Mage Armor, Communal Resist Energy Acid, Eagle's Splendor, Shield of Faith, Communal Resist Energy Electricty

Let's push straight to the leadership! If we do, Katswiri will throw Protection from Evil on Dekion, so both Dekion and Arbiscar should have it for the fight.

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