Sorcerer

Achernar's page

104 posts. Alias of John Hancock 220.


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AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Brett, don't beat yourself up - it happens and we are nothing if not sympathetic.

I think J is currently not well, and tomorrow morning (6:15am) I need to fly OS until Wednseday week, so at least two of us are going to have an uncertain availability anyway.

Do I understand you correctly that the fact that there is no chronicle point means we can't gain experience from this adventure? If so that is a bit of a bummer, but I am happy to draw a line under it. I have had a good time playing, and I am happy to keep the character for another time.

That said, I am prepared to keep playing if people want to see how it turns out.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar casts grease. ... on the squares I marked on the map.

Achernar then moves back slightly to create some space.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

I am comfortable that Aria's 9 misses, I just want to understand the rule before I have to make another move


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

At the risk of being a pedantic rules lawyer, I believe Ping could perform said action if he decides to use his orc ferocity ability. Also, I am uncertain about the way obscuring mist is being played. I have sent you an email on it to explain my thinking, but the upshot is that Larkin should not be getting the protection he is being given, with the result that, he should not get protection from Aria's shot.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar tries to discover the spell:

spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10

But realises he just can't do it from where he is!

100 posts for me!


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

What the .... Leroy Jenkins! Achernar thinks as he watches the monk move forwards. He racks his brains for a way to turn the highly surprising move to his advantage.

Ping, get back and we will cover you. Stay to my left! he says as he takes aim and looses a bolt of his crossbow down the lane and through the mist.

I know where they were, he thinks, and squeezes the release.

attack: 1d20 + 2 ⇒ (17) + 2 = 19

For

damage: 1d8 ⇒ 6

Damage.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Is it safe to assume that they they have the same disadvantage, with regards to vision?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

I was just about to send you an SMS


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

I have rearranged the characters but I managed to lose Sidhion off of my display and I seem to have drawn brown squares everywhere, which I cannot erase on the iPad. I did manage to make them transparent, but I couldn't bring back Sidhion

Achernar looks at the approaching party and, seeing the masks, decides that it will be difficult to talk his way out of this without some more time. He readies to cast a spell in his turn.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

OK, let's take the alley

This alley might as well have a glowing sign saying "Come this way if you want to risk your life! he thinks as he prepares to move off.

The bird starts to whistle:

D, D, F, F, A, A, G........
C, C, C, E, E, G, G, F.......


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Brett, can you 'bot the Paladin for us? - until she gets back, of course


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

She let us go. To what end is the question ... and in any event, will we ever find out?

So, shall we take the alley or wait out the crowd?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Ah Azeem! So many rolls, so many falls!


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Sidhion, can you take to the roof top and scout us a way through the alley back to the society? I would not like us to find ourselves down a dead end, in a part of the city we don't.

Besides, I don't want to get too fatigued from our day's work, and would love to rest and restore my energy... If the ranger can't do this, perhaps the monk can.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar looks around to try to gain some situational awareness.

perception: 1d20 + 2 ⇒ (14) + 2 = 16

Perhaps we can join the throng and thread our way through the crowd. After all, we have a magician and a bard he thinks.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar motions for the priest to pick up the box. These fiends are rat cunning, and the monk and the bard should be ready to pounce if he looks to double-cross us. I hope they do not show it their backs.

Once the priest has the box, he says:

Small one, you have chosen well, the pains of hellish punishment are not pleasant. Whilst we cannot lessen the punishment that your Mistress Draineen will mete out, we will do this one thing for you.

He backs out to the exit and casts prestidigitation to clean the room as best he can. That done, he leaves.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Small one, we both want the same thing - to keep the constants safe. We will return the box and its contents to their proper place and that will keep the contents from being used against you.

By all means, throw the box against the ground and see if it will open. But if you cannot - well, my friends are much stronger than you are and they want a turn to try.

What is it to be?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Did the imp respond to my diplomacy?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar quietly but calmly commands the imp using all the presence he can muster.

diplomacy: 1d20 + 9 + 3 ⇒ (7) + 9 + 3 = 19

Tiny one, you are not strong enough to open the box or to keep its contents safe that way. Why not throw it against the strong floor. It will cause more damage that way.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

So, this is assuming I understand the rules correctly and is being written in the attempt to keep things moving (If I have made a mistake with the rules, I would like another shot at my actions). The Intimidation DC is 10 + hit dice + wisdom = 10 + 3 + 4 = 17. Achernar can take 10 + Charisma + Size = 10 + 4 + 4 =18. Therefore intimidation will succeed against a notoriously craven creature like an imp.

In his most commanding voice Achernar says, Tiny one, your masters from beyond would be most displeased to see the chaos you have caused here!

I see you are struggling to open that box. Like you we want to see the box open and we are prepared to help open it.

Achernar wants to use bluff here. I am hoping that because it is true that we want to see the box open and it it is true that we are there to help open it - by taking it to people who can - that the bluff is at least believable +0 or even because the intimidate was successful I can scrape + 5. If so, will I need to do better than take 10 + bluff score (8) = 18? Do I have that right?

Again assuming this is correct, Achernar says, let us see the box. He motions for the others to lower their weapons slightly, and motions for the Priest to move forward and take the box.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar tries to remember what he might have know about the creature.

knowledge: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25

Perhaps he wasn't absent or trying to persuade the Wizards into giving him special considerationthat day, as the classes begin to return to his mind.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

I confess I find myself in a difficult situation with this last exchange. Unlike everyone else in the party, I don't actually know Sidhion's owner, so I am a little wary of expressing an opinion. Since my actions precipitated the exchange, however, I will weigh in. I think I agree that both Stephen and Hollie have a point in their response to the accusation of being too aggressive.

Our characters do not know each other well, and whether they can rely on each other. From Achernar's point of view, Sidhion was rude when he first grabbed stuff in the warehouse in the first act. Achernar was prepared to look past it but was frustrated when Sidhion's only comment in the second act was how droll were our attempts at influencing the old woman. Achernar looked past that, but was actually cranky when, despite being told not to embarrass the society, Sidhion drew his bow on the servant.

In the exchange above, Sidhion notches an arrow and kicks the door open, so I am not sure it is fair to innocently pretend that that the priest is being too aggressive. In fact, if the priest hadn't said something, Achernar might have. This is not because I have a problem with Sidhion's owner (that I am aware of), or his right to play the character as he sees fit, but because, as someone who has been around courts, nobles, and diplomats, Achernar values manners and talking things out and persuading - hence his +12 on diplomacy. In fact, it's frustrating not to be able to use the skill against other players, because Achernar would have tried with Sidhion over time.

Having said all this let me say three things here: Perhaps part of the problem above is that I ought to have said in my post that I was thinking that, since we were given a weapon to use, we should brandish it openly. Then Sidhion would have known that sticking it in his belt was not a good idea as far as Achernar was concerned.

The second thing is that our characters need a development track, somewhere to go if they are to stay together as a party. Pathfinder seems designed to bring people together for one-off play etc, where this is not so important. If we want to hang together, though, there needs to be some accommodation regarding our rougher edges. What I have in mind is the kind of role play where other characters feel they could say, for example, the priest is a bit crusty from time to time but he'll come good you'll see - and then make a genuine effort to do that. I am not saying that we should ignore the character aspect, simply that if we don't make such accommodations, there would be no reason to stay together. As a player, I won't have the time to get bogged down in this stuff. Achernar would simply be grateful for the experience and leave to find a party more suited to his personality.

The third thing is related to this, in that we need to avoid the "I am sorry, it's just what my character would do" style and play in a way that is sensitive to the party as a group. The former is fine for a tournament, but doesn't make for a fun time across the longer term. The skill in role playing is not to be "Leroy Jenkins" but to let the attributes of a character give flavour without actually affecting the game play. It's a bit like Achernar cleaning the place as he leaves. It's part of the character without having too much effect on the game.

I realise this is a long post, and these are just my thoughts on the matter, and I am happy to debate them, but I don't have a lot of time to spend on this, and I would rather be playing than writing gamer theory.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Turning to Sidhion, Achernar says, The weapon will do us little good unless we actively wield it. I say we let the paladin hold it. That said, let us not be too quick to loose our weapons.

He hands the dagger to the paladin, and walks through the door.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar looks at the knife, looks around, looks at the knife again and then casts prestidigitation to colour the party's weapons silver.

Which of us is best with a dagger? he says as he gets ready to hand it over.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

I have, as you might expect some knowledge of the planes, and from your words to us and the silver knife, I can guess that your servant is one of those denizens.

My question was intended to discover what binds such a servant to you and what your servant expects as a reward for its service.

I have some other questions countess, but perhaps they may wait until we have secured the box. Now, if you'll excuse us ... come, friends.

He turns and opens the door.

Looking inside he sees?

knowledge (planes): 1d20 + 5 ⇒ (1) + 5 = 6

Nothing he has ever seen before.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar smiles the smile of the envoy, and remembers a wise fool who once said, The thing about double entendre is that it can only mean one thing.

He takes the knife, and says,

diplomacy: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 32

Madame Countess, we thank you for the gift, but your smile suggessts you know what is in store for us. Indulge us ... precious new recruits ... and let us know how we might best deal with your servant?

He pauses briefly and then continues,

There are many things in life I do not understand,, so forgive an humble messenger, but why would Valsin need to nag you for the box? Why not simply return it to him?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Friends, I am happy to leave this place. Let us return quickly.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Before Achernar leaves, he pulls out the wand and speaks to the sage. Holding out the handle to the sage he says:

diplomacy: 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23

Wise one, we found this within the vault. It was the only other item within the chest and we return it unused, so you know we have taken nothing but the maps as instructed. Furthermore, we have done our best to minimise our footprints in the vault. We trust that we have started as the pathfinders mean to carry on.

But tell me, if you will, how should we know the sage jewels - should we ever come across them? They are clearly important to you and perhaps, should we ever find one, one good turn may deserve another.

He turns to leave and says, On more question, if I may be so boldl, are there others with an interest in these maps? I should like to ensure we deliver them safely?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Believe me, I knew what I wrote!


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar look so to see whether his cleaning attempt was successful. If it was he cleans the others in a similar way.

Friends, let us return to the sage ... And put this poor manservant out of his misery. He has already suffered enough at our hand.

He keeps the wand to turn over to the sage as a demonstration that we have taken no more than we asked for and casts prestidigation to clean the room of disturbances we might have caused.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar takes the wand and examines it. Satisfied he knows what it is, he turns his attention to the map studies it as intently as he can and casts detect magic on it.

There have somewhat too many illusions here already. I would not like to find another trick.

He then takes one more detailed look inside each of the chests, to see if there is anything we missed.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Is this something I can take 20 on?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar casts prestidigitation to try and clean off the blue from Jericho.

He says to the paladin, Remember we were told not to embarrass the Pathfinders and we were not asked to collect the wand ... But before you take it with you, why don't you let me take a look at it.

He casts detect magic on it.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar looks to see if there is any danger in the room.

perception: 1d20 + 2 ⇒ (3) + 2 = 5

Seeing nothing, he cautiously looks in the box...


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

OK, so who would like to open the next box?

So we have a sceptre key for the door, the key that the bard gracefully collected, and which is for the steel chest, the runed key which we have used, and the key I levitated from the acid. What does that key unlock?

Is the door with the servant still open? Also, can we take 20 on perception to look as carefully as we can and for as long as we can while we unlock the steel chest? We have already seen some cunning artifices now, so can we be on the lookout for them?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

when Achernar was looking intently as he turned the key, did he notice enything about the runes, or the chest? Perhaps there was another keyhole he had previously missed? Did anything else about the room itself or the other chest change?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Just because I am nerd, I calculated the physics and Ping probably could throw her that high. He would probably have to accelerate her at about 2.5 times gravity.
It's comparable to a Highland games weight toss, for which the record is nearly 5 metres height for 56lb. The gnome is about 36lb (about 1kg less than the average 3 year old) + items, so she's in the ball park, unless she's carrying a real lot of stuff. You might have to assume she takes off her bed roll etc before you throw her.
I almost want that to succeed for the comedy value.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

...Or we could just have gotten the priest to stand on the chest and use his scythe to get the key....I suppose we still can try that if the gnome misses.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Perception: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23

Achernar gingerly turns the key and watches and listens for every detail.

He sees ...


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

well, friends, let's just do this. Who wants to be the one to turn the key? If no-one steps forward, I will do it - but be sure to cover me in case something goes wrong

Achenar waits to see if anyone steps forward and if no-one does, he gulps, his bird bids its head under its wing as he turns the key in the runes lock and gently opens the lid ...


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Friends, I think that you will find that the copper banded chest is simply here to deceive...it is not real and I believe we can safely ignore it.

That leaves us with two locked chests and two keys. I warrant that the runed key matches the runed lock, but which to choose?

I say go with the runes, but I am open to suggestions.

One other thing - I have no skill for traps, and I am minded about the value of the contents. They are delicate and I would hate to see them destroyed by our hand.

Come to think of it, what I would really hate is for it to be destroyed through no fault of ours and yet we are made to carry the blame.

So what is it to be?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar casts detect magic as he ponders which chest to unlock first.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar looks at the chests and the cube once more in an attempt to determine which key belongs to which chest and how things relate to the steel cube. Are there openings, locks or hinges on the cube?

Using the guidance from the cleric.

perception: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21

And he sees ...


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Can we get a map for this, I am struggling to visualise this room?

Achernar looks at the basket and then at the chests. Does the key look like it belongs to any one of them?

He turns his attention to the steel cube. How does it link to the others?

perception: 1d20 + 2 ⇒ (8) + 2 = 10

I know there is something to this, I just can't think what it is. If only the elf was here ...


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Ranger, I suggest you lower your bow. I do not think it will help us and I warrant that your skill will let you draw it on him swiftly enough should we find it necessary. Of course, if that eventuality arises... Well that would be a different situation altogether.

Achernar begins to focus on the spell.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

I will try to lift the key. I don't know how much time or control I will have, so I will need someone to cover the jar in order to stop the key falling back in.

Achernar tries to cast prestidigitation to lift the key out of the acid.

prestidigitation allows the spell caster to slowly lift objects of one pound or less

Let's see how heavy the key is, and how much control I have, he thinks as he starts the spell.

Paladin, perhaps you can place your pot above the jar to catch the key


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Ranger, you have the best eyes of us all, what do you see? Take all the time you need.

Can the ranger take 20 on this?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Friends, a thought occurs. I suspect we all feel that, if not a trap, this is at least a test.

We are asking the sage for permission to tread all over his ancestral ground, so perhaps our test is for him to see how the society might go about doing that.

Let us, therefore, take our time and examine this the way that the society would treat those ancestral vaults for which we seek permission. That would be one way of "doing our best".

I do not believe we are in danger yet, as this good servant is still with us nd we do not seem to have a time limit. So left us use our eyes, be wise and tread softly.

He starts to look at the objects one more time, waiting for the other to join him examining the objects.

Once the party is starting to work on the problem at hand he says, I will keep an eye on the man-servant.


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Turning to the servant, Achernar smiles, his bird whistles a song that speaks of peace and happier times.

diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17

This cannot possibly sound good he thinks.

Good sir, please forgive the ranger. He sometimes forgets he is a guest. Please be at peace, I assure you we mean no harm. Knowing this will not likely make a difference without help from the others, he thinks Perhaps I should have told the servant not to worry because the elf couldn't hit a dire rat at less than 20ft?

Achernar's eyes narrow at the ranger. He is calm and measured as he says, It takes neither skill nor bravery to draw on a servant like that. We were instructed not to embarrass the society. I trust that there was a reason for your actions? Was the man about to strike, for example?

He takes a deep breath, centres himself, and says, Friends, before we make another move, let us take a breath and look at our situation ... Let us ... Be our best selves.

perception: 1d20 + 2 ⇒ (7) + 2 = 9

I have not seen a situation like this before ... Nothing stands out to me. Do you all see it the same way.?


AC 12, touch 12, flat-footed 10 (+2 Dex) hp 10 Fort +1, Ref +2, Will +2 Init +6 Male Human Sorcerer/1

Achernar continues,

You are too kind, wise sage ... I beg you to forgive my ignorance, but may I ask one last thing as we set off? I thought we were to receive Master Salhar's formal charter for the society to explore the vaults. Will we obtain it from your good self once we have the maps from Master Salhar's vault, or are we to go someplace else for the charter?

After waiting for the sage's answer, Achernar completes his low bow and follows the servant.