Hialin

Alsterro's page

112 posts. Alias of jlighter.


RSS

1 to 50 of 112 << first < prev | 1 | 2 | 3 | next > last >>

Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9

Trapdoor overhead?


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro sends the servant on his way. "Be careful on your way out. Head into town and get yourself a drink to calm your nerves."

Alsterro shakes his head at the foolishness, then snags the charm and heads for the trap door. "Just be careful where you're pointing that thing, and try not to set off any traps on the way."

He'll be going through any exploration after they leave the servant with Detect Magic up.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Sense Motive: 1d20 + 9 ⇒ (11) + 9 = 20 On the last chunk of stuff he's been saying to us.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

As the man talks, Alsterro will open the door to the others, since the man made no objection. Once the others can hear, and the man is finished speaking, Alsterro will reiterate everything that was said.

Sense Motive: 1d20 + 9 ⇒ (13) + 9 = 22 for the most recent stuff, and to see if he's still hiding anything


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

GM:
Sense Motive: 1d20 + 9 ⇒ (17) + 9 = 26

"Indeed. And why did he need the Witch Tower removed? I assume he said something? Where did Linus and Saba go? Nethys told me that you haven't spoken completely, Mathezic. He isn't called the All-Seeing Eye for nothing. What haven't you said? Or would you prefer I ask the others to come back into the room first?"

Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro gives Kurth a strange look, then looks back at the man under the bed. Without looking at the others, he says, "Out, all of you. This won't take long."

If the others leave the room:
Alsterro closes the door, then crouches down by the bed and peers under it. "You can't show your face, then? What if I had a way that you could get out of there and never have to show your face?" Alsterro will pull a mask out of his pack. It's a simple mask designed to fit over the face made of leather. Half of the mask is white, half is black. "Nobody would know who you were, and you could go in peace forever. Well, as peaceful as it gets for a worshiper of the All-Seeing Eye. I imagine Hunclay has spoken before of Nethys. I am one of his chosen, his voice on Golarion. If I give you this mask, will you come and join us?"

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Opening hailing frequencies.

"Come, man. Get out here, unless there's something keeping you there. Did some Wizard's spell lock you in place, or are you afraid one is going to kill you?"

1d20 + 10 ⇒ (6) + 10 = 16


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"For a wizard, he does seem to have very little in the way of magic going on in his home. Aside from those charms and the door, at least. A pity. I'd have expected more of interest." Alsterro ignores most of the mundane workings of the house, also searching for instances of magic. He'll take another look at the birds. "And what are you? Carriers? Pets? Assistants?"


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Appraise: 1d20 ⇒ 17
Perception: 1d20 + 6 ⇒ (17) + 6 = 23

"What's that, there?" Alsterro points out the charm on the leg of the largest bird, then tries to find any indication of magic on it.

Detect Magic


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will scour the edges of the pit and the walls, looking for a way to bypass the pit and make it across without having to jump.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

If he finds no alternative:
Alsterro takes a hold on the rope, says a fervent prayer to his god, and then runs and leaps at the far side of the pit!

Guidance
Acrobatics: 1d20 - 3 + 1 ⇒ (14) - 3 + 1 = 12
Reflex if he misses but comes close enough to catch either side: 1d20 + 2 ⇒ (17) + 2 = 19


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"Was any magic integral in the building of the house? How many entrances and exits, and where? Where in relation to other buildings in Belhaim, and any passages (secret or otherwise) connecting it to any other buildings?"

Assuming we're walking up to the front door, Detect Magic on the door and surround parts of the building.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Good plan. I had forgotten those existed, since I was skimming through Ultimate Equipment and they aren't there. Modify my purchase to a spring-loaded wrist sheath.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

I can cast Masterwork Transformation at this point, so if anybody wants to save some change and have me upgrade their armor/weapon/tools, I can do that. More blood magic for the Blood Magic God!

Potions should probably go one-each to the people who are spending time in the front line (Alice, Kurth, myself). I'll snag the Cure wand. If Kurth doesn't want it particularly, I wouldn't mind snagging the Cloak for Reflex and Fort saves. I'm definitely going to snag a wrist-sheath for myself (for the wand), and I'll probably get a heavy darkwood shield and a mwk heavy mace as well.

Wrist Sheath - 1gp
Heavy Darkwood Shield - 257gp
Mwk Heavy Mace - 312gp

Total: 570gp


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"It might make the townsfolk less inclined to hunt and kill them next time they encounter the tribe, and it would allow them to make amends for any damage done."

Alsterro grumbles. "Healer one minute, drudge laborer the next. This is not what I envisioned when I set out, you." He shakes a finger in the general direction of wherever Nethys will likely be found (in other words, the ceiling), then grabs up as much of the loot as he can haul.

He can haul 130 lbs. of gear in total, currently hauling 46 lbs. of gear.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Awesome. All finished leveling here, then.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"What about making the tribe part of the town? Raise the young ones up right, and they can be productive members of society."


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Mostly leveled to 3.

Feat: unknown
Skills: Diplomacy
Sense Motive
Spellcraft
Favored Class: Skill (unspent)
HP: +5

Cloak of Fangs

I had a quick question. Is Additional Traits an option for a feat? If so, I'd like to take that and pick up the Seeker and Underlying Principals traits and put my favored class bonus into Use Magic Device. If not, I'll take Toughness and put the skill point into Heal.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"Chewing things. Like when a guard dog comes up and bites you and decides he wants to rip a piece out of your leg."


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23 properties of the cloak

Alsterro pulls out the cloak and examines it. "Crude work, but functional. Helps to protect the wearer and gives him the ability to chew on things to great effect." Alsterro looks around at the others, wondering who needs it most.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

If the Chieftain is still standing:

Alsterro lashes out with the staff, sick of the damned fight and putting every ounce of frustration into the blow. "Get on the ground and stay there!"

Quarterstaff: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Crit Confirm: 1d20 + 2 ⇒ (3) + 2 = 5
Crit Damage?: 1d6 + 1 ⇒ (2) + 1 = 3

If he's not still standing, Alsterro will check the kobold can be saved, then check with the others to see if he should be.

Edit: Of course, now the thing crits. -facepalm-


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"Let's just make sure he runs out of spells before we run out of wind," Alsterro says, feeling the burn of the protracted melee.

Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
Quarterstaff: 1d20 + 2 ⇒ (8) + 2 = 10


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro doesn't bother saying anything as he continues to flail at the Chieftain.

Quarterstaff: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Quarterstaff: 1d20 + 2 ⇒ (3) + 2 = 5


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro shrugs off the spell, swinging at the Chieftain again in hopes of bringing him down.

Fort: 1d20 + 3 ⇒ (16) + 3 = 19
Quarterstaff: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will move around the rock to get at the Chieftain again.

Quarterstaff: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will charge to smack the Chieftain with his staff, giving up some of his natural agility in the hopes of ending this quicker.

Quarterstaff: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

AC 15 until next turn.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13

Alsterro will again attempt to whomp the corner Kobold.

Quarterstaff: 1d20 + 2 ⇒ (13) + 2 = 15 on K1
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will take a step in front of Alice to take a thwack at the Kobolds opposite Kurth's end of the line.

Quarterstaff: 1d20 + 2 ⇒ (14) + 2 = 16 Aiming for K2 if not down yet, or K1 if K2 is down
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"If we've found the route to the privy, I'll try to maintain my enthusiasm."


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"Do you think the guards over the eggs would be willing to assist us if we were to promise to leave the eggs intact?"


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"I imagine this 'Cave of the Future' is well-guarded. What about the other way?" Alsterro will peer down both paths carefully, using a light spell to push back the darkness, and searching for signs of magic.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23, Detect Magic


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Quarterstaff is Small-sized, right?

Alsterro considers the unholy symbol briefly before pocketing it and one of the potions. "Keeping you all alive is part of my job, it seems. Can't trust any of you to do it yourselves." He quirks a half-smile.

Know(religion): 1d20 + 5 ⇒ (3) + 5 = 8


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"Keep an eye on that one while I do this. Large-scale healing isn't terribly precise."

Channel: 1d6 ⇒ 6 all around.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Will Save: 1d20 + 6 ⇒ (16) + 6 = 22

Waiting to determine if Alice is dropping him first.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will move forward and finish off the skeleton (if it's still standing), otherwise he'll move up next to Kurth.

Quarterstaff: 1d20 + 2 ⇒ (17) + 2 = 19
1d6 + 1 ⇒ (4) + 1 = 5


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will move forward slowly, presenting his holy symbol and channeling the power of Nethys to smite the skeletons.

Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11
Channel: 1d6 ⇒ 5 Harm undead. DC 13 Will half.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

"The right path appears wider, and may provide us easier passage."


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Aiming a little bit lower, Alsterro hurls his quarterstaff once again. If Alice dropped K6, he'll change targets to K1, and -4 on the attack roll.

1d20 + 4 ⇒ (17) + 4 = 21
1d6 + 1 ⇒ (6) + 1 = 7


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will aim for the one remaining slinger with his staff, throwing it end on like a javelin before it returns to his hand.

Quarterstaff(thrown): 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro glances into the small room. "Trifles. Unless they can magically open those bars, I doubt they're any threat."

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Anybody besides Alice take a beating?

"Come over here, let's get you patched up." Alsterro works his magic, changing a few of his prepared spells into healing magic. "I don't know how you ... folks ... get by without us sometimes. It's a dangerous world. Best be protected."

Cure Light: 1d8 + 2 ⇒ (6) + 2 = 8
Cure Light: 1d8 + 2 ⇒ (3) + 2 = 5

Converting divine favor and shield of faith.

Following after the Kobold, Alsterro listens as the ancient one speaks of his prophecy. Kneeling before the old one, Alsterro closes his eyes and murmurs a prayer to speed him on his way. "So passes a true seer." Carefully removing the box from the dead Kobold's fingers, Alsterro gently opens it, then whistles. "I've only seen these on holy warriors. Champions of Torag and Iomedae, and the like. It's a phylactery that helps to protect the faithful from dishonoring themselves before their god."

Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

What about putting it as a link under your profile handle? I've seen it done in other games, and it seems to work fairly well.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will move to distract the Kobold, hopefully giving Alice the time she needs to either get away or kill it.

Quarterstaff: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will move to assist Alice and trust in the natural indigestibility of priesthood to protect him from being chomped.

Quarterstaff vs. K2: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Not helping much, I suppose.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Double-crit roll. Very nice.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will move out into the room and bring his quarterstaff down on the head of the nearest turtle (T2?)

Quarterstaff: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 high ground, I think?
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

This is where the Tail Terror feat becomes really fun. :)

Alsterro drops the rope and begins to squeeze down the passage after the other two. As he reaches the open end, he stops, and prepares to smack any Kobold that comes within range.

Readied Attack: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro will take one hand off the rope to cast a spell to distract one of the turtles before using the same hand to take hold of his quarterstaff. One hand still on rope, and will drop staff and pull if needed. Casting Doom on T1.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

Alsterro takes hold of the rope, ready to haul it back if needed.


Male Human Cleric 3 | HP 18/18 | AC 17, T 11, FF 16 (+2 shield) | Fort +3, Ref +2, Will +6 | Init +1 | Perception +6

It is possible for the owner of the map to view the revision history, so it should be possible to figure out where it went wrong and restore it.

Edit: Scholar applies to Spellcraft? May swap out and take that for Arcana and Spellcraft. Hmm.

1 to 50 of 112 << first < prev | 1 | 2 | 3 | next > last >>