Tanuki

Bartholomäus's page

149 posts. Organized Play character for Nefreet.


RSS

1 to 50 of 149 << first < prev | 1 | 2 | 3 | next > last >>
The Exchange

If you have BAB +6/+1, you can indeed make two attacks with any weapon you're wielding (or are able to wield as a free action, such as with Quickdraw or a Glove of Storing).

The Exchange

There's an archetype in Inner Sea Pirates that can deal nonlethal damage with firearms.

It's a nifty ability to have.

The Exchange

It is a x4 multiplier, so the damage on a crit would be 8d12.

The Exchange

[retired]

Hey, everyone. My sincerest apologies for not posting this last week. I'm going to have to bow out. I was already barely able to post as it was, and life hit me kind of hard this week. I don't see myself able to continue any of my PbPs any time soon, so I'm sending this message out to each of them right now.

For the GM: however you want to handle my Chronicle is fine with me. Even if it's 0xp. If you could email it to Nefreet@Yahoo.com that would be best. Otherwise just a PM with a link would be great, too.

Again, my apologies to everyone. This isn't something that I've had to do before, but I wish you all the best of luck and happy gaming!

~ Eric

The Exchange

[retired]

Up to the GM, since I failed my checks.

The Exchange

[retired]

Alchemists do not get Brew Potion in PFS. You could prepare an Extract of Disguise Self, and hand it out with the Infusion Discovery.

Disguise Other is available in potion form, for 300gp. If anyone can read it as a scroll it only costs 150gp.

Alchemists (and Investigators) can "craft" mundane alchemical items (such as Acid Flasks) by purchasing them at 1/3 cost, so long as you can make the craft DC. You can Take 10 while doing so.

The Exchange

[retired]

If we're supposed to unscramble letters to find an address, "Square" should probably be the last part of it.

We don't have an "O" for "Road" (though we could abbreviate "Rd"), or a "C" for "Court" or "Circle", or another "T" for "Street" (though we could abbreviate "St").

That leaves us with TREAFDEER

Could be:

Trade Reef
After Deer
After Reed
Fated Deer
Fated Reed
Erre Fated
Tear Defer
Freed Tear
Defer Rate
Deter Fear
E Reed Raft
Tad Ferret
Fareed Ret
...?

The Exchange

[retired]

So, what you're saying is, it's time for Chronicles? =\

The Exchange

[retired]

Oh, geez, AND we have that "-2 Diplomacy in Bloodcove" condition. I forgot to factor that in.

The Exchange

[retired]

My results below depend on whether the people of this region would be considered "tribal", which has no in-game definition, and is left solely up to the GM to determine.

If they are, then I get +1 to Diplomacy. In addition, I have a class feature called "Primal Magnetism" that allows me to expend 2 rounds of Rage for another +2 to Diplomacy, for a total bonus of +3.

But if they're not "Tribal", then forget all of that =\

INT check: 1d20 + 2 ⇒ (6) + 2 = 8
WIS check: 1d20 + 2 ⇒ (5) + 2 = 7
Diplomacy #1: 1d20 + 9 ⇒ (7) + 9 = 16
Diplomacy #2: 1d20 + 9 ⇒ (2) + 9 = 11
Diplomacy #3: 1d20 + 9 ⇒ (7) + 9 = 16
Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

Well, that sucked. +9 to Diplomacy doesn't help when you've pissed off the dice roller =(

The Exchange

It's updated in Ultimate Combat, but errata can only be issued when a new printing is released, so it won't show up in Ultimate Equipment for a while.

Hopefully this ends the debate in your game.

The Exchange

[retired]

Barth hates to hurt things that resemble family =(

Taking a step back, Barth rapidly reloads his Double Barrel Pistol with a pair of Paper Cartridges and unloads them both into the hyena (standard action, two shots at -4; I don't have Precise Shot, so -4; Raging makes me +4).

Left Barrel: 1d20 + 10 - 4 - 4 + 4 ⇒ (4) + 10 - 4 - 4 + 4 = 10 touch AC
Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Right Barrel: 1d20 + 10 - 4 - 4 + 4 ⇒ (4) + 10 - 4 - 4 + 4 = 10 touch AC
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Drat =(

15/16 rounds of rage left. 28 Paper Cartridges left.

The Exchange

[retired]

I threaten with my Bite, so I provide a flank.

The Exchange

[retired]

"Ow ow ow ow OWW!!"

The Exchange

[retired]

Can we get an Initiative update?

The Exchange

[retired]

I'm pretty sure we're going to fail the entire mission by doing this (combined with our previous failures), but as long as we fail together they can't say we didn't cooperate!

The Exchange

[retired]

I (and Barth) were operating off of the idea that we flee once the explosions started, but if I see my companions engaged with enemies I'll certainly help them.

The Exchange

[retired]

OMGosh! Congratulations!!

The Exchange

[retired]

Take your time. Personally, I only play this character in Technology scenarios. The rest of him is GM credit.

Though, at this point, I'm wondering if my sources were wrong about this having Tech in it at all...

The Exchange

[retired]

Moved my icon to where I think its maximum movement would take it.

Stealth was a 16.

The Exchange

[retired]

Hearing the explosions, but also seeing the Half-orc nearby, Barth attempts to stealthily swim over to the shore and grab his gear.

Swim is 1/4 speed, Stealth is 1/2 speed, so I probably just get to my gear. GM's call whether I have enough actions to actually grab it right now (probably not).

Stealth: 1d20 + 3 ⇒ (13) + 3 = 16

I can't currently move my icon.

The Exchange 5/5 5/55/5 ***

Thank you for that.

May need to post it again when this thread progresses to the next page =\

The Exchange 5/5 5/55/5 ***

This keeps coming up (including earlier in this thread, more than once).

Nothing about the rules for pricing ammo changed (though including a price breakdown in this clarifications document would be awesome).

The Exchange

[retired]

The connection has been terrible for all of us. You're not alone.

Glad you're back =).

The Exchange 5/5 5/55/5 ***

Sounds Druish...

The Exchange

[retired]

I'm back from DunDraCon and ready to go whenever.

The Exchange

[retired]

Disable Device: 1d20 + 15 ⇒ (1) + 15 = 16

I think I'ma reroll that...

5 Star Reroll: 1d20 + 15 + 5 ⇒ (14) + 15 + 5 = 34

The Exchange

[retired]

I'm out of town the 12th thru the 15th (DunDraCon!). I won't be able to update much during that time, except sporadically using my phone.

The Exchange

[retired]

See those barrels just above my icon? Barth will hide his guns (and ammo) there.

The Exchange

[retired]

Barth waits for the explosions to begin before approaching the ships from the opposite direction.

Stealth: 1d20 + 3 ⇒ (10) + 3 = 13 <== Apparently I took 10

He carefully lays his firearms at the end of the dock, out of sight, so they don't get wet.

Sleight of Hand: 1d20 + 7 ⇒ (13) + 7 = 20

And then slips into the water, safely doggie paddling towards the rudder.

Swim check, if needed: 1d20 + 5 ⇒ (16) + 5 = 21

I wish those checks were in reverse order =(

The Exchange

[retired]

When the group gets some quiet time alone, such as during a lunch break, or after the shift ends, Barth will propose his plan.

"I'm more of a tech specialist, but I could probably figure out a way to disable those rudders. Would need to come back after dark, though."

The Exchange

[retired]
DM Beckett wrote:
Holy crap! So, I'm just going to say from now on you are "Laying Low", because you are pretty close to ending he scenario early already, and there are still more checks to go. Sorry Caith and Thoril, you are both screwed (on skills) no matter what. But, sometimes the party mix just isn't right and sometimes you fail a mission. For skill checks, I'm going to count Cryxial as Aid Another, because there are penalties for failure as a group.

I 100% blame the scenario, not us. This is not how social skills in Pathfinder are intended or expected to work.

I'm actually just happy ending it now, if you all are.

I'll be giving this a low rating on the product page in hopes of steering others away from it.

The Exchange

[retired]

"Work us like dogs? Count me in!"

Barth hops in line.

The Exchange

[retired]

Eeeeeehhhh.... *grumble, grumble* If this was a F2F table I'd be philosophically debating what it exactly means to be making a Disguise check. Nobody here knows us.

Untrained Charisma check #1: 1d20 ⇒ 8
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Untrained Charisma check #2: 1d20 ⇒ 15

As a girthy individual, asking around town for the nearest eatery comes second nature to Barth. When he asks his first scowling ruffian and gets the cold shoulder, he shrugs it off. When he meets his second, he thinks it must just be a bad day. When he meets his third, and almost gets into a fight, he begins to doubt why he ever decided to take on this assignment.

"Boy... Tough crowd, am-I-right?"

The Exchange

[retired]

I think it was the broken link that messed up the previous page.

The Exchange

[retired]

"Just a mere two-hundred gold... Though if you want me to grab some I'll of course have to charge you for the delivery..."

His tail starts wagging.

The Exchange

[retired]

Before we leave, if the party wants to attempt the "delivery service" route, we can each purchase Sleeves of Many Garments to look the part. It's what Barth uses.

If we're going in as bounty hunters or mercenaries, then no need.

We really don't need Bluff or Disguise, as nobody here knows us ahead of time. If they can read our minds then we're screwed anyways.

If we're going in without disguises, Barth will Take 20 to hide his weapons with Sleight of Hand (DC 27 Perception to find).

The Exchange

[retired]

Posting this now because I work in the morning and likely won't be able to post again until tomorrow evening, and because it'll probably speed things along.

After noticing the quizzical stares and blank looks, and one confused Venture Captain, Barth clears his throat. He reaches into the crate, and pulls out his Wayfinder.

"Alright, so I need to work on my entrance... Name's Barth. Yeah, I'm one of you. But, that's not my only job. Used to work for Guaril Karela back in tha day. Ya heard o' him, right? No? Well... Maybe that's good. Heh. Anyways..."

He starts pulling out his belongings from the crate and outfitting himself. He clicks his wrists together and his mechanics outfit magically shifts to resemble a set of hot weather clothing... Or maybe it always was a Hot Weather Outfit, and the mechanic thing was the disguise...

"I know a thing or two about Bloodcove. There are some fiercely competitive trading houses that rule the politics there, including the Aspis Consortium. They're always vying for control. But you know the one thing that merchants aren't good at? Shipping. They're too busy selling stuff! Delivering it, on the other hand, they outsource. And that's..." he pauses as he holsters his pistols... "where we can come in."

"Most of Bloodcove’s criminal activity revolves around exports, and the trading houses crush anything that gets in their way. So, we move into town, not hiding a thing, and 'advertise' ourselves as being at their service! We don't need stealth, we don't need intrigue. We just need a bunch of able bodied brutes that look like delivery boys! Gets us to talk to the big wigs in charge about what they need moving."

"The last thing we want to look like is Pathfinders. Sure, we could try to be bounty hunters, but they'll probably see that coming a mile away. We're not really the sneaky types. And words can only get us so far."

"So... what'dya say? You wanna part time job at River Kingdoms Delivery? The pay's a crapshoot, but the perks are worth it!"

He winks.

The Exchange

[retired]

The Kitsune checks his clipboard.

"Pretty sure I got the right place. Wouldn't be the first time the system messed up, tho! Got the city down right; Nantambu. Is this the... Pathfinder Lodge, right? I'm lookin' for... Aya... Allehe? Says 'Captain'."

Barth looks around at the assembled group, and finishes by looking the Venture Captain up and down.

"Here, print and sign at the bottom..."

He hands over a folded paper and clipboard to the Venture Captain while beginning to open up the crate.

"I'm sure you'll wanna inspect the shipment. It's traveled a long way to get here!"

Barth cracks open the lid, showing the contents to the Venture Captain.

What's inside? Who wants to peek?:

It appears to be a stack of clothes and adventuring supplies. A pair of pistols have been placed off to the side, as well as a large box of ammunition. At the top, nestled in the middle, is an open Wayfinder. The inside cover is engraved with the name, "Barth".

The Kitsune winks. "I believe the shipper was one... Guaril Karela."

The Exchange

[retired]
DM Beckett wrote:
Bartholomäus wrote:
He would have asked around town to gather information just to find the place.
Just to avoid confusion, could you either repeat in your own words what you know or indicate to the others to read certain spoilers so everyone is on the same page. Some folks assume that everyone else will read the spoilers and some folks assume that if someone makes it, they would only share certain portions if they pertain to the group, so just to avoid confusion.

No roleplay? =(

Nobody's interacted with Barth, yet. He doesn't look like a Pathfinder, and he's probably exactly what this party needs.

The Exchange

Well, prepare for a show! There's a reason I carry two guns! =P

I have resorted to biting opponents in melee, even.

The Exchange

*thumbs up*

The Exchange

DM Beckett wrote:
Wait, there is a Gunslinger that actually has a Misfire chance. :P Broken.

I think it's 1-3 using my Double Barrel + Cartridge and 1-2 using my regular Pistol + Cartridge (or 1 less when using bullets).

The Exchange

[retired]

He would have asked around town to gather information just to find the place.

Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29 (+1 if these are considered "tribal people")

^^ great way to start!

The Exchange

[retired]

An overweight Kitsune noisily enters the room carrying a crate. He's wearing a set of khaki overalls and looks like a mechanic of some sort. A nametag on his shirt reads "Barth". His shoes are split open at the ends revealing fluffy orange fur. While he's mostly orange in color, a few white patches of fur appear sporadically (including one around his eye). His ears are floppy, and he's panting profusely in the heat. A hole in his trousers lets his fluffy tail wag freely.

"River Kingdoms Delivery! Where do ya want this package? Boy, I tell ya, I've made some treks over my years, but never this far south!"

The Exchange

[retired]

Reading through everything now!

Edit #1: when I click on the map for Bloodcove it comes up "Trouble in Tamran"

Edit #2: what's our APL?

The Exchange

PLAYER: Eric Bennett
CHARACTER: Bartholomäus (you can call him "Barth")
PFS ID#: 66548-20
FACTION: Exchange
Day Job, Profession (smuggler): 1d20 + 12 ⇒ (14) + 12 = 26

SPECIAL (sorry, he's kind of complex):

• He's a Barbarian (Savage Technologist / Superstitious) - 5, Gunslinger (Pistolero / Gun Tank) - 1
• When he rages his AC doesn't drop (+4 Dex, -2 Reckless Abandon), but his to-hit increases by +4.
• He does NOT have Precise Shot. I'll usually factor in the -4 to-hit when I roll.
• Firing his gun doesn't provoke, but loading still does.
• He has the Technologist feat.
• He has the Superstition rage power, increasing his saves by +3.
• His primary weapon is a Double Barreled Pistol, which I combine with Rapid Reload and Alchemical Cartridges to make reloading a free action.
• His backup weapon is a regular pistol, which combined with Alchemical Cartridges makes reloading a move action.
• He has the Numerian Weapon Training Boon, lowering his non-Proficiency penalty with Timeworn Technology to -2 (instead of -4), and lowering the Glitch chance to 20% (instead of 50%).

Basically, when I learned what Season 6 was all about, I made a character built to handle Technology.

I have a couple table variation questions for you, GM:
1) If both barrels misfire during the same action, what happens? Some GMs rule that my gun is wrecked, and some GMs rule that it's simply broken.
2) Can I preload bullets and powder into the barrels, or do you only allow me to load during combat?

Consumables and Ammunition:
Wand of Cure Light Wounds: 32 charges

Potion of Cure Moderate Wounds: 1

Alkali Flask: 2

Timeworn Flashlight: 10 charges
Brown E-Picks (x2): 10 / 4 charges

Black Powder: 35
Mithral Bullets: 15
Ghost Salt Bullets: 10
Adamantine Bullets: 10
+1 Seeking Bullets: 3

Paper Cartridges: 30
Cold Iron Cartridges: 10
Elysian Bronze Cartridges: 10
Adamantine Cartridges: 10


Thanks for letting me join!

The Exchange 5/5 5/55/5 ***

1 person marked this as a favorite.

^ my Savage Technologist would not function without a 1 level dip for this reason.

The Exchange

Just saw this posted in the Recruitment forum, but noticed you have 6 names in the discussion thread already. If you're looking for players, I'd like to sign up with this one. If not, pretend I never posted...

The Exchange

[retired]

Oh. Weird. Darn. Figured it'd be highest roller.

1 to 50 of 149 << first < prev | 1 | 2 | 3 | next > last >>