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Boom Boom Tharnak's page
71 posts. Organized Play character for Keith S..
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alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Have the chronicle sheet, thanks for a fun (albeit fast) game!
Boom Boom
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I have done Frostfur also so I will bow out.
How do we get chronicle sheets?
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom is relieved the group has figured it out. Well, at least Jules figured it out anyway!
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Can we see the ceiling? Could a beastie have put an idol up there? Does the tree reach into the ceiling area?
How about a basement to the place (Boom asks the fellow we just rescued).
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom looks around.
I got nothin' as he thinks about what to do.
He walks over to the tree and looks at it.
1d20 + 9 ⇒ (14) + 9 = 23 for knowledge arcana
1d20 + 9 ⇒ (18) + 9 = 27 for knowledge nature
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom steps up to 029 and tosses a bomb to N33
No one is around on the map, but if I missed some moves use precise bombs to avoid up to 4 squares for splash damage (squares that would have my allies).
1d20 + 6 ⇒ (1) + 6 = 7 ranged touch attack
1d6 + 4 ⇒ (5) + 4 = 9 fire damage if he hits
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
1d6 at first and second level. Don't be a rules lawyer. What works for your game (as GM) is what it is.
Its not worth sweating over.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I think he already bolted for the door and has escaped?
Lets go look in the next room for storage.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom moves into the room (E E E) ending up in Y25.
He attacks the snake with his spear!
1d20 + 3 ⇒ (13) + 3 = 16 to hit
1d8 + 3 ⇒ (1) + 3 = 4 damage if he hits.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom just watches as everyone else rushes into the room to put the hurt on a small little beastman. Who used to be a guard. And has a severed head at his feet.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom readies his spear and gets ready for the door to be opened.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom moves east to T20 and throws a bomb at the critter near Jules in V18; no splash in U18, U19, V19 or W19 due to precise bombs.
1d20 + 6 ⇒ (13) + 6 = 19 for ranged touch attack
1d6 + 4 ⇒ (4) + 4 = 8 fire damage if he hits
Three bombs left he hollers
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom makes two saves:
1d20 + 5 ⇒ (18) + 5 = 23 fort 1
1d20 + 5 ⇒ (8) + 5 = 13 fort 2
passes both saves
He then drops a bomb on the northern vargouilles...
1d20 + 6 ⇒ (11) + 6 = 17 ranged touch attack;
use precise bombs to not splash the square N, NE, E and SE of the target
1d6 + 4 ⇒ (2) + 4 = 6 fire damage
the southern vargouille takes 5 points of splash damage, DC15 reflex save for half
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I am all about symmetry. East hall it is....
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Is the Kukri the same as the knife described on page 1 during the knowledge checks?
...The Jambala Jaeg created ritual knives, crafted out of bone handles and obsidian blades, to slay the demons inside the Tik Taan...
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Off to the Beasts of Legend exhibit, or all the way back to the Grand Exhibits Hall?
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Come, my good sir, you must remember what you are forgetting to tell us
Boom also thinks about this mist and what is occurring here....
1d20 + 9 ⇒ (20) + 9 = 29 for knowledge arcana
1d20 + 9 ⇒ (2) + 9 = 11 for knowledge nature
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
The door is only a short walk away, lets escort them out and then continue the investigation
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
And how many idols are there, and how big are they, and what do they look like, compared to all the other stuff in here?
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom will check it for traps, but will let someone who is a little more silver tongued do the talking.
perception 1d20 + 5 ⇒ (18) + 5 = 23
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I am not too worried about the posting pace as long as you don't mind halting forward progress at critical points for me to chime in.
This is an issue with PBP games. I have run several of them and played in more - it is just their nature.
I am more thinking that if I slow things up too much you should boot me.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom steps to H29 (5 foot step); draws dagger as a move action and throws it at the beastman in J29
1d20 ⇒ 8 to hit (+1 bab, +3 dex, -4 shooting into melee)
1d4 + 1 ⇒ (4) + 1 = 5 if he hits for damage
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
It is obvious you guys are posting way more than one time per day. I cannot do that because I cannot post at work, so this may not work out well for me...
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom is a bit wounded but only down 4.
So no healing there.
And Boom will search about for curious and interesting items (things that might slip into his backpack perhaps)
Perception +5, because I think you roll in this game?
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom steps back to H22 and drinks an extract of healing
1d8 + 2 ⇒ (3) + 2 = 5 healing
He also looks about for something that would serve as a club, as his spear won't be any better than a rapier.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I vote that the bomb does not catch things on fire unless you take the explosive bomb discovery. Just my $.02 worth.
And Boom Boom does not have that discovery.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Keep in mind that Boom Boom also has precise bombs, which lets him select 4 squares to not hit (it is based upon your intelligence bonus).
Read page 202 of core rulebook. It looks to me that you have a choice; a hit deals direct damage to a target, and splash damage to all creatures within 5 feet of the target (the 8 surrounding squares).
You can INSTEAD target a specific grid intersection. Treat this as a ranged attack against AC5 All creatures in adjacent squares are dealt splash damage (no direct damage). Cannot target a grid intersection as part of a large creature (to minimize splash).
As a note, I have played in home groups that use the rule that an alchemist bomb is fire and can light the target on fire - but I think that is incorrect.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Just figured out Boom Booms header was wrong; he is an alchemist 2 and has 17 hp (well, 8 now, but you know what I mean). Should be fixed now.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom steps back once again, and bombs the thing in F21
[5 foot step SE to H21]
1d20 + 6 ⇒ (15) + 6 = 21 for ranged touch attack
1d6 + 4 ⇒ (1) + 4 = 5 for damage if he hits
(I think it is Boom Booms turn but igore it if I am wrong)
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom steps SE and bombs again
5 foot step to G20
bomb E21
1d20 + 6 ⇒ (15) + 6 = 21 ranged touch attack to hit
1d6 + 4 ⇒ (2) + 4 = 6 for damage
5 splash damage to E20, DC15 reflex save for half
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom steps SE and throws a bomb at the thing at D23
ranged touch 1d20 + 6 ⇒ (12) + 6 = 18 to hit
damage 1d6 + 4 ⇒ (1) + 4 = 5 fire damage
He will use precice bombs to select up to 4 squares to not attack that has his allies; I am not sure where everyone is at this very moment.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom will move up to support the cleric. We must move along quickly, he thinks, there could be danger is waiting too long.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom waits for one of the big fellas to go first, then he will tag along.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom is not sure wearing a scarf will keep out a monkey spirit, but it does sound cool...so he buys a violet scarf and wraps it about his head. He looks thoughtfully at Jani with her red scarf to see how it is done.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom whistles tunelessly as he waits, mixing various powders and fluids together, and occasionally sipping them.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Greetings! I am Boom Boom Tharnak, alchemist and explosive expert (the powder burns along his face give lie to the last part).
Second level.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I have Boom Boom Tharnack as a first level alchemist, Enok T'Narr as a 2nd level wizard, and a fifth level inquisitor if we go that high.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I have a level 1 alchmemist or a level 2 wizard or a level 2 cleric to fit in as needed.
Not sure what level folks are playing.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I am good, I think. This sounds vaguely familiar to me. Going through old chronicle sheets to see if I played it (with an old barbarian PC perhaps).
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
I think combat maneuvers can be fun. I had an 8th level half orc barbarian that overran things. The thought was to get him past a line into the soft squishy things like spell casters fast.
Never really worked out well in PFS play, but it was fun.
I think disarming folks would be enjoyable too, but at the end of the day you need to put the hurt on folks to end the fight.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
stealth check for Boom Boom. 1d20 + 3 ⇒ (20) + 3 = 23
The twiggy little geek seems to move quietly enough.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Did Boom Boom find the papers he was looking for (faction mission)?
perception check 1d20 + 4 ⇒ (1) + 4 = 5
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Bero gulps his mutagen, gaining +4 to str and -2 to intelligence, and +2 to armor class.
He will then use his move action to step into combat.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom will stay back out of combat and let the brawny types handle this combat
But he will ready his mutagen just in case he needs to jump in.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom searches for his faction mission paperwork. Any Sczarni want to help?
1d20 + 4 ⇒ (14) + 4 = 18 perception
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom will provide a boost up, or better yet - bring a chair over and climb up himself.
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
Boom Boom still needs to find other papers!
And he owes 3 fort checks.
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (19) + 3 = 22
He keeps searching the desk for more info, then will hurry to the next room (and he is confused about where he is with no map so just send him into the next room)
1d20 + 4 ⇒ (13) + 4 = 17 perception check
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
What happens to Boom Boom with his failed save?
And Boom Boom will look inside the room we just released the devils from.
1d20 + 4 ⇒ (16) + 4 = 20 perception
alchemist / 3 HP 24 / 24, ac 18; touch 14, flat footed 14; F+5; R+7; W+1, init+3, per+6
And a further fort save..
1d20 + 3 ⇒ (3) + 3 = 6
| Full Name |
Rojax MantleStone |
| Race |
Dwarf |
| Classes/Levels |
Paladin |
| Gender |
Male |
| Size |
Medium |
| Age |
44 |
| Special Abilities |
DarkVision, +2 vs. spells-poison |
| Alignment |
Lawful Good |
| Deity |
TORAG |
| Languages |
Common, Dwarven, UnderCommon |
| Occupation |
Adventurer |
| Strength |
14 |
| Dexterity |
12 |
| Constitution |
13 |
| Intelligence |
12 |
| Wisdom |
12 |
| Charisma |
14 |
|