Boomer takes the opportunity to talk with Kazrin and Camon pretty much exclusively and mostly ignores the surrounding aspects of the road. As the others call out to stop the caravan, he looks about but doesn't see the reasoning behind it. Nonetheless, he pulls out his boom stick, trusting his allies more than his own senses.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
An ifrit, obviously well attuned to the fires of his forebears, stands upright as the others are introducing themselves, "Uhh....I...I'm B..B....oomer. I've moved about sssso much, I'm n...n...not really sure w...where my home is anymore. As long as I can ffff...find a forge or set up my lab, I'm happy." A large hammer is slung over his back as a number of vials line his belt.
"This is mmmm..my first time in Is...Isger. Any information you have will be h...helpful for sure.
Boomer flicks away the little dagger as it pierces his skin...barely. "Th....at almost hhhurt!"
He briefly looks over at the atomie and sees it blinking in and out. He cries out, "That th....thing must have cast B..B.Blink. Gonna be hard to hhhhit her!"
He chases after the creature as it sprints off, keeping track of it from the ground. "Gggget back here you!" He grabs another vial and throws it at the blurry thing.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Reflex save to extinguish is a full-round action. So, Blurry needs to decide whether they want to take more damage and hit Boomer or prevent the burning and not attack this turn , but can't do both.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Boomer shakes off the detritus from the tangles and moves around the menhir. He grabs one of his vials and tosses it at blurry thing on top of the next menhir over. "Stttttay stttttill you b...b..bugger."
Explosive Bomb:1d20 + 4 ⇒ (15) + 4 = 19 F damage:1d6 + 3 ⇒ (2) + 3 = 5(4 splash damage in 10ft radius. With direct hit, catching fire for 1d6 fire damage each round until extinguished. Full-round action to extinguish, Reflex DC14)
Once out of the water, Boomer looks around feverishly for the voice. He knows that there is something there, but can't seem to make out the source. In his haste, he gets tangled up in the forming roots and branches. He rips away the branches enough to allow him to move outside of the grasping plants.
Move action to break free; move action to get the heck out of dodge.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
As Boomer struggles against the water, he sinks to the bottom of the waterway until he feels the firmness of the ground on his feet. He immediately stops struggling and keeps moving ahead.
Does Boomer need to roll to climb out at the opposite shore? He still has movement and a standard left.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Boomer flails around in the the water, a much maligned substance for him. Somehow, his flailing moves him forward a bit, towards solid ground, but away from the others.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Boomer sees everyone's hesitation to cross the bridge, so he holds his earth breaker in the middle to assist with balance and tries to move across the bridge. Unfortunately, he is unable to find firm footing.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Boomer nervously looks around, a bit on edge from the long trek, "Uhh...I'm nnnnot sure I ll...ll..like this. Nat...ture makes me a bbbbit uneasy." He pulls out his earth breaker, using the large weapon to keep the greenery at bay.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
CON check:1d20 + 1 ⇒ (14) + 1 = 15 CON check:1d20 + 1 ⇒ (17) + 1 = 18 CON check:1d20 + 1 ⇒ (17) + 1 = 18
Still revved up by the encounter with Thaven and almost passing on to teh great destruction ahead, Boomer pushes through the pain, grumbling to himself as he goes.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Boomer straps his earth breaker to his back. "Loooooks like we have n...n...no time to waste. My BBBBBoom Stick will take care of them fffff.fey real good."
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Boomer rises to his feet, a bit worse for wear but at least alive. He looks to party and then to the restrained axeman that took him down. It is then that he notices that the group is not alone anymore and key's into what they are saying. "F...feel fffffrrree to have your w...w...way with thissss one, once we get the infor...informmmmmation we need from him. If you don't I wwwwwill." Boomer looks for the satchel, remembering that is what cost his so dearly.
Craft (alchemy) to ID remaining potion:1d20 + 8 ⇒ (12) + 8 = 20
At identifying the potion as barkskin, Boomer realizes that he still is not feeling great. As the gnomes as threatening the group, he takes out a flask and his formulae book, paying little mind to the others. "Just a m...m...minute. That one bbbbbbbeat me up pretty f...f...fierce. Just nnnneed a little s..s.something before we go much further."
Spend 1 minute to prepare an extract. Feel free to interrupt if applicable.
If not interrupted:
Crafts an extract of Cure Light Wounds then imbibes. CLW:1d8 + 2 ⇒ (6) + 2 = 8
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Boomer starts making a move towards the satchel, but sees the guy attacking Wulthur. For a quick moment, he thinks about helping the beefy man, but realizes that he has this well-in-hand. Instead, he refocuses on the satchel and makes towards it.
Move to satchel and move to retrieve. Please reposition if not in the right area.
Finding his way, again, through the tangled mass, Boomer slams down at the summoned rat. Then, following Wulthur's lead, he makes his way towards the real threat.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Reflex:1d20 + 5 ⇒ (12) + 5 = 17
Boomer is able to carefully step around the weeds and avoid getting tripped up. He takes this opportunity and swing down at the mean cat with his heavy earth breaker.
Boomer takes the brunt of the bomb damage and is able to push out of the vines as they singe from the heat. He calls to the others, "I ddddon't think she w...w..wants to be doing this. Maybe sssssomeone can ttt...talk to her. I'll take care of ffffl....uffy." He then attempts to move through up to the cat, but the going to though and he needs to push harder through the brambles. As he passes by Wulthur, he grabs his earth breaker and holds it firm.
Double move and draw earth breaker as a free action.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Reflex:1d20 + 5 ⇒ (7) + 5 = 12
Boomer struggles against the vines, but isn't able to writhe free of them. He pulls one of his vials from the bandolier, kisses it and tosses it at the mass of spiders.
If hit, the swarm is on fire and takes 1d6 fire damage each round; Boomer takes 5 fire damage which activates Fire in Blood, gaining fast healing 2 for 1 round.
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
"Ya...ya..you've got it, Boss!" The rather stout ifrit gets out before leaving the Venture Captain. This guy looks rather odd with a giant cold-iron hammer strapped to his back with a number of glowing vials arranged in a bandolier. To top it off, the rather weathered tome secured to his waist with a strap, makes his seem a bit of an oddity, even for this lot.
"I j...juuust hope we have sssssomething to break."
Male CN Ifrit Alchemist (Grenadier) 2 | HP 15/15| AC 16(18) T 12 FF 14(16) | CMB +4(+6), CMD 14(16) | F: +4, R: +5, W: -1 | Init: +2 | darkvision 60', Perc: +3, SM: -1 | Speed 30ft | Bombs: 5/5 | Mutagen: Strength| Active conditions: None
Extracts:
3 unprepared
Boomer looks back over his shoulder, "I knew ssssome...thing was wrong with that m..m..man. Bbbbbback upstairs! Now!" He rushes back up the stairs with his earth breaker in hand.
August Vydoc
M Android Operative (Detective) | Level 3 | SP 10/21, HP 17/22, RP 3/4, EAC 14, KAC 15, AC vs CM 23| F +2 R +6 W +4| Init + 5 | Perc +9 | Acro + 11
(719
posts)
Aliases
Aurelio Grulios
M Human (Chelaxian) Fighter | Level 13 | HP 92/125, AC 30, T 15, FF 27 | F 12 R 11 W 8 | CMB 18 CMD 36 | Init + 6 | Perc +13
(199
posts)
Januarius ibn Fahlad
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
(715
posts)
M Monkey Goblin Rogue 3/Alchemist (Mindchemist) 5/Wizard (Arcane Bomber) 3
Vitals:
HP 93/93, AC 22 (30), T 19 (25), FF 17 (23)| F 9 R 13 (15) W 8 | CMB +6 CMD 23 (30) | Init + 7 (9)| Perc + 18 | +2 save bonus vs. poison | Defensive Abilities: evasion, trap sense +1, poison resistance