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Boomkin's page
71 posts. Organized Play character for Lecky.
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HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Thanks Zoog, so what's next?? haha
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Who else is up?
"Draw my ..., noone is calling a draw, especially the one who tried to kill us!"
Storm Burst: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Directed at the man in front of me, -2 on attack rolls for the next round.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Rise up," says Boomkin as he gives Amaruu life force gathered from nature.
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Should've set that Faerie Fire! On the other hand we have a smurf lol
Boomkin moves to D7 for the surprise round, and fires off a Storm Burst directed at the one with the greataxe. (Surprise and Round 1)
Storm Burst: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Concealment: 1d100 ⇒ 61
LOL my pic all of a sudden changed into a smurf!
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Do we have a key left to try to open the steel cube? If so, Boomkin will try to open it.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Great job,"
Anything else left?
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Since nobody has touched the basket, Boomkin will use his quarterstaff to take off the lid, and flip the basket over to reveal its contents if it has any.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Now the question is, which chest will that brass key open?"
Any inscriptions on the key or chests?
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"I'll try this the best as I can,"
Spellcraft, Red: 1d20 + 7 ⇒ (5) + 7 = 12
Spellcraft, Copper: 1d20 + 7 ⇒ (11) + 7 = 18
Spellcraft, Steel: 1d20 + 7 ⇒ (5) + 7 = 12
Can you aid in spellcraft?
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"If they locked us in here then there may be dire consequences if we open or use the wrong one,"
Detect Magic on everything.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Just like with what I've said earlier, I didn't mean to kill you. You surrendered it already so I will take my leave. But before I do that, why shouldn't we open it?"
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
So we are outside currently and we were able to grab the box right?
If not,
"Stop!" says Boomkin as he stabs the imp using the dagger given by the paracountess.
Dagger: 1d20 ⇒ 19
Crit Confirm: 1d20 ⇒ 10
Damage: 1d4 ⇒ 2
Crit Damage if applicable: 1d4 ⇒ 2
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"I agree, are you willing to compromise now?"
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Hey, give us the trinket and we won't have to use this one you!" shouts Boomkin as he shows the imp the dagger the paracountess gave them.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Who has the dagger given by the countess?
Boomkin readies his quarterstaff in case the imp gets close,
Quarterstaff: 1d20 + 0 ⇒ (10) + 0 = 10
Damage: 1d6 ⇒ 3
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"I understand your thirst for blood, but we are still inside the paracountess' property," Boomkin pauses for a moment as he turns towards the paracountess "Do you want us to deal with that noise?"
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Uhuhm, so that noise is coming from your experiments regarding the devil's powers?" interrupts Boomkin.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"One thing for sure is those books are more important for our employer than the rest so there's something there."
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"The owner said he only wanted the books, so if you guys don't mind, can I have the alchemist's fire? There may be more 'rats' that might come our way."
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Done, let me know where I could be of any help."
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Hold on Amaruu,"
Anything we can use around?
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Now that you've said it lol
"The owner might not like his crate wet,"
How heavy does it look like?
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Back to civilization.
Boomkin moves in and smacks the rat,
Quarterstaff: 1d20 + 0 ⇒ (2) + 0 = 2
, to no avail.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
So you register at the website for a table, but are you going to hold the scenarios at that website or here?
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Now that it's done, let us head to the store. We could find some interesting things in there."
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"I don't think she sends the sick ones to work, she treats them. The children pay for their rent and they should, that should teach them to be responsible enough for themselves, unless one of you volunteers to switch places with this woman then I say we give her the medicine and go to the next on the list."
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Wa! I thought I fixed my profile! Meant to re-train as a caster druid without a companion, oh well next scenario I guess.
Boomkin looks at Furball and gives a nod which the creature gladly obeys. Furball lays on the ground right before the door.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"I see that you have too much to handle within this household, I think it's just fair to make the able work, since she gets no support from the local government. Such a world we live in."
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Hey kid, is this Auntie Baldwin's residence?" trying to pretend to not know it exactly to not look suspicious, "Is she home? Do you mind telling her she has visitors?"
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Let's finish this task first then we can have the whole afternoon or day to squash that halfling." says Boomkin leading the way towards the orphanage.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
I have to update Boomkin as a caster druid, I feel like having an animal companion in early game is a little bit op. I will also purchase a wand of CLW for 2 PP.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Found it!
"Another fetch me, oh well at least it's not as problematic than the last one."
I'll go wherever you guys decide to go.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Well Indiana is really far from the west coast, have fun there!
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
# 75680-9 I don't have a day job.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
If that is not enough to make the ratfolk talk, Boomkin will also aid them in the diplomacy check.
Diplomacy Aid: 1d20 ⇒ 9
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Boomkin tries his best to put down Leska, smashing him/her with his quarterstaff,
Quarterstaff, Flanking: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Furball does the same, giving its all.
Bite: 1d20 + 2 ⇒ (2) + 2 = 4
Claw 1: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw 2: 1d20 + 2 ⇒ (9) + 2 = 11
Boomkin will aid Leastrie,
Knowledge Nature: 1d20 + 5 ⇒ (7) + 5 = 12
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"So they're the ones responsible for this," as Boomkin moves up to aid his comrades,
Quarterstaff: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
"Furball on the other side,"
Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19 to avoid the AoO from Leska
Bite: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Can I give that potion of cure light wounds to my companion here? He's moderately wounded."
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Take Neevindi down," orders Boomkin
Bite, Flanking: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Claw 1, Flanking: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claw 2, Flanking: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Noticing that the lion is having a hard time connecting with it's targets, Boomkin orders it to stay back in the meantime.
Furball 5 ft steps back.
Boomkin holds his quarterstaff with his two hands, gathers his strength and channels it all to Cathixia's head, who injured his trusty comapanion moments ago.
Quarterstaff: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Attack!" commands Boomkin, Furball swiftly moves to thrust his fangs into Cathixia,
Acrobatics: 1d20 + 3 ⇒ (7) + 3 = 10 to avoid AoO
Bite: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
"I'll try to go around," says Boomkin as he moves into position.
Boomkin moves closer to Cathixia doing his best to avoid any AoO
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Knowledge Religion (untrained): 1d20 - 1 ⇒ (18) - 1 = 17
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
I guess Quiven would have said something about it.
Boomkin upon hearing the commotion,
"Are you guys ok? I'll be right there. Come Furball."
Boomkin will move to assist the rest.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"We're ready whenever you are,"
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"I'll watch your back Quiven, give us a sign if you need help."
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Do you remember anything that they might have been talking about?" says Boomkin, "First of all is anybody hurt?"
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
"Furball, come."
Boomkin will approach the Aspis slavemaster and ready an attack, if they come to within range.
Quarterstaff: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
I think it's fine, let's charge! Lol then we can pull back if we are outnumbered.
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
Ha! And you're the one who actually suggested it. Would I be able to retcon my round 1 actions since they charged up near the slavemaster?
HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,
If I'm not mistaken, the plan is to draw the slavemaster to where we are for fear of some unknown things inside the unexplored rooms.
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