Bee Doll

Buzz the Wasp's page

17 posts. Alias of Magabeus.


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hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Thank you GM!

Could you also be so kind to deactivate this campaign? (on the campaign info tab)


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Buzz attacks the nearest target, which is the oracle

Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 ⇒ 5

Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1 Dex; cure 1 save.


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Bzzzz!

Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 ⇒ 2

Remember the Poison: Sting-injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1 Dex; cure 1 save.


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Buzz fumbles his attack
Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Damage: 1d6 ⇒ 5

Remember the Poison: Sting-injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1 Dex; cure 1 save.


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Buzz follows suit and damages his target again

Attack: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 ⇒ 6

I think you forgot the poison save / damage last round, when Buzz missed.

Poison: Sting-injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1 Dex; cure 1 save.


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Buzz stings her target again, but is distracted by her master.

Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 ⇒ 1


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Buzz attacks again

Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d6 ⇒ 2

Poison: Sting-injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1 Dex; cure 1 save.


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Buzz flies out into the main chamber and attacks the first non-pathfinder she sees.

Attack: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d6 ⇒ 3

Unfortunately she misses.

Poison: Sting-injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1 Dex; cure 1 save.


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Buzz lands and looks at the wine, puzzled why he can't join his good friend Yarricki


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

munches away happily


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Buzz wants cloak!


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

Attack, Higher Ground and Bard: 1d20 + 1 + 1 + 1 ⇒ (11) + 1 + 1 + 1 = 14
Damage, Bard: 1d6 + 1 ⇒ (5) + 1 = 6

Buzz attacks and then lands on the ground, hovering is a trick which he finds quite hard.


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

bzzzzz!

Attack, charge, higher ground: 1d20 + 1 + 2 + 1 ⇒ (19) + 1 + 2 + 1 = 23
Damage: 1d6 ⇒ 1

Poison on hit; save Fort DC 11; freq 1/rd for 6 rds; effect 1 Dex; cure 1 save.

Buzz charges the flee from above!


hp 5/9 | Ac 16 T 12 FF 14 | I+2 | F+3 R+2 W+1 | Perception +1 |

bzzzz


Thanks GM!

Will the houses of Taarysia play a role in the campaign? In that case I will go for Family ties, otherwise it is Pride

Alignment detour:
Weird thing in the CRB is that the chaotic part of CG differs from the chaotic part in CE. In CG it is following one's own goals, in CE it is wanton opposition of law and order. Therefore these discussions are unavoidable.

Let's assume Jaelryn is close to NE on the alignment scales.


GM, crunch in profile.

Question: could you be pursueded to let me trade 2 traits for 1 feat? I would like to pick up the entire drow noble feat track, including noble spell resistance but that is a hefty feat investment.

I would like to take the following trait:

Omen wrote:
You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Get a drawback either:

Family ties wrote:
Your family is extremely important to you, and you feel disheartened when you can't do what they ask. When a family member makes a request of you, you must fulfill that request or take a —2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can't take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

or

Pride wrote:
You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Choice of drawback is to be decided by background; I do not mind having a family from Taarysia that is still pulling my strings, even though I want to stand on my own feet. If the other players want to be of the same family I would also be happy to have this drawback.

I then would like to trade the remaining two traits for a feat: probably sacred summoning.

- - -

Other question: are fiendish summons affected by sacred summons?

Finally: for me CE is not about being a murderhobo, it is about being utterly amoral and using everyone and everything for your own 'needs'. If you murder a tool someone that helped you you never get to use him again, so that is just plain stupid.

Edit: House Baryth Kyre is the most likely for me. Will work on fluff later.


This is Magabeus

Looking at this list of applicants I will go with the racial clerical archetype Demonic Apostle. To benefit from my higher level channels I recommend a CE alignment, I also recommend to avoid lawful alignments ;-)

Background and stats need to be done, but I will go for the leader role with an emphasis on WIS and CHA.

Background / character keywords: minor noble, sent to Vothys for a certain transgressions against either faith or nobility, ambitious, arrogant, knows to appear meek when confronted with superior force.

Full Name

Arawn Pryce

Race

tiefling

Classes/Levels

ranger (skirmisher, guide) 4

Gender

male

Size

medium

Age

79

Special Abilities

Feats: two-weapon fighting, quick draw, weapon focus: short sword, endurance; Class: ranger's focus, track, wild empathy, favored terrain (urban), terrain bond

Alignment

lawful neutral

Deity

Prophecies of Kalistrade

Location

outskirts of the Worldwound

Languages

common, infernal

Occupation

Profession: soldier

Strength 16
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 14
Charisma 8

About Arawn Pryce

Arawn was born a slave in Cheliax, but escaped while still a child. He made his way to the nation of Druma and quickly became a follower of the Prophecies of Kalistrade. After serving in the Mercenary League for over a decade he became dissatisfied with his slow advancement and left for greener pastures. He ended up in Taldor where he served as a sellsword and bodyguard. Approached by a member of the Pathfinder Society after seeing Arawn's skills in action, he recently decided to join that organization.

Even though it's been years since he has returned to Druma, Arawn is still a devout kalistocrat. He continues to follow the tenets of the faith and still wears the black garb of the Mercenary League.