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Cartmanbeck's Pregen Alias's page
243 posts. Alias of cartmanbeck (RPG Superstar 2014 Top 16).
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Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Mine looks good, thanks so much for running!
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
It was great! I really am enjoying Pathfinder 2, and with the playtest just coming out, I'm hoping I get the chance to try out all the new classes. :)
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Mine would be 44004-2002. I haven't given the character a name yet though, or built it at all haha.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus grabs two of his freezing bombs and tosses them at the ooze.
Once again, ignoring splash to keep from hurting Valeros.
frost vial: 1d20 + 11 ⇒ (13) + 11 = 24 cold: 2d6 + 4 ⇒ (6, 6) + 4 = 16
frost vial: 1d20 + 11 - 5 ⇒ (7) + 11 - 5 = 13 cold: 2d6 + 4 ⇒ (4, 5) + 4 = 13 If this one misses, just 4 splash damage.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
With the machine stopped, Fumbus concentrates his fire on the ooze.
Choosing to only deal splash damage to the ooze.
Alchemist's fire: 1d20 + 11 ⇒ (3) + 11 = 14 fire: 2d8 + 1 + 4 ⇒ (6, 1) + 1 + 4 = 12 plus 3 persistent Fire.
Alchemist's fire: 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10 fire: 2d8 + 1 + 4 ⇒ (2, 1) + 1 + 4 = 8 plus 3 persistent Fire again.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
"Fumbus is good at machines!"
Fumbus jumps over to the machine and tries to grab ahold of it without falling into the nasty water.
Not sure if Acro or Athletics would make more sense, so I'll roll both here.
Acrobatics: 1d20 + 11 ⇒ (11) + 11 = 22
Athletic: 1d20 + 8 ⇒ (11) + 8 = 19
Then he tries to disable it in any way he can.
Thievery: 1d20 + 11 ⇒ (2) + 11 = 13 Will use a Hero Point to reroll that.
reroll: 1d20 + 11 ⇒ (19) + 11 = 30 HAHA!
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
"Looks like they're used to acid. Maybe not to FIRE!!!"
Fumbus double-moves into the room, then tosses an alchemist's fire at the doll. This is just barely within the second range increment, so I take a -2 to the attack roll. I will keep the bomb from doing splash damage.
alchy fire: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10 fire: 2d8 + 1 ⇒ (1, 1) + 1 = 3 Also 3 persistent fire damage. YIKES. What's with all the 1's??
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus nods in agreement, and sets off following Valeros.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
After the rest, Fumbus is feeling a bit better, but still feels that he needs one of the elixirs that he made.
healing: 3d6 + 6 ⇒ (3, 6, 1) + 6 = 16
I have four more left, feel free to use them, though it might be good to leave a couple for later.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
I can only make them if we DO rest overnight, so I hope we are. :)
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Thanks in advance for the healing! Fumbus will plan to create three of each of alchimist's fire, acid flasks, frost vial and bottled lightning (same as was on his pregen sheet) and then spend three sets of his reagents to make SIX lesser elixirs of life, which he's willing to dole out to people as needed (he's still at less than half health, so he'll probably need one himself). He'll save the other 2 sets of reagents for on-the-fly quick alchemy.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
I agree that we should definitely rest overnight. Fumbus is happy to take a watch shift to make sure we're not ambushed.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Bozzinator's Pregen Alias wrote: How long does my Wounded 1 Status last? I believe it's until the next overnight rest.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
elixir of life, lesser: 3d6 + 3 ⇒ (4, 5, 6) + 3 = 18
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus has one elixir of healing that someone can feed him to get him back up. Unfortunately, he won't be able to use it on someone else.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Jelly Gelly wrote: As I don't play wizards too often, I'm not sure what to do. I understand how sorcerers work, I can just keep casting magic missile or fireball, but with wizards you expend the spell slot and the spell, so while you get three third level spells, only 1 fireball. If anyone has a good suggestion, I'm up for it since I already fireballed. PS: Paizo, why couldn't you have left us with a pregen level 5 Sorcerer, Wizards give me a headache just to figure out. You still have your electric arc cantrip, which deals decent damage. They made cantrips not suck now. :)
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus uses the last of his reagents to quickly put together another fire bomb and smash it on the stupid ooze's face, before it kills him.
alchemist's fire: 1d20 + 11 ⇒ (20) + 11 = 31
CRIT damage: 4d8 + 2 ⇒ (6, 5, 1, 5) + 2 = 19
If the thing is still alive, he will then punch it.
unarmed: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11 damage: 1d4 + 1 ⇒ (3) + 1 = 4
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Thanks, yeah I need to look up how many Quick Alchemy uses I should have... it's not included anywhere on the pregen sheet, from what I can find. I've only used it twice so far, so I'm pretty sure that's okay.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus shrieks at the ooze grabbing him. "NONONONONONO!"
He attempts to grab some materials from his belt, quickly make a bomb from them, and drop it right on the thing.
Flat check DC 5: 1d20 ⇒ 7 Success
Choosing to do no splash damage with this fire-bomb.
alchemist's fire: 1d20 + 11 ⇒ (12) + 11 = 23
fire: 2d8 + 1 ⇒ (7, 4) + 1 = 12
I'm not familiar with the grabbing rules yet... is there a check I can make to try to escape?
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
I have one more exlixir of life, so I plan to pour it down Valeros' throat the first chance I get. Might need to finish off the ooze first though.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Yeesh. These things are not playing.
Fumbus takes a step back, then rapidly tosses two bombs at the (yellow) one grappling poor Amiri.[/ooc]
bomb (cold: 1d20 + 11 ⇒ (4) + 11 = 15 cold: 2d6 ⇒ (4, 3) = 7
bomb (cold): 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21 cold: 2d6 ⇒ (3, 4) = 7
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Bozzinator's Pregen Alias wrote: What is the damage for just punching 1d4? Yep, 1d4 + Strength mod.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Seeing that the fire was pretty useful, he decides to quickly whip up another one.
Using Quick Alchemy to create another Moderate Alchemist's Fire as an action.
He tosses the alchemist's fire at the main (red) ooze, targeting it such that the splash damage will also hit the one next to it (yellow).
alchy fire bomb: 1d20 + 11 ⇒ (4) + 11 = 15 fire: 2d8 + 1 ⇒ (8, 5) + 1 = 14 Also 4 splash fire damage to the yellow one.
Then he pulls out an icy bomb and tosses it in the same way.
frost vial bomb: 1d20 + 11 ⇒ (15) + 11 = 26 cold: 2d6 ⇒ (2, 2) = 4 Also 4 splash cold damage to the yellow one.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus steps forward and rapidly tosses two alchemist's fires at the ooze. I wish I had noticed this ability before, but Fumbus has the Bomber ability, which means he can choose to deal damage ONLY to the primary target, with no splash damage. He'll do so for these two bombs.
bomb (fire): 1d20 + 11 ⇒ (3) + 11 = 14 damage (fire): 2d8 + 1 ⇒ (8, 8) + 1 = 17
bomb (fire): 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23 damage (fire): 2d8 + 1 ⇒ (1, 6) + 1 = 8
For each hit, the ooze will take 3 persistent damage on its turn, until it makes a DC 15 Flat check.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
"Looks very interesting. I'd love to get a sample, if we can do so safely..."
Fumbus follows Meri and Valeros.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
"Yeah, if traps like that are around, there are probably other dangers too! I hate to rush into things without your powers re-plenn-ushed, Miss Kyra, but we gotta do what we gotta do."
Fumbus follows along as well, feeling that the first turn in a tunnel is usually the best one to start with.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus covers his eyes with his hands as Kyra is stripping down to remove the acid from under her armor. "Kyra too busy getting naked! Fumbus doesn't want to see that! Humans are all jiggly and weird when they naked!"
He does, however, offer a healing potion to party members as needed, to save Kyra's spells as much as possible. Fumbus only has one more healing potion, but it's definitely available to anyone that took a bunch of damage. 3d6+6 HP.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
"Meri! You were supposed to disable those thingies! Isn't that your job, miss rogue-y?! Get back in there!" Fumbus rudely tries to persuade Merisiel to go do her danged job. LOL this acid is doing a number on us!
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
"OWW OWW OWW OWW IT BURNS! WHY WOULD THEY BUILD THIS ROOM LIKE THIS???"
Seeing that he is completely ineffectual, Fumbus follows Jelly and stops before the next room, looking back. "DISABLE IT, MERI! YOUR ELFY HANDS IS MORE DEX-TRUSS THAN MINE!"
persistent acid: 2d4 ⇒ (4, 1) = 5
flat DC 15: 1d20 ⇒ 18
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus moves up to the far wall and attempts to disable one of the stupid acid nozzles. Unfortunately Fumbus is only trained in Thievery, so I'm pretty sure he will just fumble (HAHA!) at them for a round.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
"Something smells bad. And coming from me, I am under the impression that says something." Fumbus whispers.
Fumbus cautiously moves forward, trying to stay quiet.
Stealth: 1d20 + 13 ⇒ (17) + 13 = 30
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus asks around about the Ohrlavi twins.
Crafting: 1d20 + 14 ⇒ (1) + 14 = 15 LOL
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
"Those statues were no good. They made me hurt my friends here and didn't even take any damage! I'm sorry again, friends."
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus hands Jelly a lesser elixir of life. "Here you go, friend!"
Drinking it will restore 3d6+6 HP.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus brushes himself of stone dust, shrugs, and heads for the locked cases of books and papers.
Thievery: 1d20 + 11 ⇒ (6) + 11 = 17
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus, finding that he's generally been ignored by the statues (and happy for that) decides to try to be tack-tick-ull and move, then swings his dogslicer again.
Move around the blue one to flank it, then swing twice.
dogslicer w/flank: 1d20 + 11 ⇒ (4) + 11 = 15 damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9
second: 1d20 + 11 - 5 ⇒ (8) + 11 - 5 = 14 damage: 2d6 + 5 ⇒ (4, 4) + 5 = 13
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Doing a little testing now:
does this work?: 1d20 + 5 ⇒ (19) + 5 = 24
damage test?: 2d6 + 2 ⇒ (1, 4) + 2 = 7
percent die?: 1d100 ⇒ 20
Yep, seems to work now. Very odd behavior.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
The dice roller is not actually rolling... just posting the rolls with no formatting. No clue what's happening there. :(
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus swings his dogslicer twice at the same one as Valeros Unless he already killed it.
1d20+11 2d6+1
1d20+11-5 2d6+1
WTF? The dice roller isn't actually rolling my dice. At least not for me. I tried twice. :( I don't have time to fight with this right now... could someone roll those dice for me, if they really aren't showing up as rolled for anyone else?
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus curses at the ineffectiveness of his flasks. "STOOPID STATUES!"
Fumbus sees another statue coming up behind him. "EEK!!" He grabs his dogslicer and tries to hit the thing instead.
dogslicer: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 2d6 + 1 ⇒ (5, 1) + 1 = 7
First action, retrieve dogslicer. Second action, step. Third action, attack.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus hops down from the area he had climbed.
Acrobatics: 1d20 + 11 ⇒ (18) + 11 = 29
If Valeros or Merisiel is not okay with me throwing these, I can't do so:
Then he will throw an acid flask, followed quickly by an alchemist's fire, to see which one affects the statue best.
Acid flask toss: 1d20 + 11 ⇒ (15) + 11 = 26 persistent acid: 2d6 ⇒ (4, 1) = 5
Alchemist's fire toss: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24 fire: 2d8 + 1 ⇒ (7, 3) + 1 = 11
I am choosing NOT to use Calculated Splash with these two bombs, so that I only deal 1 Acid damage and 1 Fire damage to my two allies who are surrounding the statue.
Action 1: Stride, including Acrobatics to hop down. Action 2: draw and throw Acid flask. Action 3: draw and throw Alchemist's Fire.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus, noticing the texts up the slippery stairs, heads up that way.
Acrobatics: 1d20 + 11 ⇒ (18) + 11 = 29
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
At Kyra's suggestion, Fumbus nods. "Yeah, we like helping Pathfinders! That's why Fumbus joined! That and, you know, gold."
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
A twitchy-looking goblin male carrying all manner of flasks and vials and bombs joins the group.
"I'm Fumbus! I'll help blow things up, that's kinda my thing. Good to meet you!"
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Damn, that's annoying that there are only a few level 5 options. I'll go with Fumbus.
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Thanks as always, Kludde!
Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Raia shrugs and downloads the album to her compad.
I assume the character I apply this to will have access to the album from the chronicle sheet.
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