Spooky

“Chance” Sarava's page

59 posts. Organized Play character for 勝20100.


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Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance sheaths is weapon while commenting “Let’s hope they think about their career choice.” He gladly accept partying but what he’s most looking for is a bath to get all the mud off his fur.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

The catfolk stands up and grabs his rapier. He advises his teammate that are not getting healed up to check the agent for anything usable. He thanks the goblin for saving his life. I still have a potion in case that happens again.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

The catfolk points out at the Aspis Agent, he just hit “Aren’t you paid enough to only have a dagger as a weapon?

Bon Mot
Diplomacy vs Agent 3 Will DC, including penalty to Cha based checks: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Hopefully that’s a success and Chance gets back panache.

Confident Finisher: 1d20 + 10 ⇒ (13) + 10 = 23
Weapon damage, piercing, magical: 1d6 + 1 ⇒ (5) + 1 = 6
Extra precision, or half that damage on a failed attack: 2d6 ⇒ (6, 6) = 12
Deadly: 1d8 ⇒ 3

After trying to prove his points about daggers, the catfolk takes a defensive posture.

Dueling Parry, AC 22

Opportune Riposte vs any critically failed attack:

Rapier: 1d20 + 10 ⇒ (2) + 10 = 12
Weapon damage, piercing, magical: 1d6 + 1 ⇒ (2) + 1 = 3
deadly: 1d8 ⇒ 3

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

The catfolk rushes forward and tries to put his rapier through one of the Aspis agent’s guts.

Stride <1>
Stride <1>
Confident Finisher <1>
Opportune riposte on any critical melee failure

vs 2’s AC: 1d20 + 10 ⇒ (14) + 10 = 24
Piercing, magic: 1d6 + 1 ⇒ (6) + 1 = 7
Precision: 2d6 ⇒ (3, 6) = 9
deadly: 1d8 ⇒ 5

Opportune Riposte:

vs AC: 1d20 + 10 ⇒ (19) + 10 = 29
Piercing, magic: 1d6 + 1 ⇒ (4) + 1 = 5
deadly: 1d8 ⇒ 2

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance sits next to Looni. He comments: “Burn the stone? I know volcano have molten rocks in them, but that looks like quite a feat. Aren’t we close to a volcano, by the way?

He looks at his companions, having to no idea what to do. “Do you want me to try to push that last one? Knowing me, that might just cause a chain reaction when it falls…

Feel free to bot Chance +6 Athletics if it comes to it.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

After the battle, the catfolk cleans up his rapier. He’s curious about what Scratch is doing so watches with interest and gets in cover in time. As the damage does not seem enough, he comments “At least you tried to do something about this.

The catfolk look at the pillars that almost tilted over. He sheathes his weapon, ready to jump or roll away in case they fall. He’s not very confident he could push those but if it comes to it.

Chance might try the Athletics check if everyone has failed their Crafting. He will wait for everyone to be quite far as he expects something bad will happen…

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance get closer to the duergars and tries to pass his rapier through one of them.

Stride ◆ 35 ft of movement, moved 2 squares in the difficult terrain.
Confident Finisher ◆

+1 Rapier vs Duergar 3 AC: 1d20 + 10 ⇒ (2) + 10 = 12
Piercing magic damage: 1d6 + 1 ⇒ (3) + 1 = 4
Precision damage: 2d6 ⇒ (2, 5) = 7
Deadly: 1d8 ⇒ 7

Half precision damage due to the failure.

Dueling Parry ◆

Opportune Riposte:

+1 Rapier vs AC: 1d20 + 10 ⇒ (19) + 10 = 29
Piercing magic damage: 1d6 + 1 ⇒ (4) + 1 = 5
Deadly: 1d8 ⇒ 6

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Botting Caitlin as requested.

Caitlin ◆ moves so she can see #2, ◆ Hunts Dwarf #2 and fires a pair of◆ Hunted Shots at him

Hunted Shot 1: 1d20 + 10 ⇒ (11) + 10 = 21
Piercing, Magical: 1d8 ⇒ 6
Deadly: 1d10 ⇒ 4
Hunted Shot 2: 1d20 + 5 ⇒ (5) + 5 = 10
Piercing, Magical: 1d8 ⇒ 8
Deadly: 1d10 ⇒ 5
Precision, dealt if any hit: 1d8 ⇒ 2

No idea how she avoids the volley penalty, maybe she was out of range last round?

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance moves forward and searches for an opening in the hurt duergar defence.

Stride <1>
Strike <1>

+1 Rapier vs #4 AC: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing, Damage, Precise Strike: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Deadly: 1d8 ⇒ 8

Dueling Parry <1>
Will use reaction for Opportune Riposte as usual.

Opportune Riposte reaction:

+1 Rapier vs AC: 1d20 + 10 ⇒ (9) + 10 = 19
Piercing, Damage, Precise Strike: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Deadly: 1d8 ⇒ 8

Envoy's Alliance

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Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

The catfolk move to the room and goes toward the statue, intent on giving a closer look.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance uses the water he took before to clean that filthy mud. He starts thinking it can’t be that bad otherwise I would not feel better would I.

Chance comments, avoiding being too loud in case the group was silent enough so far. “I said that people got cursed due to interaction with temple or altars, but it looks like the people that did that did not care or were protected by someone else.” He starts looking in dark corners, expecting something to jump at the Pathfinders.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance grabs the rapier he dropped, clean it before sheathing it. He asks, “Some gods curses you when you do something with their temple or altars, don’t they? Should we go that way.” He points east.

Picking the direction at random there. I’m fine with stopping more for healing.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

I thought the demon did not like mirrors. Someone must have rolled a critical failure…
I do not see on google sheet or read that the demon moved so I’m a bit lost.

Chance points the mirror at the demon, commenting “Look how good looking you are.

Interact ◆
If the demon spoke common, that would have been a nice timing for some Bon Mot.

The catfolk tries to slide past the demon to get to an advantageous position.

Acrobatics, Tumble Through vs Reflex DC: 1d20 + 9 ⇒ (16) + 9 = 25
Did not move the token, even if I hope this is a success.

Claw Strike: 1d20 + 9 ⇒ (2) + 9 = 11
Slashing: 1d6 + 1 ⇒ (6) + 1 = 7, +2 if the acrobatics was a success, mental damage if that mirror info is valid

Opportune Riposte:

Claw Strike: 1d20 + 9 ⇒ (10) + 9 = 19
Slashing: 1d6 + 1 ⇒ (6) + 1 = 7, +2 if the acrobatics was a success, mental damage if that mirror info is valid

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Fortitude DC 19: 1d20 + 8 ⇒ (6) + 8 = 14
Failure this time.
16 HP left

Chance drops his rapier, takes his backpack off, grab his mirror and slashes at the demon, hoping the mirror will prevent him from getting gutted by the demon.

Release ◇ to drop the rapier
Interact ◆ to get the backpack off
Interact ◆ 2 hands needed to get the mirror from it
Strike ◆
Will use opportune riposte against the first enemy to roll a critical failure.

Claw attack vs Demon 3 AC: 1d20 + 9 ⇒ (5) + 9 = 14
Slashing: 1d6 + 1 ⇒ (5) + 1 = 6

Opportune Riposte:

Claw attack vs AC: 1d20 + 9 ⇒ (1) + 9 = 10
Slashing: 1d6 + 1 ⇒ (4) + 1 = 5

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Moved Chance toward the closest demon. As he failed his acrobatics, he’s not on the other side.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Critical hit so 36 hit point, Chance is at 5 hp.
DC 19 Fortitude vs Curse: 1d20 + 8 ⇒ (13) + 8 = 21 Success!
Looni heals 30, so 35 HP.

Chance tries to put his rapier threw his enemies gut.

Confident Finisher, +1 Rapier: 1d20 + 10 ⇒ (7) + 10 = 17
Piercing, magic: 1d6 + 1 ⇒ (3) + 1 = 4
Precision: 2d6 ⇒ (3, 6) = 9
Deadly: 1d8 ⇒ 6
Half precision damage on a failure.

He takes a defensive posture (Dueling Parry, +2 AC) before trying to do a cartwheel to pass on the other side of the demon.

Acrobatics, Tumble Through, vs Reflex DC: 1d20 + 9 ⇒ (6) + 9 = 15

Probably a failure so no panache and end of movement.
Use Opportune Riposte on any critically failed attack on Chance.

Opportune Riposte:

+1 Rapier: 1d20 + 10 ⇒ (11) + 10 = 21
Piercing, magic: 1d6 + 1 ⇒ (3) + 1 = 4
Deadly: 1d8 ⇒ 1

Is it two interact actions to grab something from a backpack or more?

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Once out of the water, Chance makes sure his weapons are dry and oil them. He makes sure all of his gear is similarly fit for duty once more, letting it dry for the night. He watches how Scratch does it, understanding how simple his weapons are compared to the firearms, his being only sharp sticks.

He tries to get a fish for dinner telling the others jokingly “This one’s at its place, in my plate to get eaten, not the other way around!

---

As the team progress through the dark, Chance tries to remain silent while walking and uses whatever light others are bringing.

Well guessed GM :-)

As he does not understand a thing about what they said, Chance gives a try “You don’t speak Taldane by any Chance?

Just checked, Chance has a mirror in his backpack.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

At the notion of entering the water, the catfolk asks the only question that really matters to him “How dirty is that water?” He’s not a big fan of getting all wet, but that’s fine as long as the water’s clean. He shivers remembering those two missions where he ended up in the sewers. He will also asks “There’s no reason for that water to be salty, but I’d prefer to avoid the surprise. Oh and is there a big current?

I do not remember if there’s any item to protect a backpack and its content from water. Potion of swimming is too high level and too expensive so I do not think there’s much to buy.

Usually Chance does not use light sources to become stealthy but he does not think he’ll be able to do so while swimming so he lights up his wayfinder too.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance comments “It’s always fun and you can either meet people you’ve worked with before or with whom you might work in the future.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance thanks anyone at the society for giving him a lesser healing potion.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Diplomacy, proposing an alternative: 1d20 + 10 ⇒ (18) + 10 = 28

The catfolk gives his opinion “Destroying the messages? Do you still believe the recipient are alives?. Anyway, I have another idea in mind, if you can move, maybe you should go move to another area and help the dwarves there. Think about it, you could even travel for some time to find the perfect location to settle in.

Society, trying to reinforce the alternative: 1d20 + 6 ⇒ (3) + 6 = 9

He tries to give example of the various dwarven settlement, but he’s having trouble.

Let’s use my hero point.

Society, trying to reinforce the alternative, Reroll: 1d20 + 6 ⇒ (15) + 6 = 21

Finally, he starts remembering “There’s an enclave near the mana wastes, Scratch over there might be coming from there; then there’s the other four sky citadels.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance is a bit torn up between leaving the statues here, all alone for quite some time; and the fact they are not people, which he’s not so sure of, given the way the statue talk.

He gets a bit closer to see them better.

It would have made sense to get closer when talking but that does not always occur to me to move my character token out of combat.

He looks at the statues “Can you move?” He also wonders how heavy they are, which is probably very heavy due to the material they are made of.

Chance is not trained in any of those, and does not worship that god.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance wonders “Did anyone leave a message for Pathfinders?” He says Pathfinders as if it was a name, in case the statue are a bit too literal.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Reflex DC 23: 1d20 + 11 ⇒ (13) + 11 = 24
No Cat’s Luck needed there. GM, feel free to roll those saves for Chance to speed up things. He’ll use Cat’s Luck on the first failure.

Well thank you for asking, I think I am. That’s just a scratch.” He gives Steeltoe a smile when saying that. “I’m Chance by the way. Glad to meet you.

Using Glad-Hand
Glad-Hand, immediate attempt at Diplomacy at −5: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25

He follows up. “So when was the last time you saw anybody around?

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

The catfolk puts his mace away. “Crude but always effective against skeletons.

Botting some healing:
10 first minutes after the fight.
- Looni put mud on Aseil, using assurance medicine Healing: 2d8 ⇒ (8, 6) = 14. Completely healed.
- Chance and anyone else not healing or being healed look at the skeleton remains, looking for anything of value or out of the ordinary.

I do not think it is worth having Caitlin healed, and Chance can do with the 6 points.

I do not think Looni can go on with all that damage. Should we wait 40 minutes?

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance grabs one of the remaining agent canteen, in case he needs to clean himself up after some of Looni’s mud bath. He shivers just at the thought.

He look at the stairs. He looks back to check that everyone is ready before carefully and silently advancing the stairs.

Going back to avoid notice.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

The catfolk dashes back toward the aspis agents.

Stride 30 ft. out of 35

He then attack the one that is not on fire.

Confident finisher, loosing the panache. Deal half precise strike on a failure.
+1 Rapier vs A1 AC: 1d20 + 10 ⇒ (5) + 10 = 15
Magic, Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Precise Strike: 2d6 ⇒ (2, 3) = 5
deadly: 1d8 ⇒ 1

He then take a defensive posture, planning to put his rapier through anyone that makes an attack that leaves an opening.

Dueling Parry, AC 22.
Use Opportune Riposte reaction on any enemy that critically fails an attack against him.

Opportune Riposte:

+1 Rapier: 1d20 + 10 ⇒ (17) + 10 = 27
Magic, Piercing: 1d6 + 1 ⇒ (6) + 1 = 7
deadly: 1d8 ⇒ 4

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance look at the goblin trying to put mud on him and says “You’re not puting that on me, there’s no way I can clean that up around there.

Back at the camp the catfolk takes a rest, thinking how much the Society must hate him: after sending him in sewers twice, they teamed him with someone putting mud on people. Couldn’t he put water, like holy water on wounds instead.

Looking down at the trap, Chance indicates “I could give a try to stop the tiles from tipping.

Depending on the number of success needed, that’s either a try, or to help
Thievery to Disable a device: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Gained panache with After You. Dealt 14 point of damage then healed 9. 36/41 HP.
DC 18 Will: 1d20 + 6 ⇒ (10) + 6 = 16
Freightened 1

The catfolk swings his rapier toward the most damaged ghost in range.

Strike ◆
+1 Rapier vs AC, Frightened 1: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
magic piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7 +2 precision but the creatures are immune
deadly: 1d8 ⇒ 5

Strike ◆
+1 Rapier vs AC, Frightened 1, MAP: 1d20 + 10 - 1 - 5 ⇒ (13) + 10 - 1 - 5 = 17
magic piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3 +2 precision but the creatures are immune
deadly: 1d8 ⇒ 3

He then takes a defensive posture.

Dueling Parry ◆ AC increases to 22, Opportune Riposte ↺ if any creature critically fails an attack against him.

Opportune Riposte ↺:

Unless an effect prevent it, frightened decreased
+1 Rapier vs AC: 1d20 + 10 ⇒ (2) + 10 = 12
magic piercing damage: 1d6 + 1 ⇒ (4) + 1 = 5 +2 precision but the creatures are immune
deadly: 1d8 ⇒ 1

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

vs DC 20 basic fortitude: 1d20 + 8 ⇒ (15) + 8 = 23
Taking half, rounded down as usual, so 5.
Sarava relies on potions or others for healing. He is not trained in medicine and no healing tools; he’s got medicine at −1.

As the dwarf points out to Chance, the catfolk becomes silent. He prefers to talk but can be stealthy if needed. He’s thinking this mission is not much fun, no one to talk to, and the people he will meet probably don’t even speak a language he knows.

As Xathel asks for how bad he was hurt, the catfolk replies “I felt that but I’ve seen worse.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

For information, this is my usual posting time.

If needed to move things along, I’m fine with saves, or most rolls, being rolled for me. Just a reminder that in case of a failed reflex save, Chance uses his Cat’s Luck.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

DC 20 Will save or be Enfeebled 1: 1d20 + 6 ⇒ (3) + 6 = 9
That’s a pretty bad roll and a critical failure, let’s use one of my Sarava’s hero point .
DC 20 Will save or be Enfeebled 1, reroll: 1d20 + 6 ⇒ (17) + 6 = 23

I was expecting lava or something. That’s almost a relief.

Usually Chance does not move with a weapon in hand, it’s too aggressive if he meets someone that is not looking for a fight. That’s also because he has a natural attack.
I’m also thinking right now that if he needs his shortbow, it will take two of his actions.
I was not in the impression that the place was only full of aggressive monsters, so let’s rebound on that.

Chance looks at his companions and asks “I can’t help but notice you all have weapons drawn. Caitlin, you’ve been there before, do you expect only trouble down there? If we meet some Aspis agents and they see us with weapon drawn, they’ll probably attack on the spot, which I can’t really blame them in that case.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Buying a backpack and bedroll for Chance. 2 Holy water flasks. Silversheen. Some rations too.
0.1+0.02+2*3+6+0.4=12.52 gp

The catfolk wonders aloud “Lost city of Raseri Kanton? That sounds like something nice to find.” He then tries to remember anything about that.

To Alseil, the catfolk replies “I haven’t seen much eidolon. What does yours looks like? Probably simpler to show it.” After the summoning, he comments “They fit this place quite nicely.

Xathel, if you want me to push those button, that’s fine. One of the reason I’m called Chance is that I managed to survive all those traps I’ve failed to notice.” The catfolk smiles a bit at his luck and his failure at spotting traps despite his training.
He looks at the markings. “Is anyone knows something useful about Tar Khadurrm? If not I guess Xathiel thinking seems good enough.

Moved Sarava next to the door, move him back if you prefer to someone else wants to push the button.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

In general and especially on those specials with timed events, I’m fine with the rule of 2. So if there’s enough vote for something, go on without waiting for my evenings when I post.

I had put Chance really close to the front but if some one else want the spot, due to lower speed for example, be free to do so.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

As Chance gets into town, the catfolk smiles at the other people in town, playing with a coin in his hand as he often do. His light brown fur has patches of white, his light armor and clothing a mix of browns and green. Like many people there, he is armed, a rapier in his scabbard and carries a bow as well as a couple of various mixtures. He goes to some pathfinder he met before, trying to also leave a good impression on anyone he meets, sharing his cheerful attitude. That’s the first time he came to this part of the world, wondering what it had to offer, and also wondering what he was wondering there.

As he notice some merchants, he wonders a bit looking at their wares. Especially as he remembers about the place.

As he notices Caitlin, he goes toward her “Hello, Caitlin, glad to meet you, how have you been?” He immediatly proceeds to introduce himself to anyone near her, bowing a little “Pleased to meet, you. People call me Chance.

I’ve heard people talk about this place and what one could expect, which is vermin, duergars and fiends. I may need more stuff. Holy water is effective on fiends, isn’t it?

As Alseil mentions it, he replies “Climbing Kit? That might make sense in the mountain. Are we going to climb that volcano?

Once he gets an answers, as something a merchant sells catches his eyes, he stops and buy something, bargaining with the merchant a bit.

As Xathel mentions sleeping outside, he asks “Do you think we’ll need to sleep outside and not in a good bed in a tavern?” Chance seems clearly unhappy at the idea.


Selling thieves’ tools and the replacement picks for 1.65 gp
Buying Infiltrator Thieves’ Tools and picks for 53 gp
Updated the character sheet and macro sheet.
Wondering if buying an extreme climbing kit might be worth it.
Are APG items out of the question now? Gecko potion seems it could be useful.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Thanks for copying my character’s information on the sheet.

I’ve put Chance near the front, he’ll usually try to be stealthy despite using After You. I’ve added that to the sheet.

He has the Cat’s Luck ancestry feat and will use the first time it triggers. It is not as versatible as Halfling Luck and only triggers on a failed save so no reason to keep it around. I’ve added that to the note section next to his reflex save.
Chance will also use Glad-Hand as soon as he can when engaging with people, spending the extra minute if failing the check.

I’ve put in in the grid, close to the enemy.

I do not have GM glyphs.

And thanks for the extra hero point!

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Gambling Lore: 1d20 + 5 ⇒ (17) + 5 = 22 Success, 1 more silver

Thanks again!

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions
GM wrote:
although, I suppose realistically, its smell is not likely to improve with death

Maybe not moving around will prevent the stench from moving around? Like a fan would.

I also like the idea of the foul breath.

The catfolk wakes up as the combat is over, healed by his companions. He grabs his rapier that fell on the floor looking over any remnant of sewage “I almost got myself killed by that creature. I still don’t feel good”. He grabs a handkerchief to clean his blade. “Almost dying in the sewers, that’s probably the worst thing that happened to me. I might have to change nickname, but it was always more about gambling than luck. I need to seek medical aid, but I’ll go take a bath first to get rid of all that fetid smell.

To Caitlin, he replies “I’ll take a forest over any sewers. Unless there’s a dirty river in it.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

First time I use that feat (all enemies where immune so far!), and it is a critical failure.
That means Chance has a −2 to perception and Will Saves for 1 minute or until he issues another Bon Mot and succeed.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance clearly happy to be freed from the creature shouts a “Thanks!” toward the iruxi.

−1 from Sickened
Ooze’s acid spray: Reflex DC 15: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13
Acid: 1d4 ⇒ 4 and −10 ft. to speed

I do not think chance critically failed the fortitude checks we have to make from failed checks the last round, only the disease check; so he should not be slowed.

Sarava tries to escape from the otyugh, so he can be in range to fight.
Escape, using acrobatics, Sickened, vs Otyugh Grabbed (probably Athletics DC): 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
Hopefully that’s a success. If by luck it is a critical, Chance would be able to Stride up to 5 feet, moving in range to hit the otyugh.

Stuck to the ground, Chance is not feast enough to be able to tumble through his enemies. He heard the otyugh speaks, so he shouts at them: “Don’t you feel bad about smelling that bad, is your nose already too closed to your ass?
Bon Mot Diplomacy vs Otyugh’s Will DC: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Probably a failure, hoping it is not a critical one.

◈ Chance moves toward the ooze, trying to stop it from reaching its colleagues.
Stride 10 feet (out of 15 ft)

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

−2 is from the othyug abilities
Fortitude vs disease DC 17: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6 critical failure
Failed 2 fortitude save last round so:
Fortitude DC 17: 1d20 + 5 ⇒ (11) + 5 = 16 Sickened 1
−1 is from sickened 1
Fortitude DC 17: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Fortitude DC 17 Blue stinks: 1d20 + 5 ⇒ (14) + 5 = 19

Fortitude DC 17 Red stinks: 1d20 + 5 ⇒ (5) + 5 = 10 sickened 1

◈ Chance starts retching “Wow you stink so much I feel like I have eaten rotten melon!

Fortitude DC 17 retching: 1d20 + 5 ⇒ (17) + 5 = 22 No more sickened

◈ Rapier in hand, Chance tries to hit the creature in one of its eye Confident Finisher Rapier +1: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3+Precision: 2d6 ⇒ (2, 4) = 6
On a failure, will do half of the precision damage. Loose panache.
Hoping it might be a critical hit so rolling deadly.

deadly: 1d8 ⇒ 6

◈ As the Othyug probable didn’t like his attack, Sarava starts taking a more defensive position Dueling Parry, +2 AC

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

It only gives panache once, at the start of combat, at the cost of being last in initiative.
In some cases, like a complex trap, I might not use it, or if something needs to be done quickly.

After using panache, the character will need to do something special to gain it.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance always uses After You in combat and goes last.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Chance replies “If the sound of battle is audible, we must hurry.”
He’s looking at how badly the kobold is, thinking of giving him his potion, but wondering if another kobold would be needing it more. As asked by Thrass, he quickly uses the water from his waterskin to help clean up a bit of the acid wounds, but does not spend too much time, as he thinks the team should move fast.

“Let me take point, but warn me if I step somewhere I shouldn’t. Where to then?” as he says that, he draws his rapier and wait for the kobold to give directions.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Perception DC 14: 1d20 + 4 ⇒ (4) + 4 = 8

As is often the case, completely oblivious to any sign of danger, the catfolk goes on.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Sarava grabs his tools and starts working on the panels.

Thievery: 1d20 + 8 ⇒ (6) + 8 = 14

Using hero point

Thievery: 1d20 + 8 ⇒ (18) + 8 = 26

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

The catfolk smiles, saying ”Thanks Thrass! And yes, that has helped before. Even if amurrun tend to lend on our feet, those spike would have hurt.

Two otyughs? That’s going to be tough if they start attacking us. Unless they are already hurt by the traps?” wonders Chance.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

As he’s about to drop, Chance hope his cat luck will allow him to grab the traps edge.

Reflex DC 15: 1d20 + 10 ⇒ (15) + 10 = 25

Before climbing back, Chance waits to see if a companion can help him.

Unlike Halfling’s Luck, this is only for Reflex saves, so no reason not to use it.
If he falls, he would have taken half damage from the fall, thanks to Land on Your Feet.
If needed to climb the edge back up, probably easier if someone helps, or attach a rope somewhere: Athletics: 1d20 + 5 ⇒ (12) + 5 = 17

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Sarava tries to remember what he knows about Othyug.

Recall Knowledge, Occultism (trained): 1d20 + 5 ⇒ (16) + 5 = 21

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