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69 posts. Organized Play character for PJP.


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Grand Lodge

I'll take The Torrent.

Grand Lodge

Player Name: PJP
Character Name: Clak-Clik (currently level 2, will apply later)
PFS #: 150786-19

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Thanks for the game GM! I would be up for part 3, but need to figure which character to bring...

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik moves into the room and fires his crossbow at the speaking undead.

Attack: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage: 1d10 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

"Odd scene. What happened here?"

Since the bathers are frozen in ice, presumably without clothes, Clak-clik will look for their effects and see if they have anything to note.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

"Out! Out! Or bones you will be!"

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Perception: 1d20 + 9 ⇒ (17) + 9 = 26

"Odd. Odd. Bones melting... there and there."

Clak-clik points out the handful of half melted skeletons.

"Acid? Big fire?"

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik jumps in the hole and glides down on his feathery arms and legs.

Fly DC 15: 1d20 + 5 ⇒ (20) + 5 = 25

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik shoots his crossbow at yellow before the others get into melee.

Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 1 ⇒ (9) + 1 = 10

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik follows the group, but it looks rather tight in there.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik makes sure his crossbow is fully loaded and watches over the Herald and Korval as they move furniture around.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Heal: 1d20 + 4 ⇒ (20) + 4 = 24
Heal: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

"Sword not a weapon preferred, but if none want, Clak-clik will carry."

The tengu looks over the bodies, and points to the first one. "Poisoned, this one."

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Once everyone else has climbed, Clak-clik puts his crossbow on a strap across his back and then makes the climb himself.

Climb: 1d20 + 1 ⇒ (16) + 1 = 17

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

"Melted candles?"

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik stands back, not really prepared to handle a swarm. He will stand ready with crossbow in case some other foe appears.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

"Clak-clik glides, yes with these wings. SQUAWK! Still, try bridge first?"

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik reloads his repeating crossbow, and checks the tension and sights, as it didn't seem to be doing him much good in that last encounter.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik moves up to point blank range, takes aim one more time, getting his grit up.

Spend 1 grit to attack vs touch AC
Ranged Touch Attack: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage: 1d10 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-Clik fires his crossbow at the zombie again.

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d10 ⇒ 6

Not much of an ace here....

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

I am going to be travelling for the next 10 days. I will occasionally be able to check in, but not regularly. Feel free to bot my character as needed.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-Clik fires his crossbow at the zombie.

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d10 ⇒ 2

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-Clik stands guard after reloading his repeating crossbow.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Clak-clik sees something shiny, and focuses only on it.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik steps back a bit, and fires at the purple dog at very close range.

Attack: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage: 1d10 ⇒ 5

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik moves to an open line of sight and takes aim at the green dog.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d10 ⇒ 4

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

The bird with the crazy looking crossbow contraption cocks his hear to one side, trying to understand The Herald's speech, but then when Gealdn speaks up, he snaps to and nods. "Squawk! Make haste!"

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Congrats!

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Good idea - Clak-Clik will spend his first 2 PP on a CLW wand so he doesn't have to sponge off others.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik. The first white meat.

CN Male Tengu Gunslinger(Bolt Ace) 1

Player: PJP
Character: Clak-Clik
PFS: #150786-19
Faction: Grand Lodge
Day Job: None
Notes: Fairly mercenary and cold-hearted. Not psychotic, but has no problems killing for the mission he is on. Also has no problems not killing if directed to do so. My interpretation of a crow with a crossbow...

Languages Common, Tengu
Initiative +7, Perception +9, Sense Motive +3

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

"Clak-clik comes!"

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Yep - I think you are correct - good way to think of it (extra to impress).

Chronicle worked fine, by the way, so thanks!

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Interesting - I am curious, how was that to be accomplished? Didn't it need to be in place on the ship to put everything right? Or were we supposed to just destroy her at the end?

You are right, of course, but I hate when these scenarios lead you to believe otherwise - it is sometimes very much a guessing game.

Quote:

We view this situation as having enough importance to assign you to investigate it. Go to the home of Skelg the Ripper, learn what you can, and do your best to help him. If you find an item that is somehow connected to the curse, either retrieve it or glean as much information as you can about it.

It seems like we satisfied the OR part..

Anyway - this isn't your fault, just the way some scenarios play out. Sometimes it is just a rather anti-climactic way to end a game that we thought we were doing better by finding a less violent solution (especially given the murderhobo approach at the start!)

It is, at least, always interesting!

Thanks for the game!

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Thanks for the run! I am not sure I liked this character that much, but you did a great job letting me explore how it would work.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

"Ack! Strong wife!"

Diplomacy Aid: 1d20 - 2 ⇒ (6) - 2 = 4

Seriously? This is bad, even for us!

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

"Ask Skelg? Maybe he like idea of marriage rather than feeling cold?"

It is difficult to stay in character on this one. Is it just me, or did this get unnecessarily messy for no particular reason? Our goal here is to save Skelg's life, right? It sounds to me like we have a no-mess option available, and only need to discuss it with Skelg. I don't think anyone was suggesting that we sell him out to save a battle, but the man did rescue her from a burning ship, right? I expect he has feelings for her... maybe even had this in mind. In any case, what's the harm in Spoony putting a nice face on this and going back to ask?

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

"ACK er.. ASK Skelg. Ask is good."

Clak-clik seems to agree to the terms, assuming Skelg is happy with the arrangement.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik, upon hearing Spoony's story, simply starts crowing. You think it might be a form of laughter.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik carefully aims at the green creature, looking for an open shot. He uses pure grit to keep his bead on the target, and when the time is right, shoots.

Ranged Touch Attack: 1d20 + 7 + 1 + 1 - 4 ⇒ (19) + 7 + 1 + 1 - 4 = 24 AC is +4 for cover, but touch ac is probably lower
Damage: 1d10 + 1 ⇒ (6) + 1 = 7

Crit confirm: 1d20 + 7 + 1 + 1 - 4 ⇒ (4) + 7 + 1 + 1 - 4 = 9
Damage: 1d10 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik draws a bead on yellow, and then fires.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d10 ⇒ 10

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik shivers his way down, and sets up in a position to use his crossbow to provide cover.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

The frozen turkey checks his crossbow, and prepares to shoot it into the hole.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Fort Save: 1d20 + 1 ⇒ (6) + 1 = 7 Damage: 1d6 ⇒ 5

"Too cold! cold!"

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Stealth: 1d20 + 12 ⇒ (10) + 12 = 22

Clak-clik will take the potions, and if he notices anything shiny, but otherwise has no interest in art or carpets.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

I think this is particularly interesting discussion, because I tend to play characters that are less likely to kill, and more likely to avoid combat, so this is a very different vibe for me. I just decided to make a tengu while they are still an allowed race. Birds scare the crap out of me because they are so callous and uncaring, so that's kind of what I went with here. So not really intent on killing, but also doesn't seem to pay much mind about it. Not evil, but cold. And trainable - so that can be something...

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik reloads his crossbow while the others get healed, and then grabs the lantern.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik takes careful aim, ready to end this.

Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d10 + 1 ⇒ (5) + 1 = 6

Crit Confirm?: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 1 ⇒ (2) + 1 = 3

"ACK! Leave friends alone!"

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clack-clik double moves up the stairs to help.

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik continues to aim at Beingirr, now tiring of his poor performance.

Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d10 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

Clak-clik takes aim at the holder of the lantern, spending a grit point to steady his shot.

Ranged Touch Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 ⇒ 4

Grand Lodge

Male Tengu Bolt Ace (Gunslinger) 2 HP: 16/16 | AC: 18 (16 Tch, 12 Fl) | CMD: 18 | F: +2, R: +8, W: +3 | Init: +7 | Perc: +10, SM: +3 | Active conditions: none

The birdman moves into a better position and fires at the purple guy, but the shot flies into the ceiling as he trips on a loose board.

Attack: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7

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