Male Human Cleric 6+5 of Besmara | hp
Oy, Cap'n! I'm looking to update Corliss so I can get back into the swing of things. My memory of how we were playing things was with every "+1" level we'd gain a feat, a skill point, and maybe a single hit point. Looking through the P6 document, it looks like my assumptions are all wrong--it appears you just add a feat. And in your summary, you have Corliss gaining +4 hps...but I believe you also said this was going to be like a real level-up to 7th level. I've talked myself into and out of so many things at this point, I think I'll just go with what you've laid out in the previous post and take Domain Mastery (Weather) for my feat. I'll update my sheet once I hear back from you.
Male Human Cleric 6+5 of Besmara | hp
I'll confirm a 7th level of cleric. I'll also confirm that I'm still procrastinating because my brain's still not ready to make the leap to 7th level in P6. :)
Male Human Cleric 6+5 of Besmara | hp
Happy Holidays all! I'm still here; just not mentally "with it" enough to level up my P6 character to level 7. :) I keep meaning to force myself to do that one of these days and let the Cap'n point out what I did wrong. Hopefully before New Year's Day. Finally got an epidural shot in my spine, but it's been over 2 weeks since and there's only minimal improvement, so I think a bit of depression has settled in. It's reduced the pain just enough that it doesn't affect my sleep as much as before, so...I guess I'm in the process of trying to decide if the glass is half full or half empty. Anyhow, stay safe and healthy and enjoy the holidays with your friends and family!
Male Human Cleric 6+5 of Besmara | hp
Still here. Got a case of the Blahs and the Mehs at the same time. I'll try to look at leveling up again tomorrow and get my brain back in the game. Sorry all.
Male Human Cleric 6+5 of Besmara | hp
Corliss's brain is too cold to function. Corliss Blackboots Knowledge (local) Check: 1d20 + 7 ⇒ (3) + 7 = 10
Male Human Cleric 6+5 of Besmara | hp
James "Madman Jim" Patterson wrote: Cap'n, Jim's got a decent Sense Motive check. Do you want me to roll to tell whether this guy is lying, or will you? So does Corliss (+9 modifier). I'll do an Aid Another.
Male Human Cleric 6+5 of Besmara | hp
"HOLD!" Corliss shouts in Common, "Red Aesha has wronged us as well, and we're in these waters seekin' revenge on 'er! Stay yer weapons an' mayhaps we can reach an accord to rid this world o' that troublesome b!tch once an' fer all!" I'll roll a Diplomacy check in case these rugged folk are open to listening and discussing things. Corliss Blackboots Diplomacy Check: 1d20 + 8 ⇒ (15) + 8 = 23
Male Human Cleric 6+5 of Besmara | hp
Corliss hustles up on deck and looks around. First thing he sees is the fog and general gloominess; then he spots the strange lights. "Fine weather for a call lightnin' spell," he mutters under his breath. I've been a bit out of it with a leg/back nerve issue and hope to get Corliss updated this weekend...after seeing my doctor.
Male Human Cleric 6+5 of Besmara | hp
Corliss looks older and more tired than the crew has ever seen him. He claps Kaul on the shoulder and says, "I be all outta spells an' healin' after that wild expedition. Iff'n ya needs more healin', I'll finish fixin' ye up come the mornin'."
Male Human Cleric 6+5 of Besmara | hp
Corliss likewise awakens, casts light upon his rapier, and then casts detect magic to help Dingus scan for emanations or anomalies. He stays awake for several minutes afterwards to make sure nothing attacks the encampment.
Male Human Cleric 6+5 of Besmara | hp
Corliss nods at Jim's words and helps to carry the dead outside for proper burial. Though he's more accustomed to burying the dead at sea, he tweaks the words of his eulogy prayer to honor the landlubber Pathfinders and send them on their way to the afterlife.
Male Human Cleric 6+5 of Besmara | hp
Corliss gives Jim a nod and tries to stabilize the fool who led the crew into the evil ambush. He heals his crewmates first, however, switching out the few spells he has left for cures. Corliss Blackboots Heal Check: 1d20 + 12 ⇒ (9) + 12 = 21 Corliss Blackboots cure serious wounds (Kaul): 3d8 + 7 + 1 ⇒ (3, 2, 7) + 7 + 1 = 20 Corliss Blackboots cure serious wounds (Kaul): 3d8 + 7 + 1 ⇒ (4, 5, 2) + 7 + 1 = 19 Corliss Blackboots cure moderate wounds (Jim): 2d8 + 7 + 1 ⇒ (6, 3) + 7 + 1 = 17
Male Human Cleric 6+5 of Besmara | hp
I'm gonna roll for another instance of electricity damage from bolt #3. From the spell's description, while it appears that the first bolt comes into being after a full round (just before the start of the next turn), it also appears that a new bolt can be called as a standard action each round after the initial casting. If I'm mistaken, then I'll just be a round ahead again.... The Corliss Twins call down more lightning on the false Groom. Corliss Blackboots call lightning Bolt #3 lightning damage: 3d6 ⇒ (5, 4, 6) = 15 (Ref DC 16 half)
Male Human Cleric 6+5 of Besmara | hp
I think the first bolt goes off at the end of the 1-round casting time (assuming it's not interrupted). According to the spell: "Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage." Not a big deal either way; it'll take a standard action to call subsequent bolts, so if I'm a round ahead, that's OK. And I'll take a move action to call up a copycat and fire away round-by-round.
Male Human Cleric 6+5 of Besmara | hp
Corliss brings down another bolt of lightning on the chained Groom wannabe. Corliss Blackboots call lightning lightning damage: 3d6 ⇒ (3, 4, 4) = 11 (Ref DC 16 half)
Male Human Cleric 6+5 of Besmara | hp
Corliss casts call lightning, his first bolt targeting the monster mummified in chains. Corliss Blackboots call lightning bolt #1 electricity, magic damage: 3d6 ⇒ (4, 5, 5) = 14 (Ref DC 16 half)
Male Human Cleric 6+5 of Besmara | hp
My condolences. Take all the time you need; we'll still be here when you're ready.
Male Human Cleric 6+5 of Besmara | hp
Still here, though the brain's been on a bit of a heat-induced summer vacation. I'm semi-busy but could either press on or take a break while everyone else's RL issues resolve.
Male Human Cleric 6+5 of Besmara | hp
Not certain what might or might not work on the chains killing the stranger, Corliss sighs and casts a searing light spell, targeting areas of the chains not currently wrapped around or flensing their victim. Corliss Blackboots searing light ranged touch: 1d20 + 6 ⇒ (3) + 6 = 9 for magic damage: 3d6 ⇒ (3, 5, 5) = 13
Male Human Cleric 6+5 of Besmara | hp
Corliss performs a double stab in the hopes that he can hit a tender spot. Corliss Blackboots +1 rapier (haste): 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 for magic, piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7 (18-20) Corliss Blackboots +1 rapier Bonus Haste Attack (haste): 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20)
Male Human Cleric 6+5 of Besmara | hp
"Me either!" Corliss replies in his usual jovial tone. "Fer a second there, I think I even thought the beastie might be undead! Thunderation! Eh--when in doubt, stab fer its 'eart!" The brain-scrambled priest scoots forward and attempts to stab the conjured monster with his magicked rapier. Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (18) + 7 = 25 for magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3 (18-20) Corliss Blackboots +1 rapier (Confirm?): 1d20 + 7 ⇒ (6) + 7 = 13 for additional magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3
Male Human Cleric 6+5 of Besmara | hp
"Hey Dingus! Be that beastie a demon or devil? I can never tell 'em apart!" Corliss Blackboots Knowledge (religion) Check (Aid Another--Dingus): 1d20 + 6 ⇒ (9) + 6 = 15 SUCCESS! +2 to Dingus's Knowledge (religion) check to ID the monster. Corliss will delay 'til after Dingus, probably to cast communal align weapon.
Male Human Cleric 6+5 of Besmara | hp
"Keelhaul" Kaul wrote:
Wow. Just...wow.
Male Human Cleric 6+5 of Besmara | hp
Corliss sighs softly (and longingly) at Jim's mention of the fair Lady Heidmarch before turning his full attention to the survivor as he tries to discern the truth (or lack thereof) of the man's words. Corliss Blackboots Sense Motive Check: 1d20 + 9 ⇒ (8) + 9 = 17
Male Human Cleric 6+5 of Besmara | hp
Assuming a final go-ahead from Jim.... Corliss swaps out magic weapon for cure light wounds and heals the wounded man a bit. "Hey there, stranger," he says. "In return for that bit o' healin', I be hopin' ye'll be willin' to answer a few questions, eh? Who are ye, friend? How did ye come to be in this gods-forsaken place? An' what did this to ye?" Corliss Blackboots cure light wounds (stranger0: 1d8 + 5 ⇒ (5) + 5 = 10
Male Human Cleric 6+5 of Besmara | hp
Corliss casts detect magic and scans the area while absent-mindedly rubbing the bump on his cranium as he tries to figure out if anything about this new doorway is magical or unearthly in any way. He'll also check whatever emanations might be coming from the wayfinder.
Male Human Cleric 6+5 of Besmara | hp
After checking to make sure their foes are irretrievably dead, Corliss gathers his mates for his final healing channel for the day. "I may not be much o' a swordsman, but I be a top-notch practice dummy!" he exclaims, his crooked grin more of a crooked grimace this time. "Let's hope Bessie appreciates the effort we all put in...." Corliss Blackboots channel positive energy #3 of 3: 4d6 + 1 ⇒ (2, 5, 4, 3) + 1 = 15 The channel only putting a dent in the damage he and Kaul suffered during the battle, the priest swaps out a couple of 1st-level spells to heal the two some more. Then another stronger one for himself.... Corliss Blackboots cure light wounds (Kaul): 1d8 + 6 ⇒ (7) + 6 = 13 Corliss Blackboots cure light wounds (self): 1d8 + 6 ⇒ (1) + 6 = 7 Corliss Blackboots cure moderate wounds (self): 2d8 + 8 ⇒ (1, 7) + 8 = 16
Male Human Cleric 6+5 of Besmara | hp
Corliss takes a 5-foot step toward the wall, hoping to give Jim a flanking opportunity, then stabs out with his rapier. Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (7) + 7 = 14 for magic, piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7 (18-20)
Male Human Cleric 6+5 of Besmara | hp
Corliss (and his copycat) continues to duel the wounded foe near him/them. Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (18) + 7 = 25 for magic, piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7 (18-20) Corliss Blackboots +1 rapier (Confirm?): 1d20 + 7 ⇒ (1) + 7 = 8 for additional magic, piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
Male Human Cleric 6+5 of Besmara | hp
Garn! I'm a bit confused.... After reading Jim's post, I thought we were down to one foe remaining, but more reading and looking at the map makes me believe otherwise. Cap'n--What do the colored dots on some of the sinspawn signify?
Male Human Cleric 6+5 of Besmara | hp
Corliss fights off the strange compulsion and stabs again at the monster betwixt himself and Kaul. After again missing badly, the hapless priest tries once more to summon a copycat. "Ha!" both of him say to the monsters. He stays where he is now that he actually has a body double, ensuring that the roguish Kaul gets to flank (and hopefully shank) the foe between them. Corliss Blackboots Will Save: 1d20 + 8 ⇒ (10) + 8 = 18 Corliss Blackboots +1 rapier (flanking): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20) Corliss Blackboots Concentration Check (copycat): 1d20 + 6 ⇒ (18) + 6 = 24
Male Human Cleric 6+5 of Besmara | hp
Corliss winces as he takes another hit that should have gone to his dashing-but-nonexistent copycat. Alrighty...let's try somethin' different.... The Besmara tries summoning a copycat first and then stabbing at his opponent. Corliss Blackboots Concentration Check: 1d20 + 6 ⇒ (8) + 6 = 14 Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (3) + 7 = 10 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 (18-20) Sigh.... "Bessie, I invoke a rapier to help confound and defeat this foe!" To his opponent he snarls, "Taste my copycat's sting!" "Uh, wait. That ain't right...."
Male Human Cleric 6+5 of Besmara | hp
Corliss grunts a few choice curses as he's wounded, but then takes a cautious (5-foot) step to his left and stabs at the monster between himself and Kaul. Finally, he attempts to call forth another handsome copycat of himself. Corliss Blackboots Will Save: 1d20 + 8 ⇒ (13) + 8 = 21 Corliss Blackboots +1 rapier (flank): 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 for magic, piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5 Corliss Blackboots Concentration Check: 1d20 + 9 ⇒ (6) + 9 = 15
Male Human Cleric 6+5 of Besmara | hp
Corliss is feeling stab-tastic and wields his rapier with more aplomb (and competency) than is usual. Corliss Blackboots +1 rapier (AoO): 1d20 + 7 ⇒ (16) + 7 = 23 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 (18-20) Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (8) + 7 = 15 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20)
Male Human Cleric 6+5 of Besmara | hp
Corliss readies an attack for the first creature to get withing stabbing range. Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (19) + 7 = 26 for magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3 (18-20) Corliss Blackboots +1 rapier (Confirm?): 1d20 + 7 ⇒ (14) + 7 = 21 for additional magic, piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
Male Human Cleric 6+5 of Besmara | hp
Corliss steps away from Kaul and then casts a dispel magic spell on the brawling half-orc, hoping to match Dingus's effectiveness on Jim's enchantment. Corliss Blackboots dispel magic (from magic pearl--on Kaul) Caster Level Check: 1d20 + 7 ⇒ (20) + 7 = 27
Male Human Cleric 6+5 of Besmara | hp
Not certain of the nature of the threat the crew faces here, the Besmaran invokes a copycat of his handsome self and--in the true spirit of D&D and other fantasy TTRPGS--attacks the darkness! Corliss Blackboots Will Save: 1d20 + 8 ⇒ (13) + 8 = 21 Corliss Blackboots Knowledge (religion) Check (to ID the threat): 1d20 + 6 ⇒ (5) + 6 = 11 Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (12) + 7 = 19 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 (18-20)
Male Human Cleric 6+5 of Besmara | hp
Corliss looks around a bit, absently rubbing the knot on his noggin. He casts detect magic himself and then chats a bit with the snake-mage, trying to help Dingus figure out what's what here. "Never heard o' a magic pit afore," the Besmaran comments aloud, still massaging the bump on his head. "At least I don't think I have." Corliss Blackboots Perception Check: 1d20 + 3 ⇒ (8) + 3 = 11 Corliss Blackboots Knowledge (arcana) Check (Aid Another--Dingus): 1d20 + 6 ⇒ (8) + 6 = 14 SUCCESS! +2 to Dingus's Knowledge (arcana) check.
Male Human Cleric 6+5 of Besmara | hp
I'll try to be a bit faster with the curing spells (if needed) than I was recently with Kaul. :x Hope things go well and your recovery is quick.
Male Human Cleric 6+5 of Besmara | hp
Corliss spaces out briefly, perhaps communicating mentally with Besmara--or maybe even daydreaming a bit about Besmara's Bounteous Booty--but then he comes back to the present. Swapping out a couple of low-level spells (detect charm, touch of bloodletting; I obviously didn't update his spell list since Riddleport!), he and his goddess offer Kaul some belated healing. Corliss Blackboots cure light wounds (trait bonus) (Kaul): 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Corliss Blackboots cure light wounds (trait bonus) (Kaul): 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9 Sorry; had lots of trouble trying to find the conversation the Cap'n and I had about Corliss's healing abilities/limitations. Turns out I was searching the earliest days when I'd joined the campaign, while the healing discussion occurred during the pandemic. I still haven't tracked down ALL the details, but it looks like Corliss can indeed use the spontaneous cure ability. I'll look into this more later, now that I know where to (hopefully) find some final answers.
Male Human Cleric 6+5 of Besmara | hp
Corliss steps up to (hopefully) help drop the remaining beastie. The Besmaran quirks one eyebrow as his form is unusually solid. Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (18) + 7 = 25 for magic, piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5 (18-20) Corliss Blackboots +1 rapier (Confirm?): 1d20 + 7 ⇒ (14) + 7 = 21 for magic, piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5 (18-20)
Male Human Cleric 6+5 of Besmara | hp
Corliss scoots forward to join the fight, moving to a position just north of Jim and then stabbing out with his rapier. Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (7) + 7 = 14 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20)
Male Human Cleric 6+5 of Besmara | hp
Cap'n Voodoo wrote:
I'm pretty sure that was one of the tweaks made when Corliss joined the crew: only 3 positive energy channels per day plus no spontaneous casting, to make things more challenging. I don't see it on his sheet, so I'll have to do some deep digging through PMs, hopefully later today.
Male Human Cleric 6+5 of Besmara | hp
"Turned out rather disastrous last time went sent Kaul ahead on his lonesome," Corliss points out quietly. "Then again, iff'n we're all to head right in, we'd be needin' light...which'd give us away in an instant."
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