Augmented Gearsman

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Zelicia gives guidance to Sicaria after hiding behind the assassin.


Zelicia doesn't have anything to do in a surprise round, yet.


Zelicia Stealth: 1d20 + 3 ⇒ (18) + 3 = 21


BEEP BOOP

Zelicia uses Healing Hex on Sicaria.

Extra healing: 1d8 + 3 ⇒ (1) + 3 = 4

She then skirts to the edge of the fog, but stays out of sight.

BEEP BOOP


Water punch AC 17: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
WATER!: 1d6 + 9 ⇒ (6) + 9 = 15

Tseghet approaches the frog and splatters the thing every which way in the water.

Merritt heals Torrak a bit.

Torrak continues defending.

Zelphar contributes!

1d4 + 1 ⇒ (3) + 1 = 4


Water elemental on flanked automaton: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 Just hits because of flank!

Damage: 1d6 + 9 ⇒ (3) + 9 = 12
It seems resisted.

PEW PEW!
Damage frog: 1d4 + 1 ⇒ (4) + 1 = 5


Water elemental: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 9 ⇒ (5) + 9 = 14

She ded.

The water elemental steps towards the automaton.

Zelphar uses Contribute on the frog.

Frog Damage: 1d4 + 1 ⇒ (3) + 1 = 4


"I'm working on it!" Zelphar calls as he steps back.

Oops, forgot he was an Occultist Arcanist. Summoned as a standard action.


Zelphar goes pew at the automaton: 1d4 + 1 ⇒ (3) + 1 = 4

Zelphar knowledge on automaton?: 1d20 + 11 ⇒ (9) + 11 = 20

Zelphar knows that the automaton is a modified Emerald Automaton, the robotic guardians of the Emerald Spire. When damaged, the automatons are known to emit electricity, and the water in the room will likely carry the aura further than 5 feet. He also knows Emerald Automatons are magic dependant, and they can be severely weakened by effects that weaken magic, such as dispel magic or areas of antimagic.


Hush goes defensive by using shield again, getting into a better position, and protecting Finn and P'oxtan with Protective Ward.


Hush uses Telekinetic Projectile, followed by Shield on herself.

TP on little guy: 1d20 + 8 ⇒ (17) + 8 = 25
Attack: 1d6 + 4 ⇒ (4) + 4 = 8


Zelphar slips into the room with a bit of cover from his allies and lines up a color spray to just hit the eel.

Looks to be DC 15


P'oxtan lashes out angrily at the woman.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Attack: 1d20 + 3 ⇒ (1) + 3 = 4

Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Tseghet continues with guidance and IC.

Water elemental aid?
Not 1: 1d20 ⇒ 10


Gravenail gives Guidance to Zeke.


The water elemental goes to aid, but Torrak had this anyway.


Gravenail escape artist: 1d20 + 1 ⇒ (8) + 1 = 9

Gravenail tries to escape, but can't. So he casts Shield of Faith on Zeke, hoping he can tank the hit.


I heard the efforts was to stack aids on Torrak. So the water elemental provides the best.

Zelphar summons a water elemental to continue aiding Torrak.

Aid (augment, water mastery, IC)?: 1d20 + 5 + 2 + 1 + 1 ⇒ (18) + 5 + 2 + 1 + 1 = 27

This turn, Torrak got an aid from the water elemental.


Zelphar struggles to get free

Nat 20?: 1d20 ⇒ 7


ref: 1d20 + 3 ⇒ (1) + 3 = 4

Zelphar gets trapped in the mudlord.

elemental: 1d20 + 5 + 1 + 1 - 1 ⇒ (6) + 5 + 1 + 1 - 1 = 12

Zelphar can't really do anything else here due to the "grapple".


Zelphar moves closer to the thing to maybe figure out about it.

Kn Planes: 1d20 + 11 ⇒ (16) + 11 = 27

Zelphar relays that this is a "Mudlord". They are a mixture of a water and earth elemental. They are capable of engulfing as per a slime, have an attack that causes blindness, have DR 10/magic, and are particularly vulnerable to Transmute Mud to Rock.

The water elemental attacks.

From there, Zelphar knows his elemental doesn't have much of a chance, but it fights anyways.

Slam: 1d20 + 5 + 1 + 1 - 1 ⇒ (5) + 5 + 1 + 1 - 1 = 11
Miss.


P'oxtan carefully studies the halfling before approaching. [A] Hunt Prey - Nemmia. [AA] Stride twice.


Zelphar summons a water elemental in the room.

Water Elemental Slam: 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11
Miss

Miss chance Torrak, concealment. Miss on 5: 1d5 ⇒ 3
Miss chance Merritt, total concealment. Miss on 2: 1d2 ⇒ 1


Getting those ready right now. Haven't received a day job for Grim, so I'll roll his day job.

Grim Profession (Soldier): 1d20 + 7 ⇒ (3) + 7 = 10


Zelphar goes "pew".

1d4 + 1 ⇒ (3) + 1 = 4


Zelphar contributes from afar.

Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Zelphar contributes.

1d4 + 1 ⇒ (4) + 1 = 5


P'oxtan tries again. Didn't know it was two actions for disabling. Definitely had a GM to that very very wrong while I was learning the system.

nature: 1d20 + 5 ⇒ (6) + 5 = 11


P'oxtan tries again to disable a bud or two.

Nature: 1d20 + 5 ⇒ (20) + 5 = 25
Nature: 1d20 + 5 ⇒ (8) + 5 = 13
Nature: 1d20 + 5 ⇒ (3) + 5 = 8


Kitajo moves forward and tries to punch the tengu. Also drawing an AoO on the way in.

Kitajo attack: 1d20 + 14 + 3 ⇒ (8) + 14 + 3 = 25
Damage: 2d6 + 6 + 2 ⇒ (2, 5) + 6 + 2 = 15


The Grandfrogger directs his evil eye at the next man on the catwalk.


Ao marches around to the outside as well.


Ao marches forward and slashes.

attack: 1d20 + 4 ⇒ (1) + 4 = 5


Shenzen, not wanting to scare the children within the room with the shapeshifting guy, focuses his attacks on somebody at the top of the stairs instead.

Psychic Nine-ring Broadsword on Orange: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9 Slashing: 1d8 + 4 ⇒ (5) + 4 = 9

Miss

Ao runs up the stairs as well, running into the room with the strange man. Double move


Shenzen runs up the stairs, ready to attack anything that appears.

That causes readied actions to go off. But, all attacks have a 20% miss chance due to the trigger.


Ao slashes at the one next to him after drawing his weapon

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5
DC 5 miss chance: 1d20 ⇒ 9

Also rerolling Wulthur's dice with the correct dice. As a greatsword isn't a reach weapon, it's only a 20% miss chance, which is a DC 5 on a d20

Wulthur's real miss chance: 1d20 ⇒ 5


Zelphar Contributes.

Damage: 1d4 + 1 ⇒ (4) + 1 = 5


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*Beep boop* Zelphar contributes *Beep boop*

Contribute: 1d4 + 1 ⇒ (2) + 1 = 3


Zelphar quickly commands his elemental into the room. It double moves. Zelphar fires off a charge of his magic missile wand to the one Torrak tried to attack.

CONTRIBUTE: 1d4 + 1 ⇒ (2) + 1 = 3


Zelphar summons an earth elemental using his arcane pool.

The elemental swings at the creature.

Slam: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18

That's counting both Augment Summoning and Inspire Courage. Unless it somehow has an additional +1 from somewhere, that's unfortunately a miss


Zelphar casts acid splash in the general direction of the creature.

Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Miss on 1: 1d2 ⇒ 1


Zelphar again contributes a magic missile from his wand.

MM: 1d4 + 1 ⇒ (3) + 1 = 4


Torrak walks through the secret door, double moving to approach the other guard.


Merritt quickly draws and throws a bomb at the lower arrow slit.

Attack: 1d20 + 7 - 8 ⇒ (9) + 7 - 8 = 8 Improved cover
Miss direction: 1d8 ⇒ 1

Ref save: 1d20 + 5 ⇒ (7) + 5 = 12

Deals splash damage of 7

Torrak approaches the lower arrow slit and attempts to attack.

Attack: 1d20 + 8 - 8 ⇒ (6) + 8 - 8 = 6 Improved cover

Miss


Torrak begins moving towards the door.


Merritt steps up and swipes with his dagger again.

dagger: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


One more acid splash from Zelphar.

Attack: 1d20 + 2 ⇒ (7) + 2 = 9


Another acid splash from Zelphar

Acid splash: 1d20 + 2 ⇒ (5) + 2 = 7


Zelphar continues to have the bird attack the webbing.

Bite: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 ⇒ 2
Talon: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 ⇒ 3
Talon: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 ⇒ 2


Zelphar quickly summons an eagle above Torrak's head and has it attack the webbing.

bite: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 ⇒ 2
Talon: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 ⇒ 1
Talon: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 ⇒ 3

Full Name

Qenna

Race

Dhampir

Classes/Levels

Bard(Negotiator) - lv 1

Gender

Male

Size

Medium

Age

120

Special Abilities

Dayborn, Undead Resistance, Resist Energy Drain, Manipulative, Darkvision, Low-Light Vision, Negative Energy Affinity, Bardic Performance, Cantrips, Countersong, Distraction, Fascinate.

Alignment

True Neutral

Deity

Nethys

Languages

Common

Occupation

Merchant/Caravan Leader

Strength 13
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Qenna

Sex: Male

Race: Dhampir

Class: Bard(Negotiator) - lv 1

Alignment:True Neutral

Stats:

Rac Mod
Str 13
Dex 14 + 2 = 16
Con 12 - 2 = 10
Int 10
Wis 10
Cha 16 + 2 = 18

--------------------
Racial Abilities
----------------

Undead Resistance:
Resist Energy Drain:
Manipulative:
Darkvision:
Low-Light Vision:
Negative Energy Affinity:

--------------------
Alternative Racial Abilities
----------------

Dayborn:

--------------------
Class Abilities
----------------

Bardic Performance:
Cantrips:
Countersong:
Distraction:
Fascinate:

-------
Traits
-------

Illuminator:
Maestro of Society:

------
Feats
------

Natural Charmer:

----------
Languages
----------

Common

Skills:

Acrobatics: 1 + 3 + 3 = 7
Appraise: 1 + 3 = 4
Bluff: 1 + 3 + 4 + 2 = 10
Climb:
Craft:
Diplomacy: 1 + 3 + 4 = 8
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge(Arcana):
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics:
Perception: 1 + 3 + 2 = 6
Perform: 1+ 3 = 4
Profession:
Ride:
Sense Motive: 1 + 3 = 4
Sleight of Hand:
Spellcraft: 1 + 3 = 4
Stealth:
Survival:
Swim:
Use Magic Device:

Spells:

0- Read Magic, Detect Magic, Lullaby, and Dancing Lights
1- Charm Person, Chord of Shards, and Cure Light Wounds

Combat Stats:

Initiative: +3

--------
Offense
--------

BAB:
CMB: 1
Attack Damage
Khopesh 1d20 + 1 1d8 + 1
Quarterstaff 1d20 + 1 1d6 + 1

--------
Defense
--------

HP: 8
AC: 10 + 3 + 3 = 16
Touch AC: 10 + 3 = 13
Flat-Footed: 10 + 3 = 13
CMD: 10 + 1 + 3 = 14
Fortitude: 2
Reflex: 2 + 3 =5
Will:

Equipment:

Khopesh
Quarterstaff
Bards Kit

Appearance:

Shoulder length dark hair. His skin is dusk, to the point of looking drow.

Personality:

A jovial friendly individual with a dark and perverse sense of humor. Always friendly and ready to make a deal.

Character Backstory:

Born the son of a Vampire Lord of Osirian Lineage and the daughter of a wealthy noble Qenna spent most of his youth in boarding school to avoid the embarrassment of his elicit heritage. However he could never stay long before he was found out. This was likely due to his being a class clown more than any obvious traces of his undead heritage.

After spending the first half a century of his life hoping from boarding school to University learning many things and meeting many interesting people. His mother died, and upon her death her family promptly stopped paying for his schooling, and all but disowned him. So Qenna took to wandering from caravan to caravan for nearly half a century. Until he decided to form his own caravan. It was here that he learned where he could his broad skill set to do something other than entertain. Over the next 20 years he became a wealthy merchant.

Now he spends his time on the road in search of ancient Osirian artifacts.