Azmur Kell

Dakon Mossriver's page

46 posts. Organized Play character for Pirate Rob.


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Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

I'm good.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon keeps his eye up as he continues his Courageous Anthem and shoots over blue at red twice.

courageous arrow vs Red: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
piercing: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

courageous arrow vs Red: 1d20 + 6 + 1 - 5 ⇒ (17) + 6 + 1 - 5 = 19
piercing: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

If Red drops from the first hit, Dakon will hoof stomp blue for the second attack (same attack roll, +1 damage). Also when I damage an enemy with a Strike, courageous anthem is extended by 1 round. I can extend an individual casting only once in this way.

Courage: +1 Attack/Damage

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

more will, more dance: 1d20 + 8 ⇒ (10) + 8 = 18

Much better than last time.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

will save: 1d20 + 8 ⇒ (1) + 8 = 9

Dakon gets severely disorientated and takes a nasty bite.

Doing his best to keep his head high Dakon unleashes his courageous Anthem this time.

+1 status bonus to attack rolls, damage rolls, and saves against fear effects.

Dakon does his best to keep his footing while stomping on the shark beneath him without gazing into the pool.

stomp vs Red shark: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
b damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

COURAGE: +1 Hit/Damage/Saves vs Fear

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon looks to Taiwalei "Shall we help?"

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Darkon will be searching for danger as they continue their journey.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon rubs is sore hind legs "Ow. Could have been worse. I've got a kit, but if you want to take a look it can be nice to have another set of eyes."

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Athletics: 1d20 + 5 ⇒ (8) + 5 = 13

Dakon looks up as he loses his footing.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

With no traps, Dakon takes the lead this time in trying to find signs of the elemental portals.

Nature: 1d20 + 6 ⇒ (6) + 6 = 12

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Sorry, missed the balm, was searching posts for medicine or treat wounds, thanks Siyokoy.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Would somebody else like to treat wounds on Gwendolyn while I was doing Hallow, or should we spend another 10 minutes?

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon looks to Hallow "Sorry I couldn't get this to work in combat, let me give it another try."

treat Wounds Hallow DC 15: 1d20 + 6 ⇒ (9) + 6 = 15
healing: 2d8 ⇒ (7, 7) = 14

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon wonders outloud [b]"I wonder if our escort is okay?"[b]

In the meantime he does what he can quickly for Selan's arm

Battle Medicine for Selan DC 15: 1d20 + 6 ⇒ (2) + 6 = 8

But his quick splint is not much help.

Does either Gwendolyn or Hallow want patching up? We've got some time constraints but I suspect spending 10-20 minutes treating wounds isn't going to be a problem.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon squeezes between the pillar and the statue, trying to keep Hallow from getting smashed.

battle medicine DC 15: 1d20 + 6 ⇒ (3) + 6 = 9

But his ministrations are of help help in patching up the pumpkin.

From there Dakon takes a courageous shot at red.

shortbow vs red: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
courageous piercing: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon nods to Solveig and unleashes a flurry of arrows from his right to left.

Targetting Yellow, then Blue.

Courageous arrow: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Piercing: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

More Arrow: 1d20 + 6 + 1 - 5 ⇒ (17) + 6 + 1 - 5 = 19
Piercing: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Even more Arrow!: 1d20 + 6 + 1 - 10 ⇒ (6) + 6 + 1 - 10 = 3
Piercing: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon nods and draws their shortbow, ready for the worst.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon nods.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon takes Taiwalei behind a nearby decorative tree shrub as his companions try and talk to the Waterfall.

stealth: 1d20 + 6 ⇒ (3) + 6 = 9

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

None of those on Dakon.

Not quite following but Dakon knows when somebody needs a good laugh and manages to give a chuckle in return and tries to remember his best Pathfinder pun.

"If we found your path, we might end up ahead of you. Maybe you can help us out instead."

PFS Lore: 1d20 + 3 ⇒ (12) + 3 = 15

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

PFS Lore Taiwalei: 1d20 + 3 ⇒ (2) + 3 = 5
PFS Lore Maze: 1d20 + 3 ⇒ (9) + 3 = 12

"Well, lets go find Taiwalei "

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon listens and nods.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

A Centaur with a jaunty hat and a shortbow joins the party and doffs his cap.

"Dakon, Dakon Mossriver."

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

4 Glyphs and a campaign coin. As a centaur Dakon is large.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Looks good here.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon nods.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Athletics #2: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Athletics #3: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

I don't quite understand what we're supposed to be doing mechanically at this point.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Society: 1d20 + 0 + 1 ⇒ (6) + 0 + 1 = 7

Dakon shows off his trampling dance.

Athletics: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Darkon bounds forward.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dance vote here.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon does is best to not get tripped.

Acrobatics: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Athletics to Leap: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

Dakon is a Fleetwind Centair with a 35ft move speed on the off chance that's helpful

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon works on covering their scent.
Nature: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

PFS Lore: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Dakon continues to work on the shortcut but isn't so lucky this time.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

PFS Lore: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

PFS lore: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon does their best to disable any traps.

Thievery: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon will join team Fire

fort save vs Fire: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17

Thanks to the help of his more senior Pathfinders Dakon withstands the heat.

There he pulls out his harp and works on a song.

performance to impress: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
performance to impress: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon doffs his cap "Dakon."

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

"Look at the cracks on the Donkey, it can't be midwinter. The Elf has paws, I think they are a shapeshifter, probably a druid. The Dwarf is looking right, and the human left, but I'm not sure how that helps."

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

With others struggling with the Donkey Dakon goes back for another pass on it.

donkey Nature: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon checks over his wounds and spends some times treating them.

medicine DC 15: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Healing: 2d8 ⇒ (8, 2) = 10

Thanks to the assistance of the more senior Pathfinders Dakon is able to take care of business.

I think that's 23/27, but am not 100% sure.

Looking over the statues Dakon checks them over for fine details.

Elf Perception: 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16

Donkey Perception: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19

Dwarf Perception: 1d20 + 8 + 2 + 1 ⇒ (14) + 8 + 2 + 1 = 25

Starting to get tired, Dakon still puts in the effort to examine the final statue.
Human Perception: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21

Dakon goes back over, examining the Elf this time, looking for any signs of primal magic, or other connections to nature.

Nature: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Thanks to their hoof stomp, Dakon's Courage echoes and continues.

Now in position, Dakon tries to disable the circle.

mentored Nature: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

Dakon then draws their shortbow

Courageous Anthem: You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

fort vs poison: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Dakon nearly collapses as the poison aggressivly courses through his resperitory system.

Courageous Anthem: You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon inspires courage in his allies with a Courageous Anthem, kicks at the adjacent mushroom and then hoofs it over to the circle.

hooff vs blue: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
non lethal bludgeoning damage: 1d4 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5

Courageous Anthem: You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

(Courage, Strike, Stride.)
If the hoof hits, extra Courageous Anthem for an extra round from Martial Performance

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Macro's and Header updated. (Will add a second mentor boon if anybody lists one)

Also I realized I was on the wrong character # so swapped over to here. Will edit previous slot's name after we fall off the front page in gameplay.