Umasi

Deevor's page

Goblin Squad Member. Pathfinder Adventure, Adventure Path, Starfinder Adventure Path, Starfinder Society Subscriber. ** Pathfinder Society GM. Starfinder Society GM. 843 posts (11,717 including aliases). No reviews. 2 lists. No wishlists. 23 Organized Play characters. 33 aliases.


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Natty will go to 6th at the end of the first adventure, sorry!

But don't think it will take the group into the higher tier.


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Bump


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Have fun you lucky guys and gals.


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QUOTE="GM Aarvid"]

Swash 6 - Mykel Therinor
Warpriest 5 - Umberto Ricci (OG3)
Barb 5? - neodam
M-Cleric 7 - Nathan Goodrich
Paladin 5 - Deevor
(open)

With the line-up as above, would you prefer my rogue 5, rather than a paladin?


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From the look of it, probably end up going 5th level Paladin


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I could come in with one of:

Natty Grastik half=orc Got a 5th level rogue, (not social)
Kernsten human 5th level paladin
Zaquielle human 7th level ranger (ranged)


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Cool, I'll keep a watch around then


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So the zoologist turns more into a veterinary type with the horse whisper sort of ability with most animals, so the sorts of spells that are most likely to get by are:

Know direction,
Stabilize (animals only)
Detect Poison (animal only)

Calm Animals,
Charm Animals,
Ant Haul (but restricted to animals),
Commune with birds (at a the druid might get a feeling on the top side, but on the bottomside where magic is infuses the world, she might just get the full benefits of the spell),
Cure Light Wounds (restricted to animals),
Detect animals or plants (restricted to animals only),
Diagnose disease (restricted to animals),
Good Berry (effect restricted to animals, although I can see this being unrestricted, but not yet used on anything but animals by the vet).
Hide from animals (not sure if this works so well, but self only to start)
Remove sickness (effect restricted to animals)

Maybe the vet, is such a good vet because he/she has this innate ability, empathy with animals and used most processes in her handling of the animals in her theatre/lab. There are others that I could also add, which provide personal bonuses, but on reflection that might be pushing the boat out a bit too far. Things like Starsight, Rite of Bodily Purity, Pass without trace (self or animal only), Nereid's Grace, Nature's Path (self or animals only), Heightened Awareness, Feather Step, Deadeye's Lore, Aspect of the Falcon, Antitoxin Touch. Some these I can create a sort of rationale, but probably it's too far fetched compared with the others above.


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Wilhim wrote:
Deevor wrote:
Sounds a pretty mean idea, so would a zoologist or botanist/druid work for you.. drafted into the squad for his/her specialist biological skills. So would we be able to take batteries into the otherside, recharge them for our scientific experiments? Yeah count me interested.

Zoologist or a botanist would be find, turning them into a druid doesn't work in my opinion before actually having a chance to learn druidic magic through actual exposure to it. Feel free to present a case though and I'll consider it.

I was thinking a kind of horse whisperer type of zoologist with healing skills, where the animal charming was a kind of minor magic, that on the other side turns to druidic magic. So still with the knowledge(nature) stuff. Veterinary skills this side would work in the alter-side as a more magical healing skill in addition to the veterinary skills. Perhaps to start with a limited spell list to start with until 2nd level when full druid 0 and 1st level spells are available. If this doesn't work for you no matter, I kinda liked the concept.


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Would like to try a technomancer, so could start one up here, not sure what race yet ...


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Sounds a pretty mean idea, so would a zoologist or botanist/druid work for you.. drafted into the squad for his/her specialist biological skills. So would we be able to take batteries into the otherside, recharge them for our scientific experiments? Yeah count me interested.


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Dotting


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Dwarf - (unchained) barbarian
I can fill some of the details with the you if he gets picked ... but there is enough to be going on with.

Hangraf the Un-named - flavour:

Hangraf the un-named is not your normal dwarf, his family is in shame, though he can't quite work out why. It was his father that took him and his mother out in the middle of the night, quietly and without any goodbyes. Whatever his father did has bought shame on the family name. They became wanderers of the wilderness, leaving the mountains and forever looking for a home. It was as a teenager (in dwarven terms) that another tradegy stuck, whatever it was, his father sunk further into the blacknes of despair and depression, taking his own life bringing more shame.

Hangraf sought out and spoke with the spirits of the earth, trying to gain the favour of his ancestors, hoping to regain their favour. When he did his moods swung violently between blaming the dwarfven council of YYYY and then again his father and his ancestors.

With his mother and sister/brother it was Hangraf that would look after the family, it was then he found the will to take his responsibilities and try to control his moods.. Finding themselves in Ustalav, they settled and Hangraf joined the local guard to protect and serve XXXXXXX. However the effect of all that happened made Hangraf an unstable fighter, he moods swing one way and then another, fighting ferociously against the demons of Ustalav, (undead and others), then sometimes turning on his own in the heat of battle.

His eyes are intense, coloured orange like the magma of the raging earth, encased in a dark grey skin that covers his head and body. The neat and tidy beards of many dwarfs is missing, in its place black swirling spiral tattoos, that continue from his face over the rest of his body. He wears a dirty, ruddy red and dark green coat, heavy with metal protection. He holds his father's ornate waraxe and his worn wooden shield. A shortbow is slung over his back.

Hangraf the Un-named - stats:

Hangraf the Un-named
Male exiled dwarf unchained barbarian (wild rager) 1 (Pathfinder RPG Ultimate Combat 31, Pathfinder Unchained 8)
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 14 (1d12+2)
Fort +3 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +3, Will +4 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school, +2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school)
Defensive Abilities defensive training; Resist stubborn[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee dwarven waraxe +4 (1d10+3/×3) or
. . light flail +4 (1d8+3) or
. . unarmed strike +4 (1d3+3 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks rage (5 rounds/day), hatred, relentless[APG]
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 13, Int 13, Wis 12, Cha 5
Base Atk +1; CMB +4; CMD 17
Feats Iron Will
Traits indomitable faith, iron liver, pugnacious
Skills Acrobatics +4, Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +4, Craft (alchemy) +5, Craft (traps) +3, Knowledge (nature) +5, Perception +5 (+7 to notice unusual stonework), Survival +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ fast movement, uncontrolled rage
Combat Gear scroll of cure light wounds (x2); Other Gear armored coat[APG], light wooden shield, dwarven waraxe, light flail, shortbow, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Rage (Unchained, 5 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
Uncontrolled Rage (DC 11) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.
--------------------


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No worries, I kinda guessed that anyway... just wanted to ask anyway.

.. :-)


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Interested in playing, not sure if you are advertising for players or not though?


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Dotting, really would like to play in this, I play 2 other games on the boards, 1 starfinder, 1 pathfinder. I'm in the UK so GMT or BST for me. I have played a bit of this before, but unfortunately the game died on me. I need to look at the players guide again ...

Thinking either dwarf barbarian or some kind of martial divine character.


Apologies, i've been down with food poisoning or similar for since Monday, hope I'll be able to continue with you soon.


Horillo goes back to retrieve his bow, "Do you need manacles Sorix? We have some in our hoard."

I'm assuming Horillo dropped his bow when he took out his morningstar.

1/5

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HI,

Got into a bit of a pickle with sessions #11 and #12 for event #445990.

It looked like it didn't take the first time I added the session (#11) so I reentered the stuff and got event #12. So I tried to delete session #11 and ended up creating a ghost session with no GM or date for the event.

On another note, my character 704, which was creted at PaizoConUk as part of the Starfinder Special that was run there, was always supposed to be First Seeker(Jadnura) guild, as opposed to the Fisrt Mandate, which I gave as I thought it was the place holder for First Seeker (J). If you are tidying up my mess, can you also make that character have all reported games as First Seeker J, I've corrected where I was GM.

Many Thanks Paul (aka Deevor)


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Thanks a bunch Sam.


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Hi,

I have added a new payment method which ends XXXX for this order as I have just closed the old account, (thus declining payment for the order with the old account). I'm not sure if I've made the changes correctly on the order to use the new details, so please can you check it uses the details for the account ending XXXX. The new details should be used for all future payments, until further notice.

Thanks


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If you think I'm game-crashing and making the numbers too much, I'll drop as I didn't know the recruitment had been done previously.


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Dotting, taking a look at making a character ...

Not looked at PF2E yet, so ...

Thinking I'll go something easy, halfling monk with ranged monk weapons looks a bit difficult to start with ... so will probably change to something else.


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Glad you guys have found a GM, I know I definitely can't take it.

As for Eianar it was good whilst it lasted and glad that you have kept going. Eianar was difficult to keep going, the speech patterns took at lot more time than I meant it to. He was though a very enjoyable character.

Same for Darc, he was a bit of a strange one too.

Enjoyed both games, but RL just got too much.

We may meet on the boards again.

Best wishes and Good Luck to your new GM and you.


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dot


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dot .... really don't think I have the time, but I'll get my book out and take a scan.

P.S. Nice to know one of the players from a previous campaign I was involved with ... but who is that!!


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Saniel Jin Ka wrote:

Deevor, a couple questions and comments.

- How are you arriving at your attack bonus and damage with your weapons? Seems either I am missing something or you printed your statblock with some toggles engaged in HeroLab.

- If you check the character guidelines you will see that no stat can be below a 10 before racial adjustments. Your INT falls outside of that requirement.

OK, will change the stats for the int, had both point blank and divine favour set .. naturally without bonuses +4 or +2/+2 and no bonus to damage....

However to get the int to 10, will take dex down to 17, gives 10 int and 13 charisma.

So now ... naturally without bonuses +3 or +1/+1 (rapid) and no bonus to damage....


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I would have created an alias for Horillo, but somewhere between my browser and Paizo it's not happening so here's the first quick entry for Horillo. Not sure whther hidden priest archetype is really something to go for or not, but can be discussed if given encouragement.

Horillo, Cleric of Estoril (holy weapon - longbow):

Horillo
Male human (Chelaxian) cleric (hidden priest) of Erastil 1 (Pathfinder Campaign Setting: Inner Sea Magic)
NG Medium humanoid (human)
Init +4 (+6 during surprise rounds); Senses Perception +9
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +5; +1 trait bonus vs. illusion effects
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . longspear +1 (1d8+1/×3)
Ranged longbow +6 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Cleric (Hidden Priest) Spells Prepared (CL 1st; concentration +4)
. . 1st—calm animals[D] (DC 14), divine favor, obscuring mist
. . 0 (at will)—detect magic, light, read magic
. . D Domain spell; Domains Community (Family[APG] subdomain), Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 8, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Rapid Shot
Traits fast-talker, pattern speaker
Skills Acrobatics -2 (-6 to jump), Bluff +6, Knowledge (arcana) +3, Perception +9; Racial Modifiers +1 Perception
Languages Common
SQ eyes of the hawk, false arcanist
Other Gear hide shirt, arrows (100), dagger, longbow, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Asmodeus)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Estoril, 27 gp
--------------------
Special Abilities
--------------------
Cleric (Hidden Priest) Domain (Family)
Cleric (Hidden Priest) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
False Arcanist +1 (Ex) Gain +1 bonus on some skill checks; disguise divine spellcasting as other type with a skill check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
--------------------
Horillo's early life was simple, the son of a farm worker on the Lord Tarn's estate, outside the town of Kintaro. He was recognised as special by those who gave nourishment and healing to the poorer families on the estate. Perran, the unassuming follower of Estoril took Horillo under his wing and taught him the tenants of the old god, the nourishment of the family and community. Horillo listened and slowly Estoril listened to his pleas, and prayers were answered. For the life outside the city gates for peasants and nobles alike was not so stifled by the oppressive march of the Asmodian faith.

Perran taught the young man both the words of Estori; and his actions, the bow that now rests in Horillo's hand, has taken a holy stag in Estoril's name. The right of passage for a chosen of Estoril.

It was peaceful and tranquil, until the day the Lord Tarn's estate was repossesed. The estate worker's families forced into Kintero to seek an end to starvation, homelessness and hopelessness. Once in Kintero the family started to find work and a room to stay. But the tyranny of Asmodeus was enforced with greater force and law. The other gods were denied their rightful places of worship, so Horillo became more used to hiding his faith in the goodness of man. The more he resented the life he was forced to lead, something had to change, and change soon. The alignment of the stars, the way the ground baked in the sun, all these were signs, were the patterns of life that foretold of troubles ahead. Of rebellion in the air....


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Dotting ... thinking something like oracle or bard, but will have a good look at the players guide first.


Player Name: Deevor
Character Name (class, level, theme): Pytho-7, (Operative(Hacker) 1, Outlaw)
PFS ID: 12784-702
Starting reputation with factions: Dataphiles 2
Starting fame: 2
Day Job roll: Profession (electrician) 1d20 + 12 ⇒ (14) + 12 = 26
Other relevant info the GM should know: Nothing special ...
Have you played Claim to Salvation: No


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A ghost operative climbed on top of a old wooden flat roof riddled with holes. Once on the roof, the operative decided to punch a hole in the roof and drop a grenade on the mad monster below. With the grenade in hand he smashed his hand down, thinking the roof was rotten and would easily give way. Unfortunately that was not the case, his hand recoiled, pain shooting up his arm, his fingers letting go of the grenade in his hand. The grenade slowly rolled away from the operative, as he clutched his hand in pain. The weapon rolled slowly along the roof, inch after inch, until it found a hole of its own. The operative with his senses back lunged to retrieve it, but too late. The grenade exploded, shattering the roof into thousands of splinters and the operative blown clean off the roof, only to lie helpless prone on the ground, waiting for the blackness of unconsciousness to wash over him....

Thanks to the alert mystic his life was not forfeit and he went on to adventure again.


Life happens .... hope the nads get well soon!!!!


I think we slaughtered well .... and snuck around quite nicely too...

Really enjoyed the game, and the characters .... Thanks all round.


Deevor wrote:
Pregen Keskodai does not have a day job. I'm going to be applying this chronicle to is Zoicoluu, 12784-703. She is second seekers, her reputation will be different when she she uses this cert, so please leave the current reputation blank, I can fill in when I get there.

Whoops, just realised I wanted this to go to Pytho-7 not Zoicoluu. Sorry for the confusion ... should have read what I put in the first page of the discussion. Please use the detail of the first post, and no day job...


Pregen Keskodai does not have a day job. I'm going to be applying this chronicle to is Zoicoluu, 12784-703. She is second seekers, her reputation will be different when she she uses this cert, so please leave the current reputation blank, I can fill in when I get there.


Keskodai is thankful they have the drow, Villyth. He stands over the body, "I don't think we need kill the thief, we can let her house take care of her. If she was rebellious, then they can punish her. We cannot be judge, jury and excutioner." the shirren mystic ponders. "She is not a threat to us now, let's get the goods she stole. We take them and let her face the justice of her peers."


The shirren watches as the Drow tries to escape the by disappearing, but the shirren's antennae start to vibrate furiously as they feel the movement of the air and quickly moves towards the drow pulling out her battlestaff. "You will not escape Desna's justice Drow...". He strikes at the place he thinks Villyth is still standing, his staff sweeping round in a forceful blow.

Move action: move and draw weapon whilst moving.

Std Action:
Attack Baton 1d20 + 3 ⇒ (20) + 3 = 23 damage 1d4 + 4 ⇒ (3) + 4 = 7 - Concealment 1d100 ⇒ 84
Crit effects if 23 hits his through its AC, extra damage 1d4 + 4 ⇒ (3) + 4 = 7 and the drow is now prone.

battle staff +3 (1d4+4 B; critical knockdown; analog, block)


Keskodai walks round the corner, hoping to focus on the drow who tried to defraud the Starfinder Society. "You bring shame on your house, now take the consequences." The shirren calls on Desna's power, as Keskodai's mind fills with the blackness of the void and space, and Desna's stars and moons collide in a massive explosion. He directs his thoughts to Villyth, "Feel the power of the universe."

Move action: - 30ft move
Std action: - cast 2nd level Mind Thrust at Villyth Damage 4d10 ⇒ (2, 2, 8, 5) = 17 DC17 will save for half.

Mind Thrust:

Mind Thrust (2nd-level Spell): This spell deals 4d10 damage (Will DC 17 half) to one creature within 35 feet that has an Intelligence score.

MIND THRUST M1–6

School divination (mind-affecting)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.

1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.

2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.

3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.

4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.

5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.

6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.


Keskodai follows on as others charge into battle. Using the boxes and pallets to give him some cover he intones a prayer to Desna, calling for protection. His armour takes on a slight sheen, that solidifies around him as his prayer comes to an end.

Move action:
Move along passageway
Std action:
Cast Reflective Armour on himself.... 1 st level spell cast.


Keskodai quickly follows after Gunn and Vixi as they make their way to the new threat.

Double move....


"Csk Csk, you can come out now, we have some new helpers, see." Keskodai says, pointing at the orcs now looking at Vixi and Navasi. "Now we find what we came for."


Enjoy the Con GM ....


With the sounds of combat comming from the area where Keskodai had heard the sounds, he quickly makes his way forward, getting ready for comabat himeself. "Now Csk Csk, keep out the way, this is going to be rough. Orcs are not known for being gentle, much the opposite in fact. Anyway he we go." His antennae twitch as he gets close, "Anyone in trouble and tell me, I might be able to heal you." he lets his companions Within 30 ft of Keskodai's final position know through his telepathatic ability.

Round 1 vs orcs
Full round action moved 60ft, new position on map.


Check and placed ...


PLAYER: Paul Fowler
CHARACTER: Pytho-7
SFS ID#-PC#: 12784-702
FACTION: Dataphiles
[DICE=Day Job]1d20+[/DICE No Day Job

Compliment: No greater compliment than I'd be very happy to play in one of your games again. Liked the clear way combat was handled with each round being summarised (Bold to go etc.).


Sometimes when watching football (soccer to some) we sing 'It's all gone quiet over there' Sort of stalled a bit just when it is getting violent.


Keskodai stays at the entrance, waiting to hear his companions begin any hostilities, keeping a watchful eye on the surroundings, his antennae twitching feeling the vibrations of the air, whilst his feet tremble as the ground echos the movement of his friends soft footfalls. As they leave they hear in their minds, "Call to me if you need me, Desna can heal you wounds through me."

As Keskodai doesn't move from his position and is being quiet, I don't think you need a stealth check quite yet.
Perception to hear hostilities start and keep watch for more slaves. 1d20 + 11 ⇒ (7) + 11 = 18 with Blindsense

Blindsense:

Keskodai ignores all forms of visual camouflage and invisibility when attempting Perception checks to notice creatures within 30 feet, though creatures he can’t see still gain full concealment.


Keskodai's antennae continue to twitch after the quasit leaves, as his senses detect movement from the left. Each in turn, hears in their mind, "There's something to the left, further down the warehouse over there. Probably one of those orcs the quasit mentioned." The shirren points as best he can to the left, after the first aisle ahead. The minds hear, "Perhaps you have a chance to nullify any threat quietly, I'll stay here until you call."

He then addresses Csk Csk hidden in his robes, whispering to him, "We can be quiet, it's still dangerous down here, let the others deal with this. Silence is golden when it comes to this sort of thing." his voice tremors.


Mysticism 1d20 + 13 ⇒ (4) + 13 = 17
Sense Motive 1d20 + 4 ⇒ (20) + 4 = 24

Keskodai's antennae twitch as he notices the marked skin of the quasit, he sends the message to each of his companions in turn. "This quasit follows Andirifkhu, a demon lord of illusions, knives, torture, and traps. Be careful, as demons go, this one is probably very untrustworthy. So much so, that it is contemptuous of Villyth."

Keskodai's mandibles clutch at Csk Csk's jar and move him inside the robes of the mystic. He looks up at the quasit, "Then, if you don't mind we'll take a look round and see how good or otherwise Villyth is at her business. You don't have to worry, you might as well take some time off, whilst we check her inventory. She has some inventory that is of interest, some weapons she has found in House Zeizerer from House Xicton. If they fit the bill, my friends may have use for them and business can be concluded with Villyth. You wouldn't know where that shipmenty is located?"

Don't mean to do this on my own, but we have a chance of maybe not fighting the quasit. Your help is welcome.


The shirren watches with interest as the others clear the place and take care of the last guard. As he follows you hear him talking to Csk Csk constantly explaining what's going on, his mandibles clicking and clacking to emphasise important moments as datapads are uploaded.

Once all seems safe Keskodai asks if anyone is seriously hurt, because Desna can knit your bones together and bind your wounds, and Desna has given Keskodai a few small blessings from her power.

............

Mysticism 1d20 + 13 ⇒ (3) + 13 = 16
Diplomacy 1d20 + 8 ⇒ (18) + 8 = 26

Smoothing his robes down a bit, Keskodai answers "We have business with Villyth, has he not told you of our coming?"

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