|
Doc Bloodshanks's page
378 posts. Organized Play character for azjauthor.
|
|
1 person marked this as a favorite.
|
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
"Yes, well, we've got quite the assortment of goodies for the Horizon Hunters to look over, to be sure. Hopefully they can make sense of that multiversal navigator." He points out various features of the various items that they 'liberted' from Aslynn's fortress. "And, of course, these scholars that we've rescued have immense expertise in this area and, I am sure, will be willing to help."
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc tends to Narcela as best he can, in case she's have any problems that his medical intervention can help with.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Yeah, I would need a 9+ to succeed on the Crafting, so it beats my chances.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc begins handing out versatile vials. "Drink up quickly!"
Jakoby healing: 2d6 ⇒ (2, 1) = 3 + 5 Temp HP for 1 minute if you drink it
BakBat healing: 2d6 ⇒ (5, 4) = 9 + 5 Temp HP for 1 minute if you drink it
Argoni healing: 2d6 ⇒ (3, 6) = 9 + 5 Temp HP for 1 minute if you drink it
Itka healing: 2d6 ⇒ (3, 3) = 6 + 5 Temp HP for 1 minute if you drink it
He then holds one out, tilted for Ro to come and drink from him if he's so inclined.
Ro healing: 2d6 ⇒ (3, 6) = 9 + 5 Temp HP for 1 minute
"Seems like it might be wise to get a move on, then ... Now, who was driving this craft? I think I had deciphered the controls a bit ..."

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Reflex save DC 27: 1d20 + 15 ⇒ (20) + 15 = 35
Doc dodges the shadow blast. "Itka, pull yourself together!"
Will save DC 27: 1d20 + 15 ⇒ (3) + 15 = 18
Even as he shouts at her, Doc feels ominously intimidated by Itka, throwing him off mentally.
Will save DC 22: 1d20 + 15 ⇒ (8) + 15 = 23
Shoving off the other mental effects, he shouts at the remaining skelm, "You are royally pissing me off..."
He retreats until he's out of the ominous bad feelings coming from Itka.
◆ Stride
◆ Quick Bomber: Quick Alchemy + Strike
Acid Flask attack vs. off-guard: 1d20 + 15 ⇒ (13) + 15 = 28
Acid Flask damage: 1 acid + 2d6 persistent + 2 acid splash, angled in a cone away from Itka & Ro by Directional Bombs
◆ Quick Bomber: Quick Alchemy + Strike
Bottled Lightning attack: 1d20 + 15 ⇒ (10) + 15 = 25
Bottled Lightning (electricity) damage: 2d6 ⇒ (3, 2) = 5 + off-guard +2 electricity splash, angled away from Itka & Ro
2 versatile vials used, down to 4 remaining

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Hoping that Jakoby's gotten together enough not to attack him, Doc darts around to get a better angle of attack on the enemies.
◆ Strike
He draws an alchemist's fire from his belt and hurls it at the weak skelm.
◆ Quick Bomber: Draw alchemist's fire & strike
Alchemist fire attack on weak skelm: 1d20 + 15 ⇒ (14) + 15 = 29
Alchemist fire damage: 2d8 ⇒ (8, 6) = 14 +2 persistent fire +2 splash damage - Directional Bombs means the splash cone will hit the Elite skelm but not hit Ro
He then mixes together a quick versatile vial and throws it at the weak skelm unless he's down, then I'd target elite skelm.
◆ Quick Bomber: Quick Alchemy (craft versatile vial) & strike
Versatile vial attack w/ MAP: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
Versatile vial (acid) damage: 2d6 ⇒ (2, 4) = 6 +2 acid splash - Directional Bombs avoids Ro in the splash

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc blinks himself out of the paranoia that has overcome him. "Cursed spells ..." he mutters as he grabs his alchemical supplies, turning his attention first to Jakoby.
◆ Battle Medicine on Jakoby
Crafting for Medicine DC 20: 1d20 + 19 ⇒ (7) + 19 = 26
Mortal Healing turns that into a crit, if Jakoby hasnt' received divine healing in the last 24 hours.
Base healing: 2d8 + 10 ⇒ (4, 1) + 10 = 15
Additional Crit healing: 2d8 ⇒ (6, 2) = 8
He then reloads and fires his +1 merciful striking alchemical crossbow at Bremix.
◆ Reload
◆ Strike
Crossbow attack: 1d20 + 15 ⇒ (15) + 15 = 30
Crossbow damage (piercing, nonlethal): 2d8 ⇒ (4, 3) = 7
Alchemical damage (electricity, nonlethal): 1d6 ⇒ 3
What that third bolt fired, the last of the alchemical reagents from the bomb are expended, leaving an inert bomb casing in the metal bracket.

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc makes no effort to help any of his allies, but instead raises his +1 merciful striking alchemical crossbow, suffused with electrical energy, and fires it at Bremix. I'll show them how useful I am.
◆ Strike
crossbow attack vs off-guard Bremix: 1d20 + 15 ⇒ (7) + 15 = 22
crossbow normal damage (piercing, nonlethal): 2d8 ⇒ (1, 3) = 4 + electrical nonlethal: 1d6 ⇒ 3
Hero Point on strike
crossbow attack vs off-guard Bremix: 1d20 + 15 ⇒ (2) + 15 = 17
Bitter and frustrated, he reloads and shoots again.
◆ Reload
◆ Strike
crossbow attack 2 w/ MAP vs off-guard Bremix: 1d20 + 15 - 5 ⇒ (14) + 15 - 5 = 24
crossbow normal damage (piercing, nonlethal): 2d8 ⇒ (7, 7) = 14 + electrical nonlethal: 1d6 ⇒ 3
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Crafting Earn Income DC 20: 1d20 + 19 ⇒ (13) + 19 = 32
Master crit success for 16 gp.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Do we want a bot on Isaku? Looks like it's been almost a week since he posted.

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Will save DC 26: 1d20 + 15 ⇒ (19) + 15 = 34
Doc shrugs off the effect of the Skelm's words, and mutters, "Much as I loathe standard religious fanatics, they at least debase themselves before something as elevated as a god."
He grabs an acid flask and hurls it at the guy in the yellow slash.
◆ Quick Bomber: Draw bomb & Strike
Acid Flask attack on yellow sash: 1d20 + 15 ⇒ (1) + 15 = 16
Hero Point - Acid Flask attack on yellow sash: 1d20 + 15 ⇒ (4) + 15 = 19
1 acid + 2d6 persistent acid + 2 splash acid ... and with that roll, I'm assuming all that hits him is the 2 splash
"Well, that's unfortunate ..." He grabs his crossbow, then a bomb from his belt and loads it into the metal bracket. The liquid from the alchemical bomb flows down a track, infusing the bolt with crackling electrical energy.
◆ Interact: Draw alchemical crossbow
◆ Interact: Load alchemical crossbow w/ bottled lightning
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc looks over the controls and tries to figure them out.
Crafting DC 28: 1d20 + 19 ⇒ (18) + 19 = 37
"I think I have a good sense of how these controls work."
Is it a Crafting check to actually pilot it, or something else?
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc accepts the primal healing magic without qualm.

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc gives all injured people each one of his versatile vials, crafting them as needed, except for Itka who just had one. "Drink up!"
Isaku healing: 2d6 ⇒ (3, 5) = 8
BakBat healing: 2d6 ⇒ (3, 5) = 8
Jakoby healing: 2d6 ⇒ (6, 1) = 7
Ro healing: 2d6 ⇒ (1, 6) = 7
Doc healing: 2d6 ⇒ (2, 6) = 8
Immune for 10 minutes due to coagulant trait
I'm assuming I can also use the 10 minutes we are "resting" to perform treat wounds?
Doc lines up himself, BakBat, Ro, and Itka to administer more lengthy healing. "Jakoby, I'm going to prioritize Itka because she has suffered some grievous wounds that need dealt with."
Treat Wounds (Crafting) w/ Ward Medic DC 20: 1d20 + 19 ⇒ (3) + 19 = 22
Treat Wounds healing (crit from Mortal Healing): 4d8 + 10 ⇒ (4, 2, 2, 1) + 10 = 19
If any of you gained divine healing in the last 24 hours, you heal only 16
I heal another 5 from Godless Healing feat and 14 from 8-hour rest, so I heal 8 + 19 + 5 + 14 = 46, leaving me at 6 down at the end of the 10 minute (8-hour) rest.
After feeling replenished, Doc looks around, "Okay, who still has some damage that needs dealt with?"

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc sees Itka fall, and his first reaction is to defeat the enemy ... but then, seeing that she's regained consciousness, his priority changes to making sure she isn't an easy target. He darts over toward her and begins administering additional medical treatment. "Focus on taking that thing out! I'll do what I can to keep her up!"
◈ Stride
◈ Battle Medicine on Itka
Crafting DC 20: 1d20 + 19 ⇒ (10) + 19 = 29
Healing: 2d8 + 10 ⇒ (7, 6) + 10 = 23
If Itka hasn't received divine healing in the last 24 hours, my Mortal Healing feat makes it a crit for another 2d8 ⇒ (4, 7) = 11 healing
He also administers one of his versatile vials to Itka for healing purposes.
◈ Interact: Administer field vial
Healing: 2d6 ⇒ (5, 3) = 8
If I am able to administer it down her throat as an elixir, she also gains 5 Temp HP, but I'm not sure if I can do that.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc moves into position
◆ Stride
He grabs an alchemist fire from his belt and hurls it at the Elite Faded Dream.
Quick Bomber: Draw bomb & Strike
Alchemist's fire attack: 1d20 + 15 ⇒ (14) + 15 = 29
Alchemist's fire damage: 2d8 ⇒ (6, 1) = 7 +2 fire splash +2 persistent fire
He then crafts and throws a versatile vial in a second attack.
Quick Bomber: Quick Alchemy a versatile vial & Strike
Versatile Vial attack w/ MAP: 1d20 + 15 - 5 ⇒ (20) + 15 - 5 = 30
Versatile Vial damage (acid): 2d6 ⇒ (3, 5) = 8 +2 splash acid
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
The description makes it sound like it's direct damage. Is there a saving throw or attack roll? Does the concealment chance apply to that damage?
If it's automatic damage, then I'd say it would make sense to use 2 charges to do double damage to the nightmare, who seems to be the more powerful enemy. The cone would make sense if we could line them up to get a couple or even better all three.
If we do burn through the charges too much, we have enough time that we could run to recharge it before leaving (in case this battle with the nightmare isn't the final boss battle).

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Apologies. Got more tied up over the holidays than I was expecting.
Will Save DC 28 vs. Vision of Death: 1d20 + 15 ⇒ (18) + 15 = 33
10 points damage & frightened 1, I believe ... so 27 damage total?
Doc frowns at the melee around the nightmare, thinking there isn't any angle where his attacks won't splash onto allies. "Does anyone know what these little ... dream things are? Is there a way to hurt them well?"
Not wanting to injure his allies, he moves around to get an angle on the black creature.
◆ Stride
◆ Quick Bomber: Quick Alchemy to create versatile vial & Strike
Versatile Vial attack on Elite Faded Dream w/ Frightened 1: 1d20 + 15 - 1 ⇒ (5) + 15 - 1 = 19
Versatile Vial damage (acid): 2d6 ⇒ (4, 4) = 8 +2 splash acid damage, with directional bomb blasting splash in cone to avoid Jakoby/Ro
◆ Quick Bomber: Quick Alchemy to create versatile vial & Strike
Versatile Vial attack on Elite Faded Dream w/ Frightened 1 & MAP: 1d20 + 15 - 1 - 5 ⇒ (8) + 15 - 1 - 5 = 17
Versatile Vial damage (acid): 2d6 ⇒ (6, 3) = 9 +2 splash acid damage, with directional bomb blasting splash in cone to avoid Jakoby/Ro
Frightened 1 drops to Frightened 0 at end of turn

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Reflex DC 28 save w/ greater cover: 1d20 + 15 + 4 ⇒ (4) + 15 + 4 = 23
Hero point re-roll
Reflex DC 28 save w/ greater cover: 1d20 + 15 + 4 ⇒ (2) + 15 + 4 = 21
Well, so much for that ...
Doc moves up closer to the nightmare, mixes up a front vial, hurls it at the nightmare.
◆Stride
◆ Quick Bomber: Quick Alchemy + Strike
Frost vial attack: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Concealment flat check DC 5: 1d20 ⇒ 18
Frost vial damage (cold): 2d6 ⇒ (3, 2) = 5 +2 cold splash (doesn't hit anyone else) & -10 foot movement penalty
◆ Quick Bomber: Quick Alchemy + Strike
Frost vial attack w/ MAP: 1d20 + 15 + 1 - 5 ⇒ (2) + 15 + 1 - 5 = 13
Concealment flat check DC 5: 1d20 ⇒ 9
Frost vial damage (cold): 2d6 ⇒ (3, 1) = 4 +2 cold splash (doesn't hit anyone else) & -10 foot movement penalty
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
◆ Recall Knowledge
As Argoni (presumably) shares his findings, Doc mutters, "Sounds like I'll have little that can help with those creatures ... so I'll focus my attention on the large beast..."
Taking Argoni's lead, Doc darts down behind some crates, pressing against them to avoid any possible attacks.
◆ Stride
◆ Take Cover
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Itka & Jakoby sound good to me.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc mixes up a moderate elixir of life for Argoni. "Drink quickly."
elixir healing: 3d6 + 6 ⇒ (1, 5, 4) + 6 = 16
He replenishes the spent vial while traveling through the fortress.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc nods. "First back to pick up the scholars, then to the ship, yes, that seems prudent. Our time pressure is no longer purely about Aslynn's return."
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Crafting (Medicine) DC 24: 1d20 + 19 ⇒ (5) + 19 = 24
Doc nods in agreement with Argoni. "Does anyone have a sense of anything we can do to stave off these attacks on her?"
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc looks over the glowing gems, but focuses his attention first on making sure the bells do not alert residents of the fortress.
I assume we need multiple successes on this.
Crafting DC 26: 1d20 + 19 ⇒ (13) + 19 = 32
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
"Narcela, is there any real reason to go to the Seneschal's Study? You know the layout pretty well, don't you? If not, then my vote is to get to the Bell Tower and disable the interplanar net. I am fascinated to get a look at this thing."
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc strokes his chin. "The glass globe seems to match the description best ... gyroscope, coil, within a sealed glass outer sphere. Should we ... liberate the other things, too?"
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
I'm not trained in any Charisma skills, so will pass on this check. If we can't succeed with everyone else's rolls and I need to give it an attempt, is Follow the Expert available on this (I assume someone is an expert in one of them)?
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
He begins ticking off activities on his fingers. "We would get Dinetrie to safety with the others, check out the trophy room, take out the planar net, and then get everyone over to steal the Gale's Claw. We would still have enough power in Lumna as a backup escape plan ... well before Aslynn is slated to return."
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc listens to Dinetrie's story, offering her a healing vial. "Here, have a sip of this, it'll help fortify you until we can get some proper healing done."
He glances around at the other Pathfinders, then his eyes rest on Narcela. "Aslynn's not here ... Would she have taken the Gale's Claw on her journey, do you think, or would it still be here? We have a sufficiently large contingent, I believe, to properly crew it. Depriving her of such a craft would be a serious blow to her strategic options for future moves against those on other planes."
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc glances at Bremix, "You're a real ray of sunshine, aren't you?"
He takes a versatile vial and mixes it up into an Eagle Eye Elixir for the journey, staying alert for to get to the Oneirium by the least dangerous route.
Perception: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 extra +1 to find secret doors & traps
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Can we travel for 10 minutes and then do the second round of Treat Wounds, rather than sitting in this location for a full 30 minutes?
Doc nods in agreement with Argoni and Narcela. "Yes, this sounds good. We should stay on the move as much as possible."
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
At the end of the 10 minutes, he mixes up more quick vials for those with remaining wounds and passes them out again.
Doc healing (if needed): 2d6 ⇒ (6, 3) = 9
Itka healing (if needed): 2d6 ⇒ (2, 3) = 5
Jakoby healing: 2d6 ⇒ (3, 4) = 7
Ro healing: 2d6 ⇒ (6, 3) = 9
Argoni healing (if needed): 2d6 ⇒ (3, 5) = 8
Isaku healing (if needed): 2d6 ⇒ (6, 6) = 12
BakBat healing: 2d6 ⇒ (2, 5) = 7

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc begins handing out quick versatile vials for everyone to drink. "Drink quickly before they lose potency."
Coagulant trait, so can't benefit again for 10 minutes. It also gives 4 Temp HP for each person who drinks it for 1 minute (not that it matters).
Doc healing: 2d6 ⇒ (2, 3) = 5
Itka healing: 2d6 ⇒ (5, 2) = 7
Jakoby healing: 2d6 ⇒ (3, 6) = 9
Ro healing: 2d6 ⇒ (4, 1) = 5
Argoni healing: 2d6 ⇒ (4, 5) = 9
Isaku healing: 2d6 ⇒ (1, 3) = 4
BakBat healing: 2d6 ⇒ (1, 1) = 2
Doc says as Jakoby starts treating wounds with their natural medicine, "Jakoby, not to be presumptuous, but my techniques might be more efficient than your medical treatments. If you'd allow me ..."
Ward Medic means I can heal 4 people in a single 10 minute Treat Wounds, and with Continual Medic you'd only be immune to Treat Wounds for another 10 minutes. If Jakoby agrees to let me, I'd target them, Isaku, and Argoni ... If not, then I'd target myself, Itka, Argoni, and Isaku (although that would be kind of a waste of healing.) Not sure with Ward Medic if I'm supposed to roll separately for each person, so I'll just roll once, but let me know if I need to break it out.
Crafting (Medicine) check for Treat Wounds: 1d20 + 19 ⇒ (9) + 19 = 28
Healing: 2d8 + 10 ⇒ (8, 6) + 10 = 24
If you haven't been healed by divine magic in the last 24 hours, then the roll becomes a crit and you heal another 2d8 ⇒ (3, 5) = 8
Also I recover 2 versatile vials in that 10 minutes.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
◆ Stride
Doc moves up and then produces another quick vial and hurls it at green, so the splash won't hit either Jakoby or Ro.
◆ Quick Bomber: Quick Alchemy & Strike
Versatile Vial strike: 1d20 + 15 ⇒ (9) + 15 = 24
Versatile Vial damage (acid): 2d6 ⇒ (2, 1) = 3 +2 acid splash
He then repeats the process again, hurling another acidic quick vial toward the remaining enemy.
◆ Quick Bomber: Quick Alchemy & Strike
Versatile Vial strike w/ MAP: 1d20 + 15 - 5 ⇒ (13) + 15 - 5 = 23
Versatile Vial damage (acid): 2d6 ⇒ (4, 1) = 5 +2 acid splash
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Seeing the white one destroyed, Doc advances and hurls his first bomb toward the green one.
34 to hit green. The splash is in a cone up and the to the left so it doesn't hit Ro. 12 fire damage + 2 persistent fire + 2 fire splash.

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Sorry, I got a little behind on posts over Thanksgiving ... have we identified any weaknesses or vulnerabilities on these? Have we confirmed they are undead, or are these some sort of Netherworld creature?
Conveniently positioned next to BakBat already, Doc takes the opportunity to wrap some of his wounds in bandages soaked with healing chemicals. "That'll keep you going, m'boy!"
◆ Battle Medicine
Crafting (in place of Medicine) DC 30: 1d20 + 19 ⇒ (1) + 19 = 20
Okay, we'll Hero Point that ... but thankfully I got that third one from the convention boon.
Crafting (in place of Medicine) DC 30: 1d20 + 19 ⇒ (12) + 19 = 31
Standard healing: 2d8 + 10 ⇒ (5, 3) + 10 = 18
If BakBat has not received divine healing in the last 24 hours, then it becomes a critical success from Godless Healing and he receives another 2d8 ⇒ (6, 1) = 7 HP back
With his ally well situated to keep up the fight, Doc draws another set of vials, mixes them together, and then hurling them at white.
◆ Quick Bomber: Quick alchemy + Strike
Alchemical fire attack on white: 1d20 + 16 ⇒ (18) + 16 = 34
Alchemical fire damage (fire): 2d8 ⇒ (6, 6) = 12 +2 persistent fire +2 fire splash
Directional bombs lets me make a 15-foot cone starting at white, so the splash will hit green as well.
Running low on his well-balanced versatile vials, he mixes up a quick one and hurls it.
◆ Quick Bomber: Quick alchemy + Strike
Versatile Vial attack on white w/ MAP: 1d20 + 16 - 5 ⇒ (7) + 16 - 5 = 18
Versatile vial damage (acid): 2d6 ⇒ (1, 3) = 4 +2 acid splash, aimed toward green
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Isaku Beru wrote: Doc, if Chadius is reporting this game for Gameday, then you are now the proud owner of a hero point (i.e. it would be counted as a Convention game and you can use your boon!) :) Oh, yeah, I guess it would. Thanks for pointing that out! (That is a nice boon.)

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc grabs some vials from his belt and mixing them together, hurling them at the red creature.
◆ Quick Bomber: Quick Alchemy & Strike
Alchemist's fire attack on off-guard red: 1d20 + 15 ⇒ (19) + 15 = 34
Alchemist's fire damage: 2d8 ⇒ (6, 5) = 11 +2 persistent fire +2 splash fire
Directional Bombs feat means the splash is in a cone away from me, so BakBat doesn't get hit by splash.
◆ Cast a Spell: guidance
Doc's pendant of the occult begins to glow, as he again mixes chemicals, this time to create a greenish bomb, and the light seems to guide his hand as he throws it this time.
◆ Quick Bomber: Quick Alchemy & Strike
Acid flask attack on off-guard red w/ guidance & MAP: 1d20 + 15 + 1 - 5 ⇒ (11) + 15 + 1 - 5 = 22
1 acid damage + 2d6 persistent acid + 2 acid splash
Again, directional bombs, so splash doesn't hit BakBat.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Earn Income (Crafting): 1d20 + 19 ⇒ (6) + 19 = 25
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Finally getting his wits about him, apparently lost in reverie as if he were giving thanks about something, Doc advances, grabbing a bomb and hurling it at the red enemy.
◆ Stride
◆ Quick Bomer: Interact/Draw & Strike
Acid Flask attack on red w/ quicksilver mutagen: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33
1 acid + 2d6 persistent acid + 2 splash
◆ Revifying Mutagen
He then metabolizes the mutagen in his system, healing himself. The palor of his skin returns (mostly) to normal.
Healing: 1d6 ⇒ 2
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Do you have a way to replicate the 4 guards that it looks like we're going to have to kill? If not, then I think anyone who comes to investigate will know the jig is up. That would have been a good idea if we could have snuck him out past the guards somehow.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
DC 22 Reflex save w/ quicksilver mutagen: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Crafting (in place of Medicine) DC 29: 1d20 + 18 ⇒ (12) + 18 = 30
"It isn't a sickness, but this is the malevolent sorcery of the hags. Aslynn has begun a ritual to force Narcela to transition into a hag. We are safe from contamination, but must figure out a way to stop this ... Perhaps a dispel magic spell would disrupt the ritual? But that is frankly just a guess. Lumna, do you have any ideas or knowledge related to this?" He begins looking through his vials, anxious for a way to counter the effect.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Ah, I appear to have read the Quiet Allies geat wrong. Apologies for the confusion.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
If I read the feat right, you *can* roll a single check. From rainrax's post, looks like I'm the only one who needs to follow the expert.

male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc uses one of his versatile vials to mix up a quicksilver mutagen and downs it, looking a bit weakened as he does so but more spry. He offers to make one for anyone else.
He moves behind Argoni, carefully trying to duplicate his moves and technique.
As I said in the OOC thread, since we are accumulating successes, I think it makes sense for Argoni and I to roll separately, rather than both having to rely on my roll.
Follow the Expert (Stealth) w/ mutagen bonus: 1d20 + 7 + 2 + 2 + 2 + 1 ⇒ (12) + 7 + 2 + 2 + 2 + 1 = 26
Doc competently follows the halfling investigator's lead, sticking to the shadows and doing his best to avoid detection ... assuming the guards are not too good at their jobs.
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Wow, that's close ... I believe Following the expert would bring Itka to +14 on Thievery and me to +12 on Stealth ... so I actually think the numbers end up in favor of the Alternate Route by 1 point. Also, given my understanding of Quiet Allies, I think in this case if we do the Bypass attempt, it would make more sense for me and Argoni to roll separately, so that his +16 has a better chance to generate a success.
I can also provide quicksilver mutagens to provide +2 for 10 minutes ... but it does damage equal to twice your level that can't be healed until the 10 minutes are up, so it's a bit of a gamble. (The secret ingredient is arsenic.)
male NG dromaar alchemist (chirurgeon) 7 | HP 94/94, Hero Points: 0/3 | AC 25 | Fort +15; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 4/6, & many others (see profile)| Exploration: Search (+12) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
Doc listens to the discussions of routes. "I am in somewhat the same situation as BakBat, I'm afraid. If someone skilled wants to take the lead, though, I'm happy to follow."
I'd be better at the Athletics/Thievery route. Not trained in either Deception or Stealth. I can mix up an elixir to help with it, though, if I'm following the expert.
|