HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 "First contact with the Minotaurs. How many Pathfinders can claim THAT! Now we just need to get someone up here who can help bridge those relationships! The Society could surely benefit from the local knowledge and customs of these beasts. Even their magics are strange compared to what we have seen!" The halfling continues to talk excitedly about the prospects for publication and new knowledge to anyone who will listen, and likely anyone who wont. Thanks Dennis!
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen comes to consciousness on the ground, abdomen and arms sore from the gashes. He slowly lifts himself off the ground and glances at blood on his outfit, and then up to Clara. "Well, that was more interesting than I intended it to be. At least I have perfected my lightning recipe! Thank you, M'dear... for everything." He gives her a sheepish smile before turning his attention to the rest of the cave with the other pathfinders. "To the minotaurs it is!" as he offers agreement.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 "I am tired of you, you Harpy!" and he flings a vial of fire at the flying creature. Alchemist Fire, Touch: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 2d8 ⇒ (5, 3) = 8 +5 Slash, +1 persistent Hands now free, he reaches back into his pouch for 2 more red, frothy, vials. He lobs another at the Harpy. Alchemist Fire, Touch: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 2d8 ⇒ (5, 1) = 6 +5 Slash, +1 persistent
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Can you resolve my action last? The harpy should be FF against all creatures until the start of my turn Hands now empty, and under assault, Doreen reaches into his belt and pulls out a shimmering red vial which is warm to the touch, and the frothy yellow liquid from before. Backing up, he maneuvers himself against the wall of the cavern and launches the fire against the Harpy. Bottled Lightning, IC, Bombers Eye, Touch: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Draw Alchemist fire and Bottle Lightning. Moved away. Throw Lightening
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Timed with the other pathfinders efforts, Doreen rushes headlong toward the Harpie- closing the gap needed to throw a vial at it. Rearing back, he throws first a flask of frothing blue liquid, and then a smaller container of sparking yellow liquid. Liquid Ice: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Liquid Lightening: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 As they party moves through the guards and into the cave, Doreen drinks his Bomber's Eye and Bullheaded Mutagen Effects:
Bombers Eye: Ignore effects of screening
Bullhead Mutagen: +2 Will Save, Perception, Medicine, Nature, Religion, Survival Both effects last for one minute. Drawing a frost bomb and an electric bomb- he waits for the parties signal before throwing. I am willing to burn a round or two of the Bomber's eye, to have taken it before the assault begins. I am differential to you about what would have been reasonable to take as a buff versus what I still "need to do".
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen is Ok and ready to go. He had two elixirs of life he can share, but they will require an RP for someone else to use them.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Before they advance, Doreen pulls out a "Bomber's Eye" elixir and holds it in the hand opposite his loaded crossbow.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Seeing the other ghouls fall, Doreen shifts to his right to have a clear shot at the only remaining threat. As he moves, he levels his crossbow at the blue dressed creature. +1 Crossbow, IC: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
He then quickly reloads.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen unleashes another bolt toward the red creature. Reloads, and fires again +1 Crossbow, IC: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
+1 Crossbow, IC: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Fort, Blue: 1d20 + 8 ⇒ (6) + 8 = 14
Doreen moves away from the crowd, in an effort to create a clear shot. He looses his crossbow into blue and then reloads. +1 Crossbow, Sick 1: 1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 18
10 ft move, attack, reload
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 GM wrote:
Was this attack on Doreen or Pierce?
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Created Items: 9 RP Available 4x Alchemis Fire (lvl 3) = 2 RP
Total RP used: 7 of 9. I can share one of the Bull headed mutagens Bullheaded Mutagen, Lesser wrote:
GM would need to weigh in, but I think using the mutagen would cost you 2 RP. 1 because the item requires it, and one because it is coming from me. Still, +2 will saves may come in handy later...
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen waits, somewhat patiently, while the goblin tries to turn the wax into a functional ear plug. Finally though, he bursts in. "No, no. If you make it that way it wont fit on our ears. If you curl it, like this, it will sit flush with the ear... see!" Craft (E): 1d20 + 10 ⇒ (2) + 10 = 12
Once prepared, Doreen checks his supplies and heads out with the group. During the travel, Doreen alternates between sneaking around the edge of the party and riding the Axe beak. Both stealth and perception are +9, so I don't think it matters much regarding a combat other than flavor. If that is the wrong assumption, let me know and I will further clarify.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 "Not holy water. No! I can't make that. But I am ready!"
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 I haven't. I suppose I should do that right about now!
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 +1 Crossbow and a slew of bombs. Fire bombs do the most damage, while cold bombs do less but slow the creatures movement. A tanglefoot bag + cold bomb reduces movement speed pretty dramatically. Overall, I am a little underwhelmed by the utility of the alchemist so far in the playtest. I am trying to figure out if it is the PFS alchemist that is too powerful (by comparison) or if the PF2 alchemist is too limited.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Thanks!! I figured I was just missing it somewhere. I plan on changing up my alchemical creations. I’ll post them here when I make those decisions.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen lobs his final alchemical fire at the red minotaur. Alchemical Fire, Touch, IC: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
With his hands now free, he rams a bolt back into the crossbow and fires it into the red minotaur. +1 Crossbow, IC, second attack: 1d20 + 10 + 1 - 5 ⇒ (13) + 10 + 1 - 5 = 19
Attack from fire in hand, reload bow, attack with bow
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Sorry GM, I realize that I didn't account for Inspire courage in my attacks or damage listed above.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 I absolutely feel you. I have a character in another game that hasn't been able to do anything. He just rolled a nat 1 on his best save and is paralyzed for 4 minutes...
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen fires his readied crossbow into the red creature. As the bolt flies, he draws out his two remaining alchemist fire (quick bomber), launching one into the minotaurs face. +1 Crossbow: 1d20 + 10 ⇒ (20) + 10 = 30
Alchemist Fire, Touch: 1d20 + 9 ⇒ (2) + 9 = 11
Got one of those crits back... but Doreen REALLY needed both attacks to hit
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Glancing around at the clearing, Doreen becomes very aware that he is the only one standing out in the open. "Hey now! I ain't the sword swinging type... are you guys all gonna leave me out here by myself?!" as he scampers off to a place with a little more cover!
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 "Purely academic request I suppose. Some people wont believe anything until they see it with their own eyes." Doreen says, glancing at Pierce. "Lets get on with it then. I need to some time to recoup after- those other minotaurs took a lot out of me!"
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 The conversation flies about between the minotaur, Clara, and Banterknell- while Doreen wisely keeps to himself and away from anything important (or breakable for that matter). As they others talk he takes detailed notes about the harpies. Great Scott! Harpies too. And Minotaur politics, alliances, and troubles! The society is going to LOVE all this insider information! His attention snaps too at the mention of a fight. He looks into his bag at the remaining supplies. "When exactly do you think we would be going to get this Harpy thing? Wouldn't want to be wasting my precious supplies on a test! No, not on a test!"
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 "Just like that, and we are in an adventure story! Imagine what all we could learn from their culture and ways? This could be the start of something specials: 'The taming of the Kortos'" Nothing more from Doreen
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen hops off his mount, and quickly looks at the changing footprints. Survival: 1d20 + 8 ⇒ (11) + 8 = 19 "Seems like there was a change of plans! Who KNOWS what these footprints will tell us. Minotaurs are easy to find... he turns to th beast "No offense mister. But these humanoid prints seem much more what we are after.". Unaware of the rest of the party, the halfling heads off quietly after the footprints. Stealth: 1d20 + 9 ⇒ (13) + 9 = 22
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 The halfling glances up from his thoughts, only to see his companions have already left him! Quickly, he mounts his beast of burden and hurries after them- still lost in his own thoughts... What if we could teach Minotaurs how to farm...
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Disappointed by his failure to identify the religious symbol, Doreen sulks over to the wagons where Pierce is working on the lock. Using all of his self control, Doreen waits patiently as the goblin works. He should really... Not like that... What is he doing? No way will that work... Once the container is open, he looks through the spoils, eyes glittering. All of these objects are things that he can create, but it doesn't make him any less excited about the find. "Excellent. Not the finest of craftmanship mind you, but it will do in a pinch!"
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Religion (T): 1d20 + 8 ⇒ (11) + 8 = 19 Immediately bored by the Minotaur's lack of interaction, Doreen moves on to a different challenge. Coming alongside Clara, he looks over her shoulder before exclaiming "HEY! I think I know what that is! No one wants Doreen making a diplomacy check!
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Survival: 1d20 + 8 ⇒ (4) + 8 = 12
Doreen excitedly combs through the supplies. He pauses over each of the bodies- getting a sense about what happened there. Turning to the monsters that causes this he prods them on what happened. "Attacking merchants for fun? You didn't seem to show them mercy, did you" He gestures at the corpses amongst the carts. "Doesn't seem fair, does it."
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 As the combat ends, Doreen's inquisitive and excitable nature comes back. "How great is this! I have never seen an actual Minotaur before. Nasty and beastly things, but interesting enough from an academic pursuit. Yes! Yes! Lets interrogate him, I would love to know more about the comings and goings."
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Running low on alchemical supplies, Doreen pulls back up his cross bow. He reloads it, and then fires, before reloading it again. +1 crossbow: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Action #1: reload, which allows you to grip the weapon for free. Action #2: Fire. Action #3, reload and grip the cross bow.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Producing two more vials, both a frothy red, Doreen heaves them at the minotaur that just struck out at him with his horns. Quick bomb: Draw two items per interact action Alchemist's Fire, touch: 1d20 + 9 ⇒ (2) + 9 = 11
Fire, touch, Splash: 1d20 + 4 ⇒ (14) + 4 = 18
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen steps back, to free up a little more space, before drawing his crossbow and placing a bolt into the creatures chest. +1 Crossbow: 1d20 + 10 ⇒ (14) + 10 = 24
Step. Retrieve. Fire
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Surprised by the Minotaurs, Doreen reflexively grabs two vials of a frothing red liquid. In quick succession, he lobs each of them at the green shirted creature. Alchemist Fire (3), against touch: 1d20 + 9 ⇒ (13) + 9 = 22 Fire: 2d6 ⇒ (6, 1) = 7 +2 persistent damage Alchemist Fire (3), against touch: 1d20 + 4 ⇒ (17) + 4 = 21 Fire: 2d6 ⇒ (3, 3) = 6 +2 persistent damage Splash damage, if necessary: +5 (+1 splash, +4 INT modifier) Quick bomb feat to draw two AF, two attacks. If green falls, you can move the bomb over to red
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Thank you Redelia and also thank you Dennis. I have to say, that this is my second playtest pbp and I certainly understand both sides. While I am somewhat enjoying it, I feel mostly lost (like when I picked up starfinder, but more) and always afraid I am doing something wrong. I think the transition to a PF2 is going to be harder than I imagined.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Sorry, yesterday was my "saturday" this week so I was pretty busy The halfling dismounts his beast quickly and steps towards what remains of the cart, attempting to be as light footed as possible in case the wagon isn't as abandoned as it first appeared. It is likely that this is the first time the whole journey where he has been quiet. Stealth: 1d20 + 9 ⇒ (13) + 9 = 22 He snoops around the edge of the cart, looking for evidence of magic usage. Either magical auras or other tell tale signs, like scorch marks. Perception: 1d20 + 9 ⇒ (7) + 9 = 16
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen sets about making his preparations in his excitable and eccentric style. During his morning preparations, he opts to create the same alchemical items as before. If I need antitoxin, I can just make it then. Don't need to waste my energies on that stuff. Now fire... fire is always useful Doreen is ready to go!
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 "Oh! I can make at least a some antitoxin, though if everyone is going to need some then I might not have enough." He rummages around in his pack, pulling out a glass vial which he looks at somewhat confused. "Nope, not that one! I am sure I have one in here somewhere." The halfling huridly looks about his supplies. "Well... I used to have one anyways."
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 In PF2.0 alchemists no longer create "bombs" or "extracts". Instead, the alchemist spends his Resonance Points (RP) to create 24 hour versions of any alchemical items that he knows the formulea too (including mutagens, etc). If the alchemist uses these RP at the beginning of the day, he can create 2 items per RP. If he chooses to use them later in the day, he can create an item "on the fly" but it becomes 1 item per RP. So Doreen spent 7 resonance points to make 14 alchemical; items and then left 2 RP unspent "just in case". In all, this seems to be a better version of the alchemist from a story perspective because you no longer have to deal with the "is the alchemist a caster" and "how does this bomb thing fit in with the rest of pathfinder". From a gameplay standpoint, I think this alchemist is a little weaker than the original in PF1, but obviously we haven't had a chance to play it out yet. For Free:
From RP
Purchased
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen moves about the safehouse- first checking that it is actually safe and, once convinced that it is, shifts his focus to the wounded. "Clara, I could help if you need help. What can I do for you. I dont know much about healing but I can try. Just tell me what to do- I simply can't stand not feeling useful! Oh, I know, what if I..." I have no skills that will be super useful at the moment- still trying to figure out Doreen's personality though.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Doreen hustles his way around the smaller town, keeping a very close watch for the symbols shown to him by Valsin. His personality is intense when given a specific task, and finding the safe house in exception. "Let's split up. It will be faster if we can spread out some. I'll take all the roads in the northeast quadrant. You, yes you, head to the northwest. Make sure that you follow the grid I have outlined here- otherwise you'll find yourself walking down the same street twice and that simply wont do..." Perception: 1d20 + 9 ⇒ (15) + 9 = 24
I am a little unclear if we get two attempts in total, or just one attempt at each roll type. My Diplomacy/Gather is +5, so if I can't make two perceptions feel free to take my second die roll and add 5 for a gather info
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 "Sounds about right. Found a thing. Lost the thing. Now find the thing again. Got it. I am sure I can scrounge up some chemicals and supplies before we leave, right? I did't bring all my reagents with me here..." The halfling has a wild look in his eyes as he talks. His speech is fast and pressured, but relatively straight to the point. He has a bandolier over his chest, tubes, vials, and flasks poking out in all sorts of directions. His hands play with these contents unconsciously while he talks.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Between a Bard and an Alchemist I think there would be a fair bit of overlap in terms of skills/talents.
HP 51/51, Res 2/9|AC 22, TAC 20 | F:+8 R:+11 W:+9 | Perc +9, Stealth +9
Skills:
Lore (Academia +9, Law +10), Acrob +5, Arcana (E) +10, Ath +2, Craft (E) +10, Decep +1, Diplo +1, Intim +1, Med +8, Nature +4, Occult +9, Perf +1, Relig +8, Society +9, Stealth +9, Survival +8, Thieve +9 Done! Ready when you are GM!
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