M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripfang struggles a bit to make progress in the flood, but stays inside their smoke cloud as they then quick bomb blue with a coagulated Dwarven Daisy before the water gets any worse. bomb vs blue: 1d20 + 17 ⇒ (5) + 17 = 22
Dr Ripfang then rubs his pendant and gives guidance to Knab while his familiar draws a healing elixir. Stride, QuickBomb, Quidance. Independent Familiar draws Elixir of Life. Current hands: Ripfang Empty/Elixir of Life | Familiar Empty/Elixir of Life.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripfang's familiar hands them a cat's eye elixir which they promptly down so they can stay in their smoke cloud. Dr Rip fang then quick bombs blue with a coagulated Dread Ampule. bomb vs Blue: 1d20 + 18 ⇒ (12) + 18 = 30
Dr Ripfang then draws a healing elixir. Independant Familiar hands Ripfang Cat's Eye. Consume Cat's Eye, Quick Bomb Blue, Draw Healing Elixir.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Frightened Reflex: 1d20 + 19 - 1 ⇒ (16) + 19 - 1 = 34 Dr Ripfang totally dodges the mental lash. I think yellow may be missing their persistent fire 3damage, and check to end it. Ripfang hustles up to the water's edge and Quick Bombs her with Sticky Algae
frightened algae bomb vs Purple Succubus: 1d20 + 18 - 1 ⇒ (17) + 18 - 1 = 34
Finally Dr Ripfang's organ grinder monkey independently hands him a smokestick which he lights up for defense. Will vs Doom Aura: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14
Stride, Quick Bomb(Craft/Throw), <Independent Familiar Hands Item> (Now has Cat's Eye Elixir in one hand, and other is empty), Activate Smokestick.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripfang sprints to catch up with his allies, rubbing his pendant for guidance as he quick bombs yellow with some alchemist fire. doomed/guidanced alchemist vs vs yellow: 1d20 + 18 + 1 - 1 ⇒ (7) + 18 + 1 - 1 = 25
New Doom dave: 1d20 + 13 - 1 ⇒ (12) + 13 - 1 = 24 Stride, Guidance, Quickbomb.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripfang quickly crafts a mistform elixir and feeds it to Merian before quick bombing the red fish monster. bombs-range at red: 1d20 + 18 - 2 ⇒ (17) + 18 - 2 = 33
Concealment for 1 minute for Merian.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Let's try Sea Race, I think I haven't done that one. I'm certain we can all easily be full in an hour, but if desired I'm happy to roll medicine and versatile vial healing etc. Dr Ripfang Daily/Encounter resources:
Daily Alchemicals remaining:
4 Versatile Vials available + Quicksilver/Drakeheart
---
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
With the Drakes and their tails dealt with Dr Ripfang visits Zarina. Battle Medicine DC 20: 1d20 + 19 - 1 ⇒ (18) + 19 - 1 = 36
From there Dr Ripfang throws a coagulated Dwarven Daisy. Daisy vs Dragon - Frightened: 1d20 + 18 - 1 ⇒ (6) + 18 - 1 = 23
Finally Dr Ripfang's familiar hands him an elixir of life, and he feeds it to Merian. elixir of life: 3d6 + 6 ⇒ (3, 4, 4) + 6 = 17
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
fort save-frightened: 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30 Ripfang avoids some, but not all of the poison. Will get a turn posted later, hopefully after seeing some ally saves, or else we'll see some If/Thening
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Reflex-Frightened: 1d20 + 19 - 1 ⇒ (18) + 19 - 1 = 36 Dr Ripfang has no trouble dodging the mucus. Then Dr Ripfang crafts/tosses a dread ampoule. bomb vs Green: 1d20 + 18 - 1 ⇒ (8) + 18 - 1 = 25
After that Dr Ripfang draws and feeds Rawiri a versatile vial.
While his familiar independently reloads an elixir of life.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Opps, good catch on the bonus and frightened, I feel like I've been off my game and making a lot of mistakes here. So if we drop the last 2d8 that's 3 less healing and we'll just hit myself for the 22. I'll still chuck the bomb at red, and I'll feed the elixir to Rawri for 17 healing for them. Thanks again for being on top of things.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
With it being a little crowded around Merian, Dr Ripfang moves over to Zarina and tries to patch them up. doctor's visitation/Battle Medicine DC 20: 1d20 + 19 ⇒ (11) + 19 = 30
From there Dr Ripfang quick bombs red with a pre-jellied Bottled lightning.
Dr Ripfang's organ grinder monkey then pops up and independently hands him and elixir of life which he uses to further help Zarnia. healing for Zarina: 3d6 + 6 ⇒ (3, 2, 6) + 6 = 17 Doctor's Visitation<Stride/Battle Medicine>; Quick Bomb<Draw/Throw>; Independent Familiar hands me elixir; Feed to Zarnia.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Will vs Fear: 1d20 + 13 ⇒ (11) + 13 = 24 Ripfang cowers a bit at the mighty dragon. reflex vs poison breath - Frightened 2: 1d20 + 19 - 2 ⇒ (17) + 19 - 2 = 34 And uses that cowering to duck behind the ship railing to avoid some of the breath weapon.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripfang shouts "Repel boarders!" and quickly crafts/tosses the most foul smelling contraption ever at the big green dragon. skunk bomb vs dragon: 1d20 + 18 ⇒ (6) + 18 = 24
Rest of turn coming in a bit.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Sure, FtE does 2 things. 1: You may use level as proficiency (useless if you're already trained+) and you get a +3(From Master) circumstance bonus. Assuming Follow the Expert applies, nothing stopping you from at least getting the circumstance bonus. so +3 to those!
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripfang appreciates Rawiri's singing as they go to work reparing all the things. crafting: 1d20 + 19 ⇒ (4) + 19 = 23
Ripfang is a master, so unless anything is stopping us, folks should be able to follow the expert and roll at level +3 (+int)
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripdang smiles and thinks to himself I'm glad somebody appreciates me, unlike the dental licensing board in Absalom, they never understood me. Occultism: 1d20 + 15 ⇒ (19) + 15 = 34 Dr Ripfang wastes no time in drinking a potion.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Ripfang passes out more mixed stained glass vials. Free Knab Healing: 2d6 ⇒ (1, 1) = 2
Ripfang will create/drink an infused Soothing Tonic for 30hp back over a minute.
Treat Wounds DC 20: 1d20 + 19 ⇒ (15) + 19 = 34
Status: Knab (74/106)
I think we've got at least 1 healing aeon stone. I can also provide up to 3 additional 30hp healing elixirs currently and some various other slightly less convenient options as well.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
There's a feat that lets you block reflex saves. I think Marian counts as the most wounded so well let Rawiri pick them up. Dr Ripfang takes advantage of his medical training to move uver to Kamil and pick them up. Doctor's Visitation to stride and battle Medicine.
crit DC20 healing + Medic: 4d8 + 15 ⇒ (1, 8, 2, 8) + 15 = 34 Dr Ripfang then tries to deal with the bigger problem of the giant whale and the harpoon. Medicine to get the hook out: 1d20 + 19 ⇒ (6) + 19 = 25
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Society: 1d20 + 15 ⇒ (15) + 15 = 30
Dr Ripfang nods to Rawiri and mostly repeats the information shared "That Orca is older than the eye and she's got a harpoon stuck in 'er. I think she's trying to use the ship to get it out!" It may be the hard way, but it's what Ripfang is good at as he rubs his pendant for guidance and tries to help streamline the ship in quick order. Crafting+Guidance: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripfang tries to swim away. swim w/Depths-Enfeebled: 1d20 + 10 - 3 ⇒ (1) + 10 - 3 = 8 but just flounders. Failing to make progress Dr Ripfang draws and drinks and Elixir of Life.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Swim (Trained from Pearl): 1d20 + 10 ⇒ (16) + 10 = 26 Dr Ripfang makes a bit of progress forward in the water, before mixing and chucking a Sticky Algae Bomb at Purple. Quick Bomb -range at Purple+1 Guidance: 1d20 + 18 - 2 ⇒ (3) + 18 - 2 = 19
Dr Ripfang's bag pops open as a little organgrinder monkey, that looks to have been made out of spare parts pops up and hands Dr Ripfang a Smokestick, Dr Ripfang promptly breaks it open, filling the nearby area with smoke, protecting himself and his allies. I don't see any reason why a smoke stick shouldn't work underwater. Concealment in and out of the cloud. Not bothered if GM decides it doesn't work, or other limitations etc. Independent/Manual Dexterity Familiar now has 1 Infused Elixir of Life and an empty hand.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Dr Ripfang starts to open his mouth, and finds Merian nearly making his exact same argument. Dr Ripfang shrugs and thinks to himself, Just because somebody else already made it doen't make it a bad argument. "Remember the bonds of the Society, and report and cooperate." PFS Lore: 1d20 + 14 ⇒ (17) + 14 = 31
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Ward Medic Treat Wounds DC 20 for Ripfang and Rawiri: 1d20 + 19 ⇒ (4) + 19 = 23 Ripfang healing: 2d8 + 15 ⇒ (6, 8) + 15 = 29
Ripfang also drinks a coagulated versatile vial: 2d6 ⇒ (6, 5) = 11 We should all be full --- PFS Lore: 1d20 + 14 ⇒ (11) + 14 = 25 "See, look at all our wayfinders! We're definitely Pathfinders."
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Will save: 1d20 + 13 ⇒ (18) + 13 = 31 Dr Ripfang finally manages to focus on the task at hand. Standing up Dr Ripfang tries repeating the words slowly and loudly "YES... PATH.... FINE... DERS..." PFS lore: 1d20 + 14 ⇒ (5) + 14 = 19
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Will save: 1d20 + 13 ⇒ (1) + 13 = 14 Dr Ripfang is disoriented and hits the deck. There he tries to sort out some of his own wounds before working on the haunt. Battle Medicine DC 20: 1d20 + 19 ⇒ (9) + 19 = 28
PFS lore: 1d20 + 14 ⇒ (15) + 14 = 29 Prone and Off-Guard. 23+24=47
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Will save: 1d20 + 13 ⇒ (13) + 13 = 26
I don't see a skill list for disabling the haunt, so here's a guess. Occultism: 1d20 + 15 ⇒ (2) + 15 = 17
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Ripfang joins Rawri on the rocks. acrobatics: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33 From there Dr Ripfang makes the easy leap to the deck and gets a hand up from his dental assistant in climbing up to the crow's nest. athletics to climb DC 15: 1d20 + 12 ⇒ (13) + 12 = 25
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