Trafficker

EpicFail's page

491 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 491 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Thanks, all, for the input. Good ideas for me to use.


I haven't finished putting final touches on my character yet. Storm Druid, human, 7th level and we'll play till about 12th or so. All Pathfinder published allowed (except for crazy cheese stuff like Leadership and Sacred Geometry feats, but mostly everything). Three others in the party, one of whom will be front line fighter. I haven't committed to equipment or feats yet.

The upcoming campaign has my GM warning of constructs and other creatures immune to nearly all spells in their homebrew setting. Besides buffing the melee fighters and healing(yuck?) what's a caster-focused Storm Druid to do? I'm looking for spells I've overlooked, items I can buy, and even feats that'd help.


Ohhh. My bad, though. It's really clear as day so oops on my part.

For feats to consider, you might want to read this Paizo advice thread about it.


When I was reading your party make up I immediately thought "Those guys really need a summoner!," so great minds think alike.

The archetype Herald Caller is exactly what you want, but you already knew that. It seems you've thought this through pretty thoroughly; the restrictions that your deity choice places on your summons can be dire but you seem to have it all planned out.

I'm not an expert on reach Clerics, but I thought combat reflexes was a near-required feat to pull it off. You mention it in mid-post but don't have it on your primary feat tree, so I'm a little confused.

I'm not a pro at character creation, so in answer to your mechanical questions, I'd say it depends on where you want this Cleric to go especially with the needs of your particular party involved. In other words there's no one or right answer that screams out.


I'm amazed at some of the obscure treasures out there from the campaign books or from wherever place where incredibly useful wondrous items appear these days. To me they are new- from the last couple of years or even sometimes kinda old but overlooked.

So I'm wondering what hidden gems I might be missing for my 10th level Druid who is a caster-focused type with Craft Wondrous Item. Not the old stock in trade + stat headbands or Druid Vestments, but rather the newer and overlooked stuff.

All Paizo published allowed.


Why, besides adding secondary properties like spell storing cited above to a Haramaki, wouldn't an arcane caster simply go with the cheap, weightless, and anti-incorporeal Mage Armor spell?


Danny StarDust wrote:


- High Priest (Fishes/Pisces) [a water based tower]

Now some specifics. This tower almost writes itself. Not only do water elementals and aquatic beasts and traps come to mind, but its opposite fire does, too. Maybe some of the fire forces could even be helpful/friendly towards the PCs.

Danny StarDust wrote:


- Lawgiver (water bearer/Aquarius)

(presuming the law-giver theme here):

Maybe here we have some desecrated Archon temples that are now infested with Lawful Evil baddies. Maybe the PCs could rescue an Archon from his imprisonment from his oppositely aligned Devil tormentors.

I know those are the barest of thumbnail sketches, but I hope it might be a start for you.

Maybe if you think of what kind of atmosphere you want your PCs to confront in each tower you could even change the aspect of a particular zodiacal sign or signs. In other words you could reverse engineer the titles based on what you decide to throw at the players.


The only other equivalent I can think of to what you're going for is the seven sins (if that's even the right word) of Thassilonian magic.

If you're interested in seeing how that played out, see Shattered Star and Rise of the Runelords adventure paths and Thassilonian magic descriptions in general. IIRC, we had to go through 7 "dungeons" each with the appropriately flavored monsters, NPCs and challenges.

I wish I could be more specific, but it's been so long since I've played that theme that's all I've got.

Perhaps someone else could offer more practical applications.


ekibus wrote:
...Intresting though is soulbound puppet and Necromantic Servant don't have the evil description so I can cast them until blue in the face...sigh and with PFS there isnt just one gm.

I think you just answered your own question. The effective GM in this case says "Heck yeah. Go ahead and spawn away."

FWIW, your reasoning that your recycled crew are mindless and soulless would mean your character could hypothetically be of Good alignment. It would provide some interesting role playing angles.

If you really wanted to focus on the rules aspect of your question, the rules lawyers who haunt the Paizo rules board here have a pretty good track record.


Someone in your party summons an Archon. Some enemy of whatever alignment takes control and it attacks you. You cast Protection from Good.

You just committed an evil act. Horrors. Pffft- RAW can be be petty and silly.

It seems though the issue in the o.p. is creating undead, which can be pretty horrific. I don't see a hard and fast rule so much as what your GM and you come up with.

In Tolkien's LotR world, the GM decided that Sauron creating Nazgul was an evil act while Aragon's unleashing the Army of the Dead was neutral at worst.


1 person marked this as a favorite.
Secret Wizard wrote:
My personal admiration goes to all the brave souls who came to a forum to debate, something unread of to this date.

My admiration goes to all who helped me with my build issue. My admiration goes to those who stayed on topic. My admiration cannot be granted to those who ignored what was explicitly stated and clogged up a thread.

My admiration could be extended to those wishing to debate a particular issue on an apt posting. The general topic here is "Advice." That's what I asked for and I'm thankful for those who helped out.


I asked a question with which I wanted help. Thanks for the gifted minority of people who answered the topic. Your advice was duly considered when I made my character.

To the majority of posters who disregarded the question, brought in their hobby horses, and derailed the thread- the uselessness of your responses was matched by their unhelpfulness. Please feel free to make any and all points about how my issue is beside the point and how low point buy rules or sucks on a different thread.


I have looked at the web sites and pfsrd even has a stat block ofr Monster Summoning 1 with both augmented stats and celestial/fiendish templates. But only for 1. So not really user friendly. Nethys is even more of a hunt and click fest.


For the first time on this board looks like I've asked for the impossible. Strange that such an animal doesn't exist.


Searching the internet in general and these forums has proven frustrating and provided either useless or dead links.

I'm looking for stat blocks ideally but really any pre-made cards or files that have Summon Monster I-IX critters ready to go. I just found out I'm not a necromancer (so many promising leads that proved dead) or an investigator in real life.


1 person marked this as a favorite.
JiaYou wrote:
EpicFail wrote:

Dedicated arcane or divine casters are a bonus as our group will probably need me to be one, but suggestions are welcome.

Otherwise one trait, Pathfinder published material ok.

I would definitely recommend an Elf Conjurer or Sloth mage if your GM allows you to be a Thassilonian mage. Elf with Illustrious Urbanite just trades away Keen Senses for Spell Focus Conjuration, Illusion or Transmutation (trade of the century I'd say). I'd recommend a 19 INT at level 1, meaning DC 16 Greases, DC 17 Glitterdusts, and DC 20 Stinking Clouds (because of COURSE you took Greater Spell Focus between level 1 and 5). As a conjurer you also get a minor bump to the duration of summoning spells, so that's another option for you (although Occultist Arcanist is I believe a better summoner, I don't have any experience with them).

1.Great minds think alike! I'm probably going with just that selection. Although the Evangelist Cleric build suggested early on is a close second.

2.I guess I should have been clearer and more emphatic. I'm also thinking of future people searching threads like this one. Please oh please don't tell me how great or how awful a 15 point buy is. Don't tell me how characters are better or worse off with stat arrays EXCEPT how it directly involves picking a class that works well within the parameters set (a 15 buy when one is used to 20 plus as standard).

3. Thanks Evilserran. Kineticist is a class I've never played before so I'll have to look into that.


Thanks for the suggestions and especially for suggesting what works least well in the 15 point buy.

Keep the posts coming as we won't start until a few weeks. BUT please note, the thread is not geared to investigate if stingy or generous point buys are best; it's what works better/best when one is used to higher point buys and the situation changes.

Every one who stayed on topic taught me something, and vice versa. :)


Starting at first level in a campaign that will go to level 13 or so.

I'm spoiled with our group going for a point-buy on the 20-25 range. So what the heck am I supposed to do with a 15 point buy? What classes do well with that parameter?

Summoner and its variants are out. Most other stuff is in. Dedicated arcane or divine casters are a bonus as our group will probably need me to be one, but suggestions are welcome.

Otherwise one trait, Pathfinder published material ok.


Between web searches and looking back at the Magus Guidebooks, there's a ton of ideas on Dexterity focused Magi builds. Many even cite Elves as great race for that type of build. Kensai, at first glance I'll have to look into this option, is an Archetype recommended most.

Just about all of those ideas up there look pretty tempting, so thanks again for the input everyone.


Slim Jim wrote:


With diminished con, rather that fighting it, I'd contemplate builds capable of ameliorating low con. and Magus is arguably most kick-ass for a point-buy elf wanting to mix it up in melee:

STR: 7 or 10 or 14
DEX+ 17 (raise 4th)
CON- 12 (Elf, 15,15,14,14,10,7 20pt array)
INT+ 17 (all other bumps)
WIS: 14 or 10
CHA: 10 or 14 or 7

-- You'll be UMD'ing a wand of False Life out of combat, and casting Mirror Image at 4th. You have all martial weapon proficiencies and can cast in light armor.

Any particular Archetype you'd suggest for that Dex heavy Magus build? I like how it does play to the strengths of Elven ability adjustments. With a metamagic rod Mirror Image would be a go to spell that would last my entire career- who needs those stupid hit points anyway!


Thanks everyone for the suggestions so far. They all look like they could be pretty solid for what I want. You all have given me lots and lots of homework as I'm not familiar with a lot of the classes and feats thrown at me- bravo!


Given I have an Elf who, however inefficiently or even suicidedly, wants to be on the front line, how can we d create this as effectively as possible? That hit to Constitution is painful for what we need to do.

Think Elf in an upcoming, undetermined adventure path which means going from 1st to about 15th level for our group with three other pals. He doesn't necessarily need to do massive DPR, but he certainly needs to hold off bad guys. I'm not looking for a floating, mobile Dervish but someone who holds the line while the others do their thing in the back.

Any and all Pathfinder published material in play, even obscure adventure path material, with a 20 point buy.

While more detail is welcomed with archetypes, feats, and/or traits mapped out,
even outlines of build ideas could help.


Thanks. That info will help me out.


Thanks for the responses. I thought it was a little unbalanced to have something like that RAW.


Rules as written state the range for an Alchemist's bombs is 20 feet. That's pretty scary and way to close to danger for the bomb focused among us.

So how do we get a greater distance in our range?

(As it's probable that this has been covered in the guides, I thank everyone in advance for your patience with the question. I'm going cross-eyed reading everything trying to get a character going and don't have much time to left to finish him)


Someone, long forgotten, posted a build that had a Familiar granting him an intelligence bonus. A few problems- I have no idea if it was RAW and I've completely forgotten what it involved.

So, does such a Familiar exist and what if anything is required to get it?


Dave Justus wrote:
Let me add one thing, In most fights a round or two of buffing is plenty, and unless things go wrong you run out of things to do. One nice feature of the bard is that with 3/4 and a feat or two you can fairly effectively join in combat. This isn't so true of a wizard, so you might want to make a plan for rounds in which you don't really need to spend a spell, but combat isn't quite wrapped up yet.

[emphasis mine]

One plan is take Craft Wand feat and use those to summon mooks to help the front line out and/or maybe cast magic missile or other nice low level combat spells. I have to remember that my guy can't always and only be buffing but may have to get his hands dirty a little bit in combat.


Thanks everyone for the helpful input. I feel better about the concept and the specifics helped. As we aren't playing for a week or so, please keep the suggestions coming.


So how do you get a Wizard to focus on utility and buffing while being a viable character?

My gaming group can come up with some interesting and/or potent characters, but when it comes to utility and especially buffing they are terrible. Fortunately those are two areas I like, so I've been playing Bards with this particular group. The one utility area I don't like and we don't need is the "party face" diplomacy person.

Everything is up for discussion meaning traits, feats, school specialization and whatever you can think of to help. If it's impossible for Wizards to viably compete with Bards, then even that information would help. But I want to have a go with a Wizard with your assistance.

Background and Mechanics:

-A mini-campaign from 6th to about 10th level

-20 point buy

-All Pathfinder published material ok, including the obscure campaign stuff.


pad300 wrote:


Another alternative is the rules in Inner Sea Magic for the Acadamae in Korvasa.

Thanks. I don't suppose that would be online somewhere?


I'm wondering if there are any added monsters to either the Summon Monster or Summon Nature's Ally lists. Both spells were in the Core Rulebook.

Someone at a game table summoned a lightning elemental in place of an air elemental. I went is that legal? The GM and he both went of course it's cool.

It got me thinking whether, not counting feats like Summon Good Monster et al, there are any new critters on these lists.

I'd like to include any and all Pathfinder published including campaign settings, but not third party material.


pauljathome wrote:
EpicFail wrote:


The changes to the class make it unplayable (from the standpoint of enjoyment) for me.

You might want to hold your nose and give it a try. At least for me (and I shared many of your misgivings) it actually DID work quite well in play. Far better than I expected it to.

...

It FELT like a wild shaping druid in play.

No thanks. Many of the things I did in wildshape in actual play before are precluded by the rule changes. I'm sure the that wildshape still has its uses, it just is too radical a shift downward in a main class feature for me.


Vidmaster7 wrote:
EpicFail wrote:


See I just don't understand. I actually really like the druid changes. I don't know what you could possibly be complaining about. There is some wild shape things that need to be rounded out but over all I really like it.

Nerfing is only important in regards to the internal consistency of the system. If the problem is the numbers just aren't as high that really doesn't matter as long as the monster numbers are reducded as well. at that point what once was a +44 being just a +23 doesn't have any flavor differences its just a number.

Now if your complaint is that spell casters are no longer over powered to the point where they make everything else trivial then that is something I can understand but I am against. If you want spells to trivialize the game then that is irreconcilable in my book.

Just about every single change to the Druid is what I don't like. Wildshape is probably the single worst change as it affects not only combat but role playing- even the existential feel of the class. It's rather pointless out of combat and chokes some of the soul of what was a really complicated, rich class.

If you want to reduce this to a debate about power gaming and magic, I decline that invitation. It's not about numbers; it's not about being able to sizzle monsters or make the fighter feel bad. It's about vaporizing the class features of the Druid.


1 person marked this as a favorite.

Sorry to be off topic, but it would be better if we could get past the personal suppositions and focus on the game itself I think.

I'd rather this thread not get locked down because I've read many good points, some of which I even disagree with, that have helped me focus my thoughts on this game.


8 people marked this as a favorite.

For clarity, the changes that PF2 has made, the overall ideas behind them, have alienated my group. Not playtesting as such; not working with an incomplete project.

There's a mindset to nerf class abilities and magic in general that take out flavor and fun in the game. I'm sorry if that's not specific enough, and I'm working to make my thoughts clearer. But I look at what they did to the Druid in particular with horror. The same goes for the other spell casting classes that I haven't studied as closely. I just don't see, barring a severe change of heart, without throwing out the guiding principles that led to the changes, how they could be re-worked so that I'd ever want to play PF2.


2 people marked this as a favorite.
Jason Bulmahn wrote:

Hey there all,

Just wanted to drop in and say that if the playtest is not working for your group, that is OK. Playtesting is not for everyone.

Thanks for the input. It's not the playtest as such that's the sticking point for me or my group, though. I thought the adventure was fun, but not enough fun to overcome the rule changes.


pauljathome wrote:

Genuine question for those of you who hate the changes.

Is this based on actual play experience or on theory crafting?

I've played the druid and find it quite enjoyable. And quite viable as a character. Its flexibility more than makes up for its lack of raw power. Hence my question

The changes to the class make it unplayable (from the standpoint of enjoyment) for me. The nerf cudgel to the class features are principal but not sole reason. Wildshape is one of the reasons as it affects not only combat but role playing as well.


Deadmanwalking wrote:

@JoelF847 and John Lynch 106:

That's fair. Many games aren't for everyone. I certainly agree that some people dropping out are because it just isn't the game for them...though I do think that in some (but by no means all) cases that's due to stuff that might yet change.

.

I can't see the fundamental mechanics of PF2 changing. There's an outlook driving the rules and changes I and most of my group don't want to play. Tweaking around a few rules ain't gonna change that very much.


4 people marked this as a favorite.
JoelF847 wrote:


... I did want to share this data point though, and would be curious to hear how many others have had similar experiences.

Our gaming group, who have played PF1 adventure paths for over five years, came to pretty much the same conclusion. In fairness, there were some who wanted to give it a little more play, and I think I was the most militant against this adaptation. But it was nearly all thumbs down on a fundamental level. The entire philosophy of the change was judged to be lacking. that was our takeaway.


1 person marked this as a favorite.

Reading over the Druid in the new handbook is what turned me off completely to this system. I thought maybe I misread the rules. They couldn't have really meant to do that to wildshape surely! Every benefit of the doubt vanished, and reading the other classes over had me shaking my head.

Options are what made Druids so cool. You didn't have to be a melee mauler, but could relish in utility and spell slinging. The new wildshape in quality(fewer forms, melee oriented) and quantity (ridiculously short duration) is beyond disappointing. I wish they would have just renamed the class itself it's that alienated from what it was.

I just hope they keep publishing material for original Pathfinder.


Just for reference, the class skill bonus is +3. A 7 stat is -2. There's no reason, for example, why a 7 Charisma would necessitate a "Duh, Whatta I do?" approach when say trying to Bluff or Gain Information (Diplomacy skill)depending on what else is going with the character. It really depends on what you want and imagine the critter to be doing. (Apologies if I'm being too defensive here)

As for role playing, there's always the path of the idiot savant. The "Rainmaker" guy had an Intelligence of lower than 7 I would think, but he could tell you the cube root of 10 to a bunch of decimal places.


Unless you want the Perform for your role playing, there's not a lot of reason to have much or even any points go there.


For those who don't have extra skill points to put in linguistics, how are we supposed to talk to everyone? I'm asking primarily for my Bard and his Suggestion spell and performance shenanigans. But who doesn't want to be in on the conversation?

So what magic items can do this for us?

The Ioun Stone Eastern Star(4000 gold) gives you Comprehend Languages. That's great, but passive- you can't speak or write but only understand the language. The Gold Nodule (5,000 gold) gives you one language mastery. But it's awkward and costly to collect a bunch of those.


Thanks all for the many choices.


I'm looking for magic items that get my guy out of grapples. Ring of freedom of movement is the gold standard, but it takes a lot of gold. What else is there? Bonus if it's a wondrous item because I can probably craft it. One-use items are hypothetically welcome if they're cheap enough, easy to get to, and don't take up a slot. Thanks.

Background = 9th level vanilla Bard, but I'm interested in any help for all classes.


A friend is joining the group in mid-campaign. A Pathfinder newbie, he's a strategy board game veteran so he's adept at complex decision making and lots of moving parts. He's expressed a desire to play a Wizard and be an Elf and seeks help in doing so.

The party has a Cleric, a Mage, and Inquisitor- an optimized Fighter shows up sometimes as well. 20 point buy. Two traits and all published Pathfinder material. We're all 8th level and he would come in at 8th with standard wealth by level gear. We'll probably play to 13th level.

In all my Pathfinder years, I've made exactly one Wizard! I want my buddy to feel on an equal footing. None of us will care if his character is "better" than ours, but I think my pal will feel bad if he's not up there in ability from what I know of his competitive gaming.

He's read the Wizard guides out there and has a provisional preference for Conjuration School, but not necessarily to be a summoning machine.

So I'm looking for feats, archetypes, traits, spells, strategy and general advice. Which is a lot to ask, so thanks in advance.


1 person marked this as a favorite.

The o.p.'s list and justifications notwithstanding, to introduce monetization into a group whose very lives depend on adding their skills, powers, spells, etc. is a dreadful idea. As others have noted, it would inspire each individual to want to charge for their particular service.

The Bard going, "Hey! I just helped you with my Lingering Performance. My accountant/lawyer says you me 39.32 gold for that."

I shudder to think what bills the Cleric would draw up- particularly if drafted under duress.

It would be in the enlightened self-interest of the item creator to want to have the toughest, well-equipped gang surround him.

A nation of shopkeepers is unappealing enough, but an adventuring party of shopkeepers?


Thanks. That sounds like an airtight, so to speak, argument for water breathing.

As for particularly useful spells, Haste looks great. Keep those suggestions coming, please.


Let's assume that we have water breathing and a swim speed arranged for the party already. Spells under consideration would be 5th Level or lower.

Our intrepid Wizard can't cast spells with a Verbal component. So how do we fix that? I think Necklace of Adaptation might:

Description of item:
"The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum."

How do we satisfy verbal component for spells under water? Even if the Necklace of Adaptation does, at 9,000 gold it's pricey.

Also, what are particularly good spells under water? For example, Fireball would be awful, but Magic Missile is pretty good. Summoning is cool, but that uses Verbal components.


As a (currently 9th level) Infernal Binder I get an Imp as a familiar at 7th level. It has Charisma of 14. I want it to use wands I craft to cast spells that I would know. I assume it needs Use Magic Device to do so(?). If so, does it use my skill ranks? Does it get skill ranks of its own?

I don't plan to put any ranks in UMD for myself, but if I do is that an option?

1 to 50 of 152 << first < prev | 1 | 2 | 3 | 4 | next > last >>
1 to 50 of 152 << first < prev | 1 | 2 | 3 | 4 | next > last >>

1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

OK, I've gotten a fair bit done!

Level up: +1 to all current skills, new Expertise Talent (Expert Advice, which makes me aiding another on social stuff that much better), new Feat (Shot on the Run)

Gear: updated defenses for the silver armor (I cannot believe I was running around in item level 3 armor this long!), added my quick release sheath plus deflective reinforcement and a glamer projector (:3c) and upgraded the zero pistol to hailstorm-class, for 2d6 Cold damage at base.

I'll get back to gear another day.

Edit: Sammad would also like to snag some of the really spicy snacks, if Ordyt hasn't helped himself to all of them ;).


3 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad looks frantically to Ordyt as he hears the oread's plan. "I...I don't want to die, Ordyt!"

But as he considers the scenario, how this mighty creature had laid low all of his friends now, some more than once, he...realizes that there's no way out. Even if he surrendered, the dragon was as likely to simply cook him as she was to let him live. Probably much more likely, under the circumstances.

He inhales deeply, then exhales, an impish grin rising on his face. "But I'm probably going to, aren't I? And if I do...I can't imagine a better reason." And then he opens comms to the group. "Or a better group of bleeding hearts to do it alongside."

Then he stands and steps towards the dragon, pistol still in hand. "HEY! You...you great ugly LIZARD! Look at me, you bastard! YOU CAN'T HAVE THE SUN! NONE OF YOU REPULSIVE FASCISTS CAN!" He punctuates that last word with a shot directly towards her.

He hopes that the distraction helps split her focus enough for Ordyt to pull off his insane plan.

Screamer decoupler, improved get 'em: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

A damage: 1d10 + 5 ⇒ (6) + 5 = 11


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

That'd be swell, ngl. As much as I love being y'all's hype man


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Finished leveling up Sammad.

Ability Boosts to Dex[18], Con[14], Int[16], and Cha[19]

New Improvisation: Clever Improvisations, I basically get one free Resolve-boost for Improvisations per 10-minute or 8-hour rest.

Skill ranks into all of my current skills, including Culture to learn Anassanoi, and one extra rank into Stealth so that I actually have a bonus to that now. Sort of surprised that wasn't there already, truthfully.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad hypothesized a link between the shamblers and the psychic weapon a couple of turns ago, right before they started going for Flint.


4 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad nods sleepily at Ordyt's response. "Exactly, my friend. This isn't a holo-drama, it's war. And for the enemy having every advantage, objectively, we're still managing some successes."

He then lets out a long yawn and does a full-body stretch as he adjusts in his seat. "Lady of Flame, I need a nap...wake me when we arrive..."


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

"Your "job", Grunph, is keeping people in slavery. And harnessing the suffering of those slaves to power a weapon of mass destruction pointed at the Archipelago." He pinches the bridge of his nose, then composes himself.

"Now you seem like a reasonable sort, so if being an accomplice to fascists and murderers doesn't appeal to you, it's not too late to join the righteous side. Hells, if money's what you want, we could work out a deal for salvage rights on the Legion's tech. It'll fetch a pretty penny, of that you can be sure."

He extends a hand towards the nuar, his expression earnest.

Diplomacy: 1d20 + 21 ⇒ (11) + 21 = 32

Expertise: 1d6 + 2 ⇒ (6) + 2 = 8


2 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad cocks his head towards the door as he hears someone speaking to Mari. "Oh? Is someone finally willing to listen to reason? I'll be right there!"

He moves into the room, lowering and holstering his pistol as he sees the nuar. "Greetings! Would you believe you're the first Legionnaire we've encountered who hasn't tried to shoot us on sight? I find that very promising, personally." He gives his biggest most beaming smile, careful not to show his predatory teeth. "I'm Sammad Al-Fayir, Emissary of the Al-Fayir Cooperative. Could I have your name?"

Diplomacy: 1d20 + 21 ⇒ (10) + 21 = 31

Expertise: 1d6 + 2 ⇒ (1) + 2 = 3


2 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad takes a step closer to Vessu, the faintest trace of a smile beginning to show as he can tell that Vessu is breaking under the pressure. He beings himself back to flinty stoicism before replying, "You imagine correctly, Vessu. And I'd like to show you what happened to the last folks that tried, but...they're less than dust deep within the sun now. But before I let the Captain have his turn, I have a simple question for you."

Another step closer, and Sammad leans in. "Please, Vessu, help me understand, with your sterling technical mind..."

He locks his fiery yellow eyes with Vessu's, and lets his lips part just enough to show his predatory sharp teeth. "...what are you hiding?"

Diplomacy: 1d20 + 21 ⇒ (14) + 21 = 35


5 people marked this as a favorite.

Oh, just when I thought I couldn't love the Thaumaturge class and Mios more...an excellent story!


2 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad's easy demeanor evaporates in an instant at Vessu's outburst, replaced by a flinty frown. He rises to his full height slowly, shaking a wrinkle out of his uniform before clasping his hands behind his back. "Let me be clear, 'savior of Asanatown'; we will be going nowhere until this threat to the safety of our expedition is unraveled and neutralized. Now, I'm going to call my Captain in here, and together you and he and I will get to the truth of the matter."


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad's face becomes grim as the evidence of sabotage is laid out before him, and he steeples his fingers as the others agree to separate the suspects for interrogation.

"Leave it to me. My training under the Cooperative included 'loyalty assessment', though I can't say I ever hoped to put those skills to use in....well, really any fashion." He rubs the back of his neck sheepishly at that, gaze carefully avoiding the others.

--

Deciding that he and Flint would be more effective separately, and trusting the Captain's honest charisma, Sammad questions the other 2 suspects.

Interrogation 3:

Diplomacy: 1d20 + 21 ⇒ (15) + 21 = 36

Sense Motive: 1d20 + 13 ⇒ (15) + 13 = 28

Interrogation 4:

Diplomacy: 1d20 + 21 ⇒ (4) + 21 = 25

Sense Motive: 1d20 + 13 ⇒ (1) + 13 = 14


5 people marked this as a favorite.
mimp wrote:
I love that some of the notable traits of the two Dark Archive iconics are Mios distrusting rich people and Thaleon thinking laws are pointless.

The psychics are our true comrades!


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Have fun!


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad steps around the corner as Flint rushes forward. "Well, I suppose we did expect this. Strike true, comrades!"

As he calls out, he fires toward the steaming floor towards the Heliacus!

Improved Get 'em. +2 to attack rolls against the Heliacus until the start of my next turn.

Zero Pistol, Get 'em: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 C Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Miss C%: 1d100 ⇒ 4


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Well, Sammad has been leveled up. +1 to all of his skill ranks, with a nice +20 to Diplomacy now, and +1 to BAB, Ref, and Will.

The only new feature he gains is a new improvisation, so I decided on Improved Get 'Em because I use it more than any other. He now gives +2 to attack rolls, can use get 'em alongside an attack, and can use a Resolve Point to give +2 to attack rolls against all enemies within 60 feet.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

"This would be a poor place for flammable liquids, I think...if only I'd paid more attention to my chemical engineering tutors, I'd have advice for you, Captain."


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Captain Flint Conners wrote:

"Both excellent questions, and I wish I had a clue as to the answer," says Flint humbly.

To Belmarniss, he says, "I am hoping we can find out the implications our actions might have in the process of learning how to solve the puzzle, but we must balance the potential harm we might do by releasing the entity trapped here or collapsing the bubble against the potential benefit gained by increasing our knowledge. In truth, the technology here is above my head, but I trust you and Mari to go carefully and tell us if we *should* proceed, not just if we *can* proceed."

To Ordyt, he adds, "Perhaps the Legion merely seeks the knowledge here to improve its power--or it may seek to release and/or control the entity imprisoned here. We know of two ways to enter here now -- one with the Aklo tome, and then there is that portal. I feel that we must either get to the bottom of this mystery or cut off any avenue for the entity to escape before we leave so as to stymy the Legion's plans, for I am sure they are not in our best interests."

"Perhaps with your background you can shed some...ahem...*light* on the subject, Ambassador Sammad?" Flint suggests.

"Awful joke, Captain," he retorts with a faint chuckle.

Then he looks pensively to about the room. "I wish I had light to shed, Captain. The only clue I've had is the location of their shipyards, and this doesn't give us any further leads on that place...Ordyt does raise some good points, though."

He turns and paces as he continues to speak. "These fiery spirits are a curious find in a place known for supernatural darkness. Perhaps the entity imprisoned here is not one that fears the fire's light, but one who would be strengthened by it...and given their affiliations with the Plane of Fire, the Legion might think that they can weaponize it by breaking its containment."


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad flinches away from the gruesome violence, and then clears his throat. "As if this place didn't have big enough 'horror tri-vid' vibes already...I suppose we'll be avoiding that hallway and those doors?"

He looks nervously among the group. "Please?"


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

I knew it was a good idea to keep the zero pistol!


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad woops as he sees his shot make contact with the Ashen Rain, then clears his throat. "Please help, Popoko...I'll need it to pull off another like that..."

Gunnery: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 Damage: 8d6 ⇒ (4, 2, 1, 2, 2, 5, 1, 5) = 22

The dice roller giveth, and the dice roller taketh away... ;_;


3 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad grimaces as his shot misses the Ashen Rain. He chuckles nervously, "Let's take another crack at that, shall we?"

Particle Beam: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 Damage: 8d6 ⇒ (3, 6, 6, 1, 3, 2, 3, 4) = 28


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad cracks a small smile at Bel's words of encouragement. "If we survive this all, old friend, we've got to start a motivational speech business. Captain could get in on it too, if he wanted," he finishes with a toothy grin towards Flint.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Captain Flint Conners wrote:

Flint narrows his eyes as the discussion turns to having Sutrum hide with the scientists, he considers what they know of this dwarf…He can’t keep a secret and he knew the cultist personally prior to the attack…Quietly to Sammad, he says, ”What do you think of this one? Should we keep an eye on him for now and keep him away from the tablet?”

[dice=Sense Motive]1d20+1d6+10

Sammad quirks an eyebrow at Flint's words. He whispers back, "We can't drag him into a firefight, Captain...I don't love it, but he's better off in safety."

He then glances to Bel, "Besides, the tablet's safe as can be-in our very own Star-Knight's hands. I know you trust Bel to handle it." He gives a small smile, with the barest trace of a knowing smirk.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad surges after the elf, making it around the corner and firing off a series of shots after him!

Zero Pistol, double tap #1: 1d20 + 10 ⇒ (19) + 10 = 29

Cold: 1d6 + 7 ⇒ (3) + 7 = 10

Zero Pistol, double tap #2: 1d20 + 10 ⇒ (1) + 10 = 11

Cold: 1d6 + 7 ⇒ (4) + 7 = 11

The wound in his throat distracts him, though, and a cough throws off his aim.

Fingers crossed that he only had 10 HP or less left!


3 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad grimaces as another shot fails to land against their tricky foe. Looking at Ordyt and Flint's grievous wounds, he calls out, "We've come too far for you all to be dropping now. Finish. This. FIGHT," putting all his effort into the final word.

Inspiring Oration, popping a Resolve Point to add my level to the healing gained. All allies gain 25 Stamina Points with that.


2 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

I should have power back by the 8th, according to our utility company. Hoping for sooner, though.


3 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Update: I'm back home and safe, but restricted to phone-posting for the foreseeable future. My place is on generator power only right now. Hoping we get power restored in the next couple days.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

So it seems I have to report in to my hospital because of Hurricane Ida tomorrow morning. I'll probably be there through Monday evening, but might be as long as Tuesday before I'm allowed to go home. Cellion, bot me well please.

If anyone else is in Ida's path, please stay safe!


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad gives a small smile at Otlo's cheery attitude. "What a fascinating branch of study! I confess that I know little about biology, but your work certainly does sound like a worthy field!"

He looks around the entryway, then back to Otlo. "Friend, I know you remain unconcerned about the Legion, but we have met them firsthand. They are ruthless and belligerent-they would stop at nothing to obtain that tablet. It would simply be safer if we were to remain here while you translate it, and we'll all do our best to not interfere with your work while we enjoy your hospitality."

Diplomacy: 1d20 + 19 ⇒ (16) + 19 = 35


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad's eyes widen as Ordyt gets up from his seat. "Ordyt, sit back down! That hatch will just be another entrance for them, and if they get inside we're all done for!"


2 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Captain Flint Conners wrote:
"It was worth a shot, Ambassador--and you did distract him enough for us to get the drop on him, even though he was too arrogant to share the coordinates with us," replies Flint, rising and grasping Sammad on the shoulder.

Sammad turns his head slightly, reaching up to touch Flint's hand with a slight hesitation. "Thank you, Captain."

As Mari shows everyone the datapad, Sammad takes on a pensive expression. "This efreet could only be adoptive family, if that - more likely a commanding officer. This blend of pride and familial tone with a focus on achieving objectives...it's almost...familiar." He blinks slowly once and his jaw slackens, before he clears his throat and composes himself again.

And at the closing salute, his brows furrow. "The Malikah...wasn't that building where we fought Jalusaan owned by a Malikah group? Given the Brass Dragon's connections to that place...could this be a glimpse at the mind behind all this?"


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad holsters his pistol forcefully, breathing heavily as adrenaline rushes through his body. As he watches Sulphrax fall and Flint rise again to be healed by Ordyt, he puts on a small smile, then steps over.

"How dashingly reckless, Captain. Good thing you didn't martyr yourself...Bel would never let us live it down," he says with a chuckle and an impish grin at his friend.

He turns to look at the pile of ash that was once a salamander, and lets out a small sigh. "Let's hope he has data with the coordinates we need. I'm sorry for dragging that out...I thought it was the best way." He looks down and away, refusing to meet anyone's eyes.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad looks to Marisol as Sulphrax draws nearer, speaking sternly in his best impression of a soldier. "Specialist Marisol, get the Breath of Embers remote-started, so we can leave all the faster."

He then looks back to Sulphrax, "Liutenant, if you could give her the coordinates for our destination, that would only expedite our progress."

Diplomacy: 1d20 + 18 ⇒ (5) + 18 = 23

Expertise: 1d6 + 1 ⇒ (5) + 1 = 6


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad shoots Flint a disapproving glare, then whispers over comms. "No, Captain, not yet. We need to uncover where this 'Kahlannal' location is..."

He pauses, hand stroking his chin. "I remember the name. The Breath was constructed there...Surely it must be pivotal to the Legion's, and probably Nurleth's, schemes."


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad suppresses a groan at the salamander's rank attitude, giving a curt bow in exchange. "My apologies, this city is positively impenetrable to newcomers, to say nothing of the magnitude of the journey to Noma in the first place. My superiors neglected to appraise us of your precise location, as well. But we're here, and ready to proceed...if you'll just confirm your identity, please?"

Diplomacy: 1d20 + 18 ⇒ (8) + 18 = 26

Expertise: 1d6 + 1 ⇒ (5) + 1 = 6

He then whispers to Flint and the others, "One thing at a time - let's start with not getting into a fight with him and those elementals he's got on guard."


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Star-Knight Belmarniss Rycast wrote:
I mean, given these things are basically plasmoebas, it'd technically be a parent-sibling. You know, mitosis and all that.

Well look who succeeded at their Life Sciences check! ;D


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

I return, was simply too tired to post yesterday. My sleeping arrangements at the hospital were...not great, and I had to work yesterday. Things were at least quiet, thankfully.


3 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad has been leveled up. Skill ranks are the same, all +1, because why mess with what works?

His Corporate Agent theme grants him the Networking ability, which allows him to gather info more quickly.

For his 6th level improvisation, I took Inspiring Oration, which allows him to heal everyone when he makes a boost, which I'm sure will come in handy at some point.


3 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad thinks quickly, and nonchalantly drops the keyfob to the ground. Holding his hand limp at his side, he reaches out with the other and slaps his shoulder, to seemingly no effect. "Maybe it's not the keyfob...maybe it's me?" He sways slightly, propping himself against the car. "All the fun I had, I should've eaten...my blood sugar may be...," he trails off before slumping to the floor of the garage weakly.

Bluff: 1d20 + 13 ⇒ (12) + 13 = 25


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Seeing Ordyt get knocked back clear out of the plant's aura, Sammad gasps. He calls out, "Stay standing, Ordyt, we need you!"

Inspiring boost for 15 sp back

He grits his teeth and fires another shot at the plant, aiming to take it down before it can do more harm to his friends!

Pulsecaster Pistol: 1d20 + 7 ⇒ (19) + 7 = 26

Electric (nonlethal): 1d4 + 2 ⇒ (1) + 2 = 3


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

>.> sees what both of you did there >.>

Sammad nods curtly at the Captain. "Emissary Sammad Al-Fayir, Captain. Pleased to make your acquaintance, though I wish it was under better circumstances."

He takes a sip of the offered drink, then continues. "I don't think I have any information that my comrades haven't already volunteered, but I do have a request, if possible. The Deep Cultures Institute's Far Station is in imminent danger-would the Dawn Patrol be able to dispatch some craft in order to ensure that facility's safety? We have comrades, even friends, aboard, and the Brass Dragons are a ruthless outfit-we've seen that firsthand today."

He takes a second to collect himself, remembering the awful sight of Kerschiu and his bomb collar. And for that matter, their Asanatown facility is also bugged-we must ensure that they're safe there too. Is there anything you can do to help?"


2 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

A wide grin breaks on Sammad's face as the computer displays its message. "Mother of Flames...I can't believe that worked. I did it!" He jumps and woops once in a rare moment of unrestrained joy.

Ordyt wrote:
"I take it back, Sammad, I could kiss you!" Ordyt points excitedly to the bobblehead, then winces as his injuries protest. "Whatsername! That one! That's the password!"

"Business before pleasure, Ordyt," Sammad replies with a wink. "Let's get out of this murderous hellhole first."


4 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad exhales in relief as Mari locks the door, then moves over to Bel, Ordyt, and Flint in turn, delivering each a dose from his stash of healing serums.

Healing Serum (Bel): 1d8 ⇒ 5

Healing Serum (Ordyt): 1d8 ⇒ 2

Healing Serum (Flint): 1d8 ⇒ 4

He cracks a smile at his handiwork, then waits for his comrades to rouse themselves.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

"Coming, Marisol!" Sammad doesn't even spare a glance in the Commander's direction, rushing to Bel's side opposite the sylph. He looks over Bel's wounds, and tries his best to supplement Mari's efforts.

Aid Another (Medicine): 1d20 + 8 ⇒ (4) + 8 = 12


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad hears Flint's call and moves into the room, standing at the entrance to the side room with Flint and the Commander. He holds his pistol at the ready.

"I am with you, Captain. Gather your strength, and we will take this one together."

Inspiring boost to give Flint back 11 SP.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Ordyt wrote:
"So...we send Sammad out in his briefs with a wrench to smash it? What's our best way forward, Mari?"

Sammad quirks an eyebrow at Ordyt's comment. He mutters under his breath, "I'm not opposed to that...I'm even wearing briefs today, for one thing."

At Mari's suggestion, he sighs. "Or we could do the boring yet sensible thing...another time, perhaps, Ordyt."

He then unholsters his hail pistol and peeks around the corner like Mari, then fires at the apparatus.

Hail Pistol: 1d20 + 7 ⇒ (20) + 7 = 27

Cold+Piercing: 1d6 + 2 ⇒ (6) + 2 = 8

...so what happens when one crits an object?


3 people marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Star-Knight Belmarniss Rycast wrote:

"You're not martyring yourself before I do, Flint!" Belmarniss barks as she follows after him, trying to squeeze around the car and attack as well.

[dice=Junksword]1d20+6
[dice=Bludgeoning+Slashing Damage]1d8+9

"NOBODY'S getting martyred! Will you two please try to stay alive!?"


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad sees Flint stagger from the azer's spell, and calls out to him in a concerned voice, "Captain, stay strong! We need you!"

Inspiring boost for 11 SP, which should largely negate that attack.


1 person marked this as a favorite.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad moves over to the strange creature, putting on a friendly smile as he starts speaking in Ignan.

Ignan:

"I'm sorry you were hurt, Kerschiu. I know you've just been through a...shock, but do you think you could answer some questions for us?"

Diplomacy: 1d20 + 15 ⇒ (14) + 15 = 29

1 to 50 of 152 << first < prev | 1 | 2 | 3 | 4 | next > last >>