Mithral Scarab

Erasmus Turing's page

33 posts. Organized Play character for Merisal The Risen.


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Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne builds a few traps to inconvenience some un wanted visitors and then takes some rest

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

craft traps: 1d20 + 3 ⇒ (1) + 3 = 4

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne edges forward some more reloads her sling and fires

sling: 1d20 - 1 ⇒ (9) - 1 = 8

Landing some where over the dead minotaur

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Edging forward Anne slings another bullet towards the bull man

Sling IC range cover: 1d20 + 3 - 2 - 2 ⇒ (20) + 3 - 2 - 2 = 19
Sling crit? IC range cover: 1d20 + 3 - 2 - 2 ⇒ (9) + 3 - 2 - 2 = 8
sling damage: 1d4 + 3 ⇒ (2) + 3 = 5

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne gets out into the open and launches a long range bullet at the minotaur from her sling

sling: 1d20 + 2 + 1 - 2 ⇒ (11) + 2 + 1 - 2 = 12
adding spirit surge to failed attack roll: 1d6 + 12 ⇒ (4) + 12 = 16
damage: 1d4 + 3 ⇒ (4) + 3 = 7

Anne gains 1 influence over Erasmus assuming first attack roll missed

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne move up and takes a shot at the larger thing

sling: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
sling crit in case it isnt an ooze: 1d20 + 4 ⇒ (8) + 4 = 12
sling damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Adding in inspire courage as well as PBS If that is a second parralel passage I will probably be squeezing but have moved as far as i can

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

There was a cure wand in this bag whoever took it saying they could use it please demonstrate on Lerwyn CL3 so clw: 1d8 + 3 ⇒ (2) + 3 = 5

Anne also hustles forward towards the voice trying to load a sling stone as she does so

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne move forward to get a clearer shot at the centipede thing

sling attack: 1d20 + 4 ⇒ (14) + 4 = 18
sling damage: 1d4 + 3 ⇒ (2) + 3 = 5

The first shot was just a range finder

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne moves forward and attempts to hit the vermin with the loaded sling

attack: 1d20 + 4 ⇒ (4) + 4 = 8
bullet damage: 1d4 + 3 ⇒ (3) + 3 = 6

I can't fix that

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

As the sun seems to have set on Aroden West seems appropriate

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Why do you come here? what do you meditate upon and what significance are the old carvings to you

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

sorry life got hectic will catch up tomorrow feel free to bot Anne saying something diplomatic

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Resisting the urge to rush in Anne remembers the instruction to speak slowly What my friends are trying to say is that we are explorers! We do not wish to harm you but learn! from you as to why this place is so sacred to gillmen. Please accept our apologies for the intrusion

diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Cut it out with the foreign gibberish. Anyone worth talking to can speak Taldane. Is he dead he hasn't moved

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

This looks interesting what’s this about Religious iconography perhaps?

Taking ten on religion is 15

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

As Orenji searches the body Anne casts a spell her hand glowing with arcane energy. She tries a couple of times to send the energy towards the body but nothing happens

spellcraft 15:

Idiot its a touch spell

Ermm Thyste do you mind showing off your jumping skills again so I can take the slow way across

Anne will then climb down the pit and cast grave words in the proper manner and see if the gillman has anything interesting to say

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne looks at the bottom of the pit and the body

heal: 1d20 + 2 ⇒ (7) + 2 = 9

And if it would be possible to avoid the spikes if one were gently lowered down she may suggest it

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

I thought the bag was a handy container for the alchemists fire and holy water and tanglefoot bag The rest is available for any who wants it Anne offers bags contents but is keeping what she just described

This body needs to channel a different spirit to be able to use the wand though She adds with a smile

Still in bag
potions of cure light wounds (2), potion of feather step, scroll of entangle, , wand of cure light wounds (CL 3rd, 5 charges), Smokestick, Thunderstone, anti toxin All unclaimed

alchemist’s fire , holy water, tanglefoot bag, for Anne

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne takes the pack and lengthens the strap and prepares to put her arm through so it sits uncomfortably close to her armpit She replenishes her own flask of acid and takes out a sunrod

Shall I use this she wave the sunrod. I have heard wayfinders can also cast a light. Those who can use the scrolls and wand are welcome to them. I can hand out the healing potions as needed but if anyone thinks they will require to step lightly or vanish are welcome to those potions too

Rhomboid has potion of barkskin, alchemist’s fire

Orenjii has scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, wand of burning hands (CL 3rd, 4 charges)

Anne acid, sunrods (2)

Still in bag
potions of cure light wounds (2), potion of feather step, potion of vanish, scroll of entangle, scroll of gust of wind, , wand of cure light wounds (CL 3rd, 5 charges), alchemist’s fire , holy water, smokestick, tanglefoot bag, thunderstone, antitoxin,

Anne is prepared to live dangerously

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

One of these days I am tempted to take on that minotaur. But playing up with a squishy first level is not that day. Discretion is the better part of valour and all that jazz[ooc]

Anne follows after Orenjii cursing under her breath that he grabbed the pack first

[ooc]And hopes to be inside before GM finishes reading first lot of ooc comments

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

survival: 1d20 + 2 ⇒ (3) + 2 = 5

Anne does her best to find tracks but only finds some spoor in the bush Thyste just vacated

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Erasmus will try to fix the wounds on Rhomboid

You appear to be leaking all kinds of essential fluids

heal: 1d20 + 2 ⇒ (5) + 2 = 7

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Janira! Get away from the swarm

assuming that happens and thyste does not object to acid splash damage:

Throw acid flask at swarm
throw: 1d20 + 3 ⇒ (13) + 3 = 16
acid damage: 1d6 ⇒ 6
If a miss will add spirit surge to add 1d6 ⇒ 5

if not:
Rhomboid you appear to be leaking essential fluids can I stop that for you

heal dc15: 1d20 + 2 ⇒ (11) + 2 = 13

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Erasmus takes out a flask of acid and moves to the south Hoping to be in a position to make use of the flask in the near future

Where are you Anne He mutters

Technically I need to have spent an hour at one of Alleys, mazes, taverns, trap-filled locations to gain access to my trickster spirit Please correct me if I have missed a ruling on this

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Anne checks the campsite and looks to ensure there are no loose stones where the bedrolls are being put

perception: 1d20 + 6 ⇒ (6) + 6 = 12
survival: 1d20 + 2 ⇒ (15) + 2 = 17

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

'Anne' Steers well clear of the wolf and heads to the markets. Relieved the wolf heads off in another direction he waves at a goblin

purchasing some trail rations (6 days) and also 3 flasks of acid

we want something for swarms right?

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Question If I start the adventure with a potion of healing do I have to wait until the end of the adventure before I sell it back at full retail or is during the adventure only sell for half value as normal

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

I know a place where humanoid rations can be accquired He mentally addresses his spirit It was your idea to pretend to be an android Anne Do you wish to speak as to what android rations look like or shall we leave that to the real androids

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Sorry Kezria that is disppointing At GMs invitation taking your place ready to play up. This is more an experiment on how medium works in the wilderness

Sovereign Court

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 9 (1d8+1) Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear Medium (Trickster) influence 2/5 Penalties apply when hits 3

Moving with stiff movements with a scarf across the face the well wrapped figure in winter clothing Moves its head in steady but jerky movements Greetings, I am Anne Droid

Sovereign Court

That’s ok I should really remember i have too many characters that navigating my way to level 6 is far too tricky in PFS scenarios I am dropping out

Sovereign Court

Actually this character is human and male Just trying to pass himself off as a Female Android

stat block:
Erasmus Turing
Male human (Taldan) medium 1 (Pathfinder RPG Occult Adventures 30)
NG Medium humanoid (human)
Init 3; Senses Perception +6
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort 1, Ref 3, Will 3; +1 trait bonus to save vs. fear
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Offense
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Speed 30 ft.
Melee club -4 (1d6+2 B) or
quarterstaff +2 (1d6+3 B)
Ranged sling -4 (1d4+2 B)
Special Attacks seance boon (trickster), spirit (Trickster, 1 influence)
Medium Spells Known (CL 1st; concentration +4)
0 (at will)—detect psychic significance[OA], grave words[OA]
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Statistics
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Str 14, Dex 14, Con 13, Int 10, Wis 12, Cha 16
Base Atk +0; CMB 2; CMD 14
Feats Point-Blank Shot, Precise Shot
Traits avid reader, unflappable
Skills Acrobatics +3, Appraise +1, Bluff +8, Climb +3, Diplomacy +8, Disable Device +5, Disguise +9, Escape Artist +3, Fly +3, Heal +2, Intimidate +8, Perception +6, Ride +3, Sense Motive +2, Stealth +3, Survival +2, Swim +3, Use Magic Device +8
Languages Common
SQ spirit bonus (+1 on Dexterity checks, skill checks, and Reflex saves), spirit surge 1d6, trickster's edge (Disable Device, Perception, +1 ranks)
Combat Gear potion of cure light wounds; Other Gear leather armor, club, quarterstaff, sling, cold iron sling bullets (20), automatic writing planchette[OA], masterwork backpack[APG], spell component pouch, wooden holy symbol
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Special Abilities
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Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Seance Boon (Trickster, Disguise) +1 (Su) Gain +1 bonus to selected skill and it becomes a class skill.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Trickster's Edge (Disable Device, Perception) (Su) Select to skills to become class, and get extra ranks in them.

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Moving with stiff movements with a scarf across the face the well wrapped figure in winter clothing Moves its head in steady but jerky movements Greetings, I am Anne Droid

Perhaps could be persuaded to swap the clw potion for some thieves tools

Sovereign Court

Joining with a newly minted level 1 This could be dangerous