Harrow Bloodline

Fernardo Mattero's page

74 posts. Organized Play character for philipjcormier.


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Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Chronicle received and printed. Thank you.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo goes down the the Swords area to help Repairing damaged practice equipment (ie. armor; shields; weapons) in order to sharpen his crafting skills...

Crafting(E) (Repair Item) using Crafter's Eyepiece(+1 to roll) vs. DC: 20: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24

Note: I don't remember if you can set the DC or if it's by level. Please advise/adjust as needed.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo attempts to cast a spell from his staff...

Flat Check vs. Stupefied 1: DC=6: 1d20 ⇒ 2

and fails... he then attempts to cast his Focus Spell...

Flat Check vs. Stupefied 1: DC=6: 1d20 ⇒ 5

...and fails once more.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo moves around the others to try and distract the creature, then attempts to cast a spell...

DC:6 vs. Stupefied 1: 1d20 ⇒ 4

...and fails, spell lost.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo tries to push through the Stupefied that is hindering his spell casting...

DC:6 Flat Check vs. Stupefied: 1d20 ⇒ 19

...he then concentrates on his Staff of Evocation, drawing forth a spell from the energies stored within. An arrow dripping acid forms in front of him and springs forward attempting to strike "Green"....

DC:5 Flat Check vs. Concealment: 1d20 ⇒ 6
Spell Attck vs. Green: 1d20 + 15 ⇒ (10) + 15 = 25 Current Spell Attack
possible Acid damage vs. Green: 3d8 ⇒ (2, 3, 7) = 12 +1d6 persistent acid damage.

Acid Arrow:

Spoiler:
Acid Attack Evocation Cast: somatic, verbal Range: 120 feet; Targets: 1 creature
You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.

Not sure if it matters, but as a reminder, Fernardo has the Spell Penetration Feat

Spoiler:
You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.

Fernardo then attempts to cast Shield...
DC:6 Flat Check vs. Stupefied: 1d20 ⇒ 13

...and he succeeds. AC now 23

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Frustration lines form on Fernardo's forehead as he tries to cast a spell...

Flat Check vs. DC:6: 1d20 ⇒ 8

Fernardo points at "Green" and a beam of Negative Energy springs forth...

Enervation

Spoiler:
Enervation: Necromancy Negative Cast: somatic, verbal Area: 30-foot line Saving Throw: Fortitude
Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes 2d8 persistent negative damage.
Failure The creature takes 4d8 persistent negative damage and becomes drained 1.
Critical Failure The creature takes 4d8 persistent negative damage and becomes drained 2 and doomed 1.

NOTE: Current DC=25.

He then attempts to cast Shield once more...

Flat Check vs. DC:6: 1d20 ⇒ 20

...and is successful.

AC is now: 23

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

I would like to verify if there is a clear Line(5') from me to Green or if the ladies wil be in the way, please.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo briefly raises his right fist, concentrates on the Ring of the Ram (bonded item), draining it of it's mystical energies allowing him to recall the Phantom Killer spell.

Fernardo risks being attacked while attempting to cast a spell...

Flat check DC=6:: 1d20 ⇒ 13

Fernardo succeeds and casts Phantasmal Killer at "Green"...
Phantasmal Killer vs. Green: 1d20 + 15 ⇒ (14) + 15 = 29 Current to hit used.

Spoiler:
Phantasmal Killer: Death Emotion Fear Illusion Mental
Cast: somatic, verbal Range: 120 feet Targets: 1 living creature
Saving Throw: Will
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.
Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait. NOTE: DC total now 25.

Fernardo then tries to cast Shield....

Flat check vs. DC:6:: 1d20 + 6 ⇒ (3) + 6 = 9

AC for this turn now 24

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Red is also Frightened 2 from the Phantasmal Killer attack.

Not sure if that was taken in account during it's just-made attacks.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Maybe it's just me, but I can't see any Hag on the map, just us and the 2 nightmares.

Also, if the Hag cast a spell instead of using an ability, Fernardo has a chance to ID the spell....

Recognize Spell:

Spoiler:
Identify a spell as a reaction as it’s being cast: **Skill**: Varying skill
**Save Failure**: You fail to recognize the spell.
**Save Success**: You correctly recognize the spell.
**Save Critical Failure**: You misidentify the spell as another spell entirely, of the GM’s choice.
**Save Critical Success**: You correctly recognize the spell and gain a +1 circumstance bonus to your Saving Throw or your AC against it.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. NOTE: Current scores are Arcane(E; 17); Nature(T; 11); Occultism(T; 13); Religion(T11)

Spell Penetration:

Spoiler:
You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

So...difference of 8. Standard Fail if I am correct.

Mental Damage: 8d6 ⇒ (3, 1, 6, 2, 2, 2, 2, 4) = 22 also Frightened 2

Please let me know if I am incorrect.

Oppsss...jumped the gun. Sorry.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

AC 19 is lower than my AC. That was a miss.

DC 26 Reflex vs. Force damage: 1d20 + 15 ⇒ (2) + 15 = 17

DC 25 Fortitude vs. Smoke: 1d20 + 15 ⇒ (18) + 15 = 33

So, Immune to Smoke and Fernardo takes 26 Force.

Fernardo risks being attacked while attempting to cast a spell...

Flat check DC=6: 1d20 ⇒ 7

Fernardo succeeds and casts Phantasmal Killer at "Red"...
1d20 + 15 ⇒ (17) + 15 = 32 Current to hit used.

Spoiler:
Phantasmal Killer Death Emotion Fear Illusion Mental
Cast: somatic, verbal Range: 120 feet Targets: 1 living creature
Saving Throw: Will
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.

Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait. NOTE: DC total now 25.

Fernardo then tries to cast Shield....
Flat check vs. DC:6: 1d20 + 6 ⇒ (15) + 6 = 21

AC for this turn now 24

Please let me know if I missed anything

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Will save vs. DC=25: 1d20 + 14 ⇒ (2) + 14 = 16

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo fervently scribes the exchange in his journal. "I assure you that Pathfinders are ready and willing to help. If we are not strong enough, I am sure they will find agents who are."

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo put his journal and scribe kit back into his right sleeve, readies his staff, and mutters..."Nethys guide me if you deem I am worthy of your attention.", as he strides forth to cross the bridge with Nina.

Perception: Scan: 1d20 + 12 ⇒ (13) + 12 = 25

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo follows the group, staff tucked in the elbow of his left arm while he holds his scribing kit. Taking the time to write down at has happened so far and sketching, as best he can, what he has seen. From time to time his right eyebrow arches and he mutters, "Fascinating."

Agreed, Monolith first. Might weaken anything in the Black Pyramid.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

"Well done, little one." Says Fermardo as he follows the ladies up to stairs.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Feeling weak and slightly confused, Fernardo tries to figure out what's going on...

Occultism (T): 1d20 + 14 ⇒ (17) + 14 = 31

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Will save vs. DC:29: 1d20 + 14 ⇒ (6) + 14 = 20

Occultism (T)vs. DC: 33: 1d20 + 14 ⇒ (10) + 14 = 24

Hero Point to re-roll the Will save. I am only trained in Diplomacy and have nothing in Intimidation.

Will save vs. DC:29: 1d20 + 14 ⇒ (3) + 14 = 17

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

I am not sure why though. I have been casting Light (H:4) on my staff the whole time. That's 60' Bright light plus 60' Dim light. Even at 50%, that's still 15' Bright light to see a creature adjacent to me.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo casts a spell. 6 3" diameter skulls appear in front of him and streak towards Yellow...

Magic Missile (3L; 3 actions): 6d4 + 6 ⇒ (4, 1, 3, 2, 3, 2) + 6 = 21

Magic Missile:

Spoiler:
Heightened to 3rd Level: Cast: somatic, verbal Range: 120'
Targets: 1 creature Damage: 6d4+6 force You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You shoot one additional missile with each action you spend.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Flat check vs. Bleed:
Bleed: 1d20 ⇒ 15

Current HP counting 23 Healing.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo looks at "Yellow" and says, "Chew on this.", and thrusts his right fist at it. A ram shaped blast of Force streaks forward...

possible Force damage for 3 charges: 6d6 ⇒ (2, 1, 3, 5, 1, 6) = 18
base distance is 15'

Ring of the Ram:

Spoiler:
Evocation: Force Invested: Magical Usage: worn
This heavy iron ring is shaped to look like the head of a ram, with curling horns.
Activate or more (Interact); Frequency: once per minute; Effect: A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

First 2 attacks hit +3 bleed from last round. Is plead cumulative or just the highest?

NOTE: correction: only 2nd one hit (AC:23-2)

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Would it be possible for you to add an updated list of damage taken each round? If it's not too much trouble, of course.

Fernardo curses and casts a spell touching the creature (red)

shocking grasp(4L): 1d20 + 16 ⇒ (2) + 16 = 18
base electrical damage: 5d12 ⇒ (1, 8, 7, 5, 12) = 33

Shocking Grasp:

Spoiler:
Heightened to 4th Level Cast: somatic, verbal Range: touch
Targets: 1 creature Melee Strikes: +16 / +11 / +6 Melee Damage: 5d12 E Melee Crit Damage: ×2 Situational bonuses and penalties: Spell Effect: +1 circ bonus to hit targets wearing or made or metal, and add 1d4+3 pers E
Spell 1 Arcane, Attack, Electricity, Evocation Cast: somatic, verbal
Range: touch Targets: 1 creature
Description: You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.

Fernardo then gathers the ambient energy into his staff, and attacks...

Bespell Weapon:

Spoiler:
Frequency once per turn: Requirements Your most recent action was to cast a non-cantrip spell. You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
Abjuration: force damage
Conjuration or Transmutation: the same type as the weapon
Divination, Enchantment, or Illusion: mental damage
Evocation: a type the spell dealt, or force damage if the spell didn’t deal damage
Necromancy: negative damage

Staff attack w/electrical: 1d20 + 11 ⇒ (8) + 11 = 19
possible damage (B + electic): 1d4 + 1d6 ⇒ (2) + (2) = 4

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Looks like everything is within 60' of everything else.

Will save #1: 1d20 + 14 ⇒ (3) + 14 = 17
Will save #2: 1d20 + 14 ⇒ (18) + 14 = 32

Hero Point save #1.

Will save #1(Part Deux): 1d20 + 14 ⇒ (8) + 14 = 22

Fernardo says.."mumble, grumble bumble." as he casts Protection from Evil and touches Teja. He then says...Hope this helps." as he casts Shield on himself.

Protection from Evil:

Spoiler:
Uncommon Abjuration Traditions: divine, occult Cast: somatic, verbal RangeL touch; Targets: 1 creature Duration: 1 minute
You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.

This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.

Note: I have the boon and will PM you a copy if you wish.

Shield:

Spoiler:
Abjuration Cantrip Force Traditions: arcane, divine, occult
Cast: verbal Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo tries to figure out what is happening...

Occultism(T): 1d20 + 14 ⇒ (13) + 14 = 27

In case it is a spell, Fernardo has the Recognize Spell and Spell Penetration Feats:

Spoiler:
Recognize Spell: Identify a spell as a reaction as it’s being cast: **Skill**: Varying skill
**Save Failure**: You fail to recognize the spell.
**Save Success**: You correctly recognize the spell.
**Save Critical Failure**: You misidentify the spell as another spell entirely, of the GM’s choice.
**Save Critical Success**: You correctly recognize the spell and gain a +1 circumstance bonus to your Saving Throw or your AC against it.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. NOTE: Arcana(E)+18; Nature(T)+12; Occultism(T)+14; Religion(T)+12.

Spoiler:
Spell Penetration: You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

"I agree, little one. Please proceed."

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo peers around as the group walks through the market...

Perception: 1d20 + 12 ⇒ (9) + 12 = 21

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo tries to guide her as well....

Society: 1d20 + 14 ⇒ (1) + 14 = 15

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

1d20 + 14 ⇒ (17) + 14 = 31

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo will use his last point to re-roll as well.

Occultism: 1d20 + 14 ⇒ (17) + 14 = 31

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Occultism: 1d20 + 14 ⇒ (2) + 14 = 16

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo uses his staff to light his path as he peers around...

Fernardo's Perception (T): 1d20 + 12 ⇒ (4) + 12 = 16

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo can take one. Drained one is only 8 HP with max lower by 8. with 80 HP I should be good.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo concentrates carefully on what is going on around him...

Sand: Arcane(E): 1d20 + 18 ⇒ (13) + 18 = 31

2nd check: Arcane(E): 1d20 + 18 ⇒ (17) + 18 = 35

Fernardo does not know either language. Did I miss any earlier check that I need to make?

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo attempts to cast Light on his Staff...

1d20 ⇒ 7

If it works:

Spoiler:
Cast: somatic, verbal; Range: touch; Targets: 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
Duration: until the next time you make your daily preparations; Effect (Normally): The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th): The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).

Grand Archive

Magical Mentor Boon, here. Not much use, I'm afraid.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Spoiler:
Arcana (E; 18); Occultism (T; 14); Religion (T; 12)

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

"We will make an effort to do so." promises Fernardo.

Spoiler:
(Diplomacy(T)): 1d20 + 10 ⇒ (4) + 10 = 14

Hero Point, please

Spoiler:
(Diplomacy(T)): 1d20 + 10 ⇒ (8) + 10 = 18

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo chooses 2 potions of lesser healing as well.

"Does everyone have a +1 or better rune on their primary weapon?"

If you don't have a wayfinder with a pearly white spindle Aeon stone inscribed, I strongly suggest that you look into getting one. Very handy.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

It might help to review my character sheet. I have not played online in a year (plus/minus). That and the feats may come to play. Recognize Spell, Nonlethal Spell, and Spell Penetration come to mind.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

A young Varisian man using a staff as a walking stick enters. "I have similar elements to my dreams. While the yellow eyes follow, and they are also behind a mirror, I sense something pounding on the mirror as it's trying to get out. Above the eyes is a crown-like formation of stars. I'm not sure that helps. Oh, for give my rudeness, I am Fernardo Mattero, reporting as reqested."

Occultism (T): 1d20 + 14 ⇒ (18) + 14 = 32

Grand Archive

1) Player name: Philip J. Cormier
2) Character name: Fernardo Mattero
3) PFS#-Character#: 55792-2001
4) Character Class & Level: Wizard (Evoker) 8L
5) Faction: Grand Archive
6) Regular or slow speed for chronicle: Regular
7) Anything else I should know: Boons:

Spoiler:
Magical Mentor (Grand Archive): Help low-level PCs at your table with spellcasting. Must be Liked by Grand Archive to obtain.

Treasure Bundle Insurance: Limited-use recovery of a missed Treasure Bundle. Must be Admired by any Faction to purchase.

Esoteric Spellcaster - Core Rulebook Select an uncommon spell from a curated list of Pathfinder Core Rulebook options; this PC gains access to it. Can be purchased multiple times on the same character; select a different spell for each purchase. Chosen: Disrupt Undead and Protection.

Grand Archive

Correction: I appear to have made an error. Fernardo is 8.1L, not 9.2.

Grand Archive

I am a 9.2L Wizard that needs 1 more for 10L. I have played the following:

Spoiler:
Quest #1: The Sandstone Secret; Quest #2: Unforgiving Fire; Quest #4: Port Peril Pub Crawl; Quest #7: A Curious Claim.

#1-01: The Absalom Initiation; #1-02: The Mosquito Witch; #1-03: Escaping the Grave; #1-04: Bandits of Immenwood; #1-05: Trailblazers’ Bounty; #1-06: Lost on the Spirit Road; #1-07: Flooded King's Court (GM); #1-08: Revolution on the Riverside; #1-08: Revolution on the Riverside; #1-09: Star-Crossed Voyages; #1-10: Tarnbreaker's Trail; #1-13: Devil at the Crossroads; #1-16: The Perennial Crown Part 1, Opal of Bhopan; #1-17: The Perennial Crown Part 2, The Thorned Monarch; #1-19: Iolite Squad Alpha; #1-20: The Lost Legend; #1-21: Mistress of the Maze; #1-23: The Star-Crossed Court; #1-24: Lightning Strikes, Stars Fall; #1-25: Grim Symphony; #2-07: The Blakros Deception; #2-08: A Frosty Mug; #2-10: In Burning Dawn.

If you would be interested in adding me to a game, feel free to look up my character and let me know.

Thank you.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

"Goodbye to all and good hunting in the furture." calls out Fernardo as he leaves.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

I will pass on another. This brings me to an even 60 xps and 6L. Local group returns in 2 weeks.

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Although not very strong, Fernardo makes an effort to help row the raft...

Athletics: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Archive

male human Wizard/8 [HP:70/80] [AC: 24(25)(26))] [fort: 12; reflex: 15; will: 14] [perception: +12; initiative: +14] [Hero Points: 1/3] [Focus Points: 1/1]

Fernardo peers over the side as subtly as he can to watch the zombie's progression.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

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