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Gazard Gamille's page
62 posts. Organized Play character for DoubleGold.
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I would like to put this guy in Quest number 4. I do have more characters to spare, though I don't know which one I want to use, but put them in Quest 2. Most Likely Zanu Turok 2 will be used, the half-elf sorcerer.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard moves and he has one spell left, Hydraulic push hit: 1d20 + 6 ⇒ (19) + 6 = 25
dmg: 3d6 ⇒ (2, 6, 1) = 9 blunt and knocked back 5 feet.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
ray of frost: 1d20 + 6 ⇒ (8) + 6 = 14
dmg: 1d4 + 4 ⇒ (2) + 4 = 6 cold towards the druid.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
I thought you could only cast one spell per turn regardless of how many actions you had.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Sir Reinhart wrote: Sir Reinhart is spending his 8 days excavating Ramlock's Tower. (No Reward at this point, but 8 more boxes checked) Are we suppose to get a sheet for that? Some of my other characters purchased that boon.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
reflex: 6 + 1d20 ⇒ 6 + (6) = 12
Gazard will then cast force bolt on the Druid dmg: 1d4 + 1 ⇒ (2) + 1 = 3
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard will move forward one move and cast sleep on Kip the Druid. Will save dc 17
Sleep
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard spends his entire round moving up. Triple move of 12 squares.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Oh, okay, I forget that spell only takes 10 minutes to recharge and I didn't make a post saying I refocused. Can we just say that I did refocus it along the way to the camp, or do we have to wait another 10 in game minutes before we head out? Just want to make sure, some DMs will say if we didn't say it, we didn't do it. One of my actual table top games was that way, we even had to state we recollect our arrows.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Seggiatore, I'm also down the force bolt
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Well I do think time is of the essence, we are all down resources and I'm down two spells. If we die we accomplish nothing. I vote we rest first.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Move to get a clearer shot and cantrip ray of frost the cat
hit: 1d20 + 6 ⇒ (18) + 6 = 24 dmg: 1d4 + 4 ⇒ (4) + 4 = 8 cold damage
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Sweet, I can hit the pink one without moving, it within 15 feet and nothing was in my way to catch fire. Take two actions to cast burning hands dmg: 2d6 ⇒ (1, 5) = 6
And then my third action I move. Reflex 17 for half.
My last square ended in melee with red, hopefully it doesn't have reach and I just provoked.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Placed, to be clear I'm on the floor, not the roof of that building.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Society +7, Warfare Lore+7, What can I tell about this camp? It a war camp, a boy scout camp, etc.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard double moves to catch up with the nearest bandit Come back, we will make sure the law doesn't put you behind bars for this and we will give you a good job if you come with us. diplomacy to get him to join us: 1d20 ⇒ 7
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard will move cast his focus spell force bolt to the nearest target which seems to be yellow circle. works like a magic missile both with only 30 foot range dmg: 1d4 + 1 ⇒ (2) + 1 = 3
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard triple moves up into the action.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
The brave and courageous wizard will try to tumble through the crowd, the heck with social distancing, social gathering here. acrobatics: 1d20 + 6 ⇒ (18) + 6 = 24
Then he does it againacrobatics: 1d20 + 6 ⇒ (6) + 6 = 12
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Thanks, now I have 2, just remind me to use them.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Same, grabbing two minor healing potions with training points.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Yes, family first, I agree.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
DoubleGold
Gazard Gamille 135676-2008
Radiant Oath
downtime: 1d20 + 7 ⇒ (13) + 7 = 20 Warfare lore
Cantrips: Acid Splash, Chill Touch, Detect Magic, Electric Arc, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Shield.
1st Level: Burning Hands, Hydraulic Push, Jump, Illusory Disguise, Magic Missile, Sleep.
Focus Spell: Force Bolt
Bolded spells are the ones prepared, Spell Substitution is my thesis.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
The smart and powerful wizard has decided to join you. Don't worry, I use my spells wisely.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
warfare lore: 7 + 1d20 ⇒ 7 + (17) = 24
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
(On a phone roll for me but I read end so is the scenario over)
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard will divert noise and motion away from the vomit by using ghost sound, get outsiders to look away. deception: 1d20 + 3 ⇒ (9) + 3 = 12
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
I don't have any spells that can help us get us through this, except for maybe ghost sound as a distraction.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Can I move the raft out of there without provoking? Same as the champions. Lobster should have -11 HP after I hit it, but I'm thinking Variel did hit it once, so even more negatives.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard will use his focus spell on the Lobster. Focus spells, don't use a spell slot, but have their own function and mechanics, they can only be used once per day.
Force bolt functions a lot like magic missile dmg: 1d4 + 1 ⇒ (4) + 1 = 5
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Edit, oh right, I don't have mm prepared
I cast sleep on green sleep will save is 17
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Moved it one full move, not sure if water slow us up or not, but if I can doublemove move, that would be another 5 squares along the right edge.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Are we still waiting on me? I'm just moving the boat, however far I can move it in one full round.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
If the boat is in the top left, then what are those brown things on the bottom right?
acrobatics: 6 + 1d20 ⇒ 6 + (9) = 15 to get the raft moving forward. Not sure what else I should be doing
acrobatics: 6 + 1d20 ⇒ 6 + (5) = 11
acrobatics: 6 + 1d20 ⇒ 6 + (5) = 11 3 actions per round, so three rolls right, if you need athletics instead of acrobatics, mine is +1.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Anyone got a plan? I'm out of ideas.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
+6 to stealth, +6 to thievery, and has distraction spells ghost sound, and also mage hand if I need to have the book in the air and way over their heads or pick it up without going near it.
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M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard mage hands the piece of paper up to him rather than bending down to pick it up.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Hookie, I know it ain't no easy solution, they nervous around you. I just wish everyone could go, but that can't be.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
I'm okay to wherever people need me next.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard definitely being interested in things to read will look through the bookshelf perception: 1d20 + 3 ⇒ (9) + 3 = 12
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard extends his hand out to shake his hand. Ah yes, we are new here and we were wondering what you can tell us about this town. Also any good books here on some interesting topics? diplomacy if needed: 1d20 ⇒ 5
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
With or even without his allies, Gazard will head to the Arcanium Abjurant
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard will only do that then if we've got a lot of time, or there is no otherway around this.
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
I suggest we arch some of the rafts, therefore people can go underneath the rafts and still have their heads above water, that is one way to smuggle them. Gazard will help create a forgery. My society is +7 and since we all open the spoiler now +2 on top of that for +9, and you said secret check, so I assume that means Dm rolls
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
I for one am all for using the sewers if we are out past curfew. Or um sleep in a dumpster. Dumpsters do exist in the city right?
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Gazard will be on the lookout for guards, so we don't get caught breaking in or doing anything illegal and signal for allies to stop if he notices a guard looking our way perception: 1d20 + 3 ⇒ (6) + 3 = 9
M Dwarf Aphorite Thief Rogue 2: AC:18, HP:32/32, Fort:7, Ref:10, Will:7, Perc:7, Darkvision
Variel Dardala wrote: "Alternately, we make sure she is settled for the day, and properly tend to her during the curfew this evening, when we can't be out - or, at least, we can't be out in a large, conspicuous group."
I think that is what the GM was hinting at. :)
EDIT: Ninja'd by the GM! :)
Yes, but it is still day time, we go to one other place tonight and then come back here. Just not to any weird strange places.
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