Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Gerhard goes to inspect the body, attempting to identify what could have produced the wounds. Nature?: 1d20 + 13 ⇒ (13) + 13 = 26
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
This place is going to be the death of us soon. I have my wand as well, but I have used much of it today. He crouches down over Phurs and heals his wounds. 4d8 + 4 ⇒ (6, 3, 1, 5) + 4 = 19 Gerhard now appears to be healthy again, the only evidence of him being hurt the rips and tears in his clothes.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
As he regains consciousness, Gerhard blearily says "Thanks, Wolf" He reaches into his coat and takes out his wand, pointing it at the gashes he incurred during the fight. 1d8 + 1 ⇒ (7) + 1 = 8
He gets to his feet and inspects the bodies of the creatures.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Gerhard moves in to flank with filk and bites the creature Bite: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 271d8 + 3d6 + 5 ⇒ (8) + (6, 4, 4) + 5 = 27
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Claw: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 131d6 + 5 + 3d6 ⇒ (1) + 5 + (6, 1, 3) = 16
Gerhard deftly dodges the attacks, then returns with a flurry of his own.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Bite: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 151d8 + 5 + 3d6 ⇒ (4) + 5 + (6, 5, 5) = 25 Claw: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 171d6 + 5 + 3d6 ⇒ (6) + 5 + (3, 1, 3) = 18 Claw: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 281d6 + 5 + 3d6 ⇒ (5) + 5 + (5, 5, 3) = 23 Gerhard takes advantage of the flanking, biting and clawing at weak points.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Oops. I suppose I should have looked at the map. In that case add in 2 claws 1d20 + 8 ⇒ (4) + 8 = 121d6 + 4 ⇒ (1) + 4 = 5
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Well as far as I know, curiosity only kills cats. So we should be fine for now. Unstable Mutagen: 1d6 ⇒ 4This one gives +2 more to nat armor After his mutagen is prepared, he pours it into a silver flask with a bears head stopper. We should keep moving if we can Filk hasn't posted in three weeks by the look of it. I'm assuming we will move on without him?
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Now whole again, normal sized, and normal looking, Gerhard sits down and takes a box full of vials, herbs, and strange liquids from his bag. He starts preparing his mutagen. Here, I have a few extracts that can be used for the less injured, but these are probably better used in an emergency. I also have my own wand if others need it. And Phurs, even if you don't feel you need it, you should be healed. We do not know what else this island has in store. He takes out his wand and a couple vials filled with some red liquid, one a tad larger than the other two.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Gerhard sits down, reaches into his pack and starts healing himself with a wand. UMD: 1d20 + 13 ⇒ (14) + 13 = 271d8 + 1 ⇒ (4) + 1 = 5
9 Charges expended. He also starts preparing another extract of Enlarge. It will take an hour to prepare another mutagen. It might be wise to wait.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Full attack on closest. If that finishes, five foot step and continue on next. 1d20 + 9 ⇒ (6) + 9 = 152d6 + 6 ⇒ (6, 6) + 6 = 18
I have been doing pbps for a few months now, but I have been playing pathfinder much longer. I tend to post as frequently or infrequently as the others in a group do. I check my pbps multiple times per day and post if it seems appropiate to. As for a character, I was thinking a skinwalker (a part lycanthropic race paizo release a few months ago) beastmorph/vivesectionist alchemist. I have had this character in mind for a carrion crown pbp for as long as I have heard of carrion crown and its gothic horror aspects. He'd be a scholar of magical creatures and beasts (and is part one himself). He'd be focused on trying remove the monster inside him. With E7 it wouldn't be possible, but this character would eventually become a master chymist, the alchemist prestige class based on jekyll and hyde, having partially succeeded in his quest. It would be similar to the character in this alias. I do have other concepts in mind, like a dhampir vampire hunter or a necromancer wizard.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Scratch that then. 5 foot over, then full attack 1d20 + 9 ⇒ (8) + 9 = 172d6 + 6 ⇒ (3, 1) + 6 = 10
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Some of that grows back visibly. (15 left) Shift to L12
Start with ES5, then work on ES4
Here is a preliminary build for a changeling rogue, using the stat array I previously made. Name is Illyri Build:
11/20/12/16/10/12 HP 21 AC 19(20 w/ Combat Expertise) T 15 FF 13 F 2 R 8 W 1 (+2 against mind affecting and poisons) Traits: Cunning Word Play (bluff), Threatening Defender
Attacks:
Equipment:
Simple Backstory and Description, will expand later:
Illyri grew up in Stormreach. Her parents died when she was young, forcing her to take to the streets at a very young age. She was quickly taken in by a small time street gang, where she learn the tricks of her trade - a thief. And for years, she has been quite successful at it, until she decided to rob from someone she shouldn't have - a house Kundarak noble. Now she is hightailing out of the city, running from a spurned noble. She is 5'8" with long grey hair, and pale skin. Her eyes are a misty grey. However, her go to form is a half elf with midnight black hair, somewhat darker skin though with the same eyes. She normally wears a tight fitting white shirt with an open collar and tan pants with a black cloak and leather vest, but she will sometimes wear much fancier garb when the situation requires it (normally to impersonate a noble) or a skimpy dancer's outfit when distraction is necessary. Whenever she thinks she needs the protection, she wears a mithral shirt tailor made for her under he clothes. She wears a golden necklace with a emerald inset and small silver earrings. She is clever and sly, easily matching or exceeding most in battles of wits or verbal repartee, but as she has no formal education, she know little about the world. She has a biting and crude tongue, having grown up among thugs and ruffians, but she knows when to hold it. She is skilled with her rapier, using feints and flourishes to land deadly attacks while dodging theirs. She like fancy and pretty things, decadence, and the easy life, but she will be the first to become bored and restless when things become stagnant.
I may decide later to make her into a bard, but that will be more or less the same.
4d6 ⇒ (2, 5, 4, 3) = 14 = 12
1d3 ⇒ 3 So the paizo equivalent to shifters is skinwalkers. Would you allow those? I'm thinking a wild shape focused druid/barabarian My other idea is a changeling rogue, using a modified 3.5 race layout, namely giving a floating +2 to one ability score, same as Pathfinder humans.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
So right now I am large tall, which makes them in my threatened range (or at least some of them) Claw AoO on ES6: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 6 ⇒ (6) + 6 = 12 Bite on ES6: 1d20 + 9 ⇒ (19) + 9 = 282d6 + 6 ⇒ (6, 3) + 6 = 15
Free Action - Heal 5. 20 left. If ES6 dies before I am finished, go after ES3
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
"Filk, I'm going to need you to move out of the way! Filk moves before him. I need to drink a extract, but if I do it where I am, it will provoke. If Filk moves out of the way, he will shift into the vacated square, reaching into his coat for a small vial, and drink an extract of Enlarge Person. Otherwise, he shifts down one and provokes to drink the extract. Also, is my mutagen still active? I don't think it has been too long between fights.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Gerhard backs off, sits down and takes out his alchemist's lab. 1 minute later, he takes a swig from his newly prepared extract of Deathwatch (lasts an hour, 30 ft cone that allows me to detect whether something is dead, dying, wounded, healthy, undead or none of the above). He moves within 30 feat of the body.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
I don't need to go brew another mutagen if everyone wants to press on. I have other tricks and currently I have at least 25 minutes on my current one. So let's get into another fight quickly. Gerhard follows behind Eina.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Gerhard says with some difficulty (bear mouth and all) as he wipes the blood from his snout. I am fine, though we may want to wait for me to prepare another dose. He gestures with the silver flask with a beastial motif.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
Shift to flank with Phurs Bite: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 6 ⇒ (7) + 6 = 13
Gerhard manages to get a exceedingly well placed bite and bears down hard, but misses with his claws horribly.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
A bite an a claw land on Gerhard, but he too shrugs his off (temp hp from false life) He whips out his mutagen and drinks as he shifts back. Fur grows in patches on his body, his teeth and claws grow larger. He looks like a were beast now. Unstable Mutagen: 1d6 ⇒ 1 This mutagen will only last a half hour (5 min/level).
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
The power I used was from my Change Shape Racial ability. It takes a standard action. If I were to pop my mutagen, these would grow further with the feral mutagen discovery. Gerhard shifts into O10 (having move to O11 before), now getting flanking the gargoyle with Eina. He expertly attacks the most vunerable parts of the gargoyles defense. Claw: 1d20 + 9 ⇒ (4) + 9 = 131d4 + 3 ⇒ (2) + 3 = 5
Sneak Attack, if any land: 3d6 ⇒ (2, 1, 5) = 8 Whenever he starts his turn, unless he is magically healed or makes a DC 15 heal check, he takes 3 damage every round from Bleeding Attack.
Male Coldborn Alchemist 6 | HP: 57/57| AC: 21 T 13 FF 19 | F 9 R 7 W 4 (5) | CMB 7 CMD 19 | Perception 11(12) Sense Motive 2(3) | Speed 30| Initiative +2 | Healing Touch 1/6
"Weisshaupt? The village on the Broken Tooth? So that's where the supplies were heading We have been there several times when darkspawn attacked other villages. Our numbers are small, but we'd be willing to trade. You felled two of our men in a single blow, so I imagine you could take the bandits. If you deal with them, we will return the supplies we took. They have the rest of them." By going through this scenario, you are now all level 2
|