Guzmord Darkhook's page

35 posts. Organized Play character for Levi Steadman.


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Horizon Hunters

Will save (inspired, frightened 2): 1d20 + 8 + 1 - 2 ⇒ (6) + 8 + 1 - 2 = 13
Attack self: 1d20 + 19 ⇒ (11) + 19 = 30 crit myself
Damage self: 1d10 + 3 ⇒ (1) + 3 = 4 x 2 = 8

Guzmord, seemingly following Panarug's lead, grabs a nearby rock and pummels himself unconscious with it.

dying 2 because of the crit

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Will Save (inspired, frightened 2): 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18
Attack self: 1d20 + 19 ⇒ (7) + 19 = 26
Damage self: 1d10 + 3 ⇒ (1) + 3 = 4

Guzmord hits himself again, looking clearly exhausted by the affair. He once again tries to quell the rage of the kami around them. This time he tries to use a spell on the creature in hopes that this will go like the last haunt he faced.

Heal spell on haunt (positive damage): 1d8 + 8 ⇒ (7) + 8 = 15 DC 16 fort save if that applies

Will Save (inspired, frightened 2): 1d20 + 8 + 1 - 2 ⇒ (9) + 8 + 1 - 2 = 16

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Will Save (inspired, frightened 2): 1d20 + 8 + 1 - 2 ⇒ (7) + 8 + 1 - 2 = 14
Striking self: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Guzmord hits himself in the face with a gauntleted hand. After reeling for a moment, he focusing himself on trying to exorcise the malevolent spirits.

Religion (frightened 2): 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20

"Blood and glory for our Lord in Iron!" he squawks loudly, raising his holy symbol of Gorum high and proud.

Will (inspired, frightened 2): 1d20 + 8 + 1 - 2 ⇒ (7) + 8 + 1 - 2 = 14

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Will Save: 1d20 + 8 ⇒ (1) + 8 = 9

Guzmord shrieks in abject terror and momentarily hides behind Aurelius for safety.

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Guz sees that Panarug has Aurelius covered and strides up to the red nearest skeleton. He makes two determined attacks with his greatsword.

Greatsword: 1d20 + 5 ⇒ (7) + 5 = 12
Greatsword: 1d20 + 0 ⇒ (3) + 0 = 3

Guz curses loudly as neither attack connect and hopes that his foes don't get him like they did Aurelius.

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Flat Check: 1d20 ⇒ 14

Guzmord draws his greatsword and points its tip toward the bigger armored skeleton. "For Gorum!"

Casting a two-action heal on the armored skeleton! DC 16 Fortitude (basic)
Heal damage: 1d8 + 8 ⇒ (1) + 8 = 9

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School Training: Swords
Item: minor healing potion
Boons: none
Spells Prepared:
Cantrips: daze, disrupt undead, divine lance, shield, stabilize
1st level: magic weapon, sanctuary

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I've also got a hero point to share. 1d5 ⇒ 1 To Briney it goes!

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Nature (recall knowledge): 1d20 + 6 ⇒ (10) + 6 = 16

Guzmord's face is split by an impish grin when he sees the other goblin Pathfinders. "Names Guzmord, used to be a Dark Hook," he squawks, following suit with Aurelius's introduction. "You guys can just call me Guz."

Guz ponders on the memory taking spirits in Tian Xia. "I got told once that reading books would take the words out of my head," he says with evident skepticism. "But yeah, I'm pretty sure these things will really do it."

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If I'm reading this correctly, we should be task level 0.

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Guz will do some odd jobs and use all 8 days of downtime to Earn Income.

Lore (warfare) v. DC 14: 1d20 + 3 ⇒ (2) + 3 = 5

So, if I remember my time GMing PFS2 correctly I should be getting 1cp a day on failure, so 8cp total.

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Guzmord paws at the Wayfinder cover with reverence, taking it out of the box and examining it from multiple angles. "This I could get used to!" he squawks, a horrid grin consuming the lower half of his face. "Uh, thanks Janira. Feels nice to get some treasure after all that training." He turns to his fellow Pathfinders and gives a stiff salute. "Better to die a warrior than to live a coward," he says with an uncharacteristically practiced sobriety. "Hope to fight with you again someday, friends."

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It has, indeed, been a fun ride! My info looks spot on, thanks for GMing for us!

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Guzmord appraises the situation with a satisfied, grotesque-looking razor-tooth grin. "Better to die than live in defeat," Guzmord says, quoting an aphorism of Gorum. "No matter the danger all knowledge and conquest is worth it if it brings you glory." Its hard to tell, but the little fellow begins to blush after that. He was still getting accustomed to being able to talk about the things that he read in books, a practice that other goblins foolishly refused to participate in.

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Alright, cool! Now I know just what to do.

Realizing that his abilities are perfectly suited to the situation, Guzmord targets the remaining shadowy flaw with a heal spell.

2<A> Heal (Basic Fort DC 16): 1d8 + 8 ⇒ (4) + 8 = 12

After targeting the lone mote, Guzmord raises his holy symbol and lets out a pulse of healing to both heal all around and harm any remaining shadows.

3<A> Heal (Basic Fort DC 16): 1d8 ⇒ 3

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Dice Rolls:

Fortitude: 1d20 + 5 ⇒ (14) + 5 = 19

Guzmord, barely wounded by the pulse of negative energy, does what he can to try and identify the shadowy creature that has emerged. Most important is whether or not it would be harmed by positive energy.

<A> Secret check to Recall Knowledge (Religion) at a +6. My next two actions hinge on this.

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Guzmords does his best to resist the shadows.

Thievery (untrained): 1d20 + 2 ⇒ (19) + 2 = 21

"Not my kind of magic, sorry!" Guzmord squawks in reply to Aspero's query. If possible while resisting, Guzmord will draw his greatsword.

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Gonna patch Aspero and myself up on the way over if that's no trouble.

Medicine on Self: 1d20 + 6 ⇒ (2) + 6 = 8 oof
Medicine on Aspero: 1d20 + 6 ⇒ (16) + 6 = 22
Healing on Aspero: 2d8 ⇒ (7, 7) = 14

Cast 2-action Heal on Self: 1d8 + 8 ⇒ (8) + 8 = 16

"Pathfinders!" Guzmord says in his characteristic squawk. "Here to see Tavvar, if she is here."

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Religion: 1d20 + 6 ⇒ (7) + 6 = 13

Guzmord curses in goblin and looks about the pit. He stands up in the pit between the spikes and grabs the funerary incense. "We should be able to burn this to set the priest to rest!" he yells up to the people up top. "You doing alright 'Spero?"

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Guzmord knocks on his helmet. "I've got a pretty hard noggin, a little fall like this is nothing!" he squawks and gives a horrific razor-tooth grin. "I'm ready whenever you are 'Spero!" Guzmord will draw his greatsword and prepare to take the plunge.

As an unbreakable goblin I'll take half falling damage.

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Guzmord lets out an impish chuckle at Aspero's call. "I'll see what I can do! Something truly awful must have happened here for all these haunts to manifest."

Religion: 1d20 + 6 ⇒ (18) + 6 = 24

Guzmord calls upon all he knows to try and ward off whatever spirits haunt this place.

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Rolls:

Society: 1d20 + 2 ⇒ (8) + 2 = 10
Religion: 1d20 + 6 ⇒ (19) + 6 = 25

"This place is haunted! Let me see what I can do..."

Guzmord pulls out his holy symbol and begins to try and perform any sort of rituals that he knows for putting a haunt to rest.

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Guzmord will be searching.

Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7

Guzmord makes sure to try and scan everything they pass in hopes that he might find something shiny or deadly.

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"I vote the haunted house as well," Guzmord says to the group, his grin showing crooked rows of sharp teeth. "My talents are well suited to giving the undead their final rest."

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Nature: 1d20 + 6 ⇒ (11) + 6 = 17

Seeing as he knows nothing about craftsmanship or guilds, Guzmord sticks to what he knows and continues trying to defend the right of the naga to be released.

"Please, think about what you are doing! What has this naga done to deserve this? Isn't Absalom where anyone in the world can come and live with others?"

His words and appearance do not match, but he has spent years reading Gorum's scripture in private—a practice intensely frowned upon by goblin 'society'.

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Nature: 1d20 + 6 ⇒ (8) + 6 = 14

Guzmord will turn to the gnomish herbalist and begin to start sharing what knowledge he has about nagas. "Naga can be reasoned with, promise!" he squawks. "They are just as much people as you and I."

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Guzmord will advocate for investigating the matter of the petrified naga in Westgate. He finds longshank parties to be very odd and would love to get away from this one as fast as possible.

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Seeing that it may be his time to shine, Guzmord will approach the Master of Scrolls and try to catch his attention. "Hello, Master Shane. I didn't train much with the Scrolls so we never got to discuss the state of goblin society..."

Goblin Lore: 1d20 + 3 ⇒ (3) + 3 = 6 unfortunately, Guzmord is not very knowledgeable about goblin society outside of the high seas

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Impressed by the "diplomacy" of his would be companions, Guzmord mostly just watches their antics and sips at some punch. He was not at all used to friendly longshanks before starting his training with the society, and a gathering this large is still a bit much for him. Seeing that the others are trying to distract Chops, Guzmord will come by and give a clap for Threnax's performance.

Longshank parties are so strange, he thinks, marveling at the feat of acrobatics.

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Guzmord gets himself some punch from the half-orc woman and then parks himself next to Arkat. "I'm looking for the Horizon Hunters as well," he says to Janira. "I'll take a gamble and say I should go actually introduce myself to the captain of the punch bowl?"

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Large and uncharacteristically still for a goblin, a small green fellow is looking about at all the people as if he's sizing them all up for a fight. Clad in hide armor and wearing an appropriately large sword, he turns to his companions and speaks in a shrill goblin voice.

"I'm Guzmord, used to be a Dark Hook pirate. Got tired of fighting people who didn't fight back, Gorum doesn't like that."

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Still here and excited to get started!

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Player Name: Arrannai
Character Name: Guzmord Darkhook
PFS#: 73957-2002
Level: 1
Faction: Horizon Hunters

Horizon Hunters

Casters in 2nd edition are actually a lot of fun at low level thanks to cantrips not sucking, so you wouldn't have to worry about the pains of being a first level caster. Really honestly with how many skills most characters have by the end of character creation I don't see us having to worry about party cohesion all that much.

Horizon Hunters

Here is my character! His page is almost done with his stats, I just have to pick his gear, spells and society training. Thanks again for doing this!