Half-Orc of Averaka

Harry Great Hudini's page

108 posts. Organized Play character for DoubleGold.


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Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

I will bring him down to level 5, got plenty of time to do that.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Yep, pretty much the same character, sorcerer, half-orc, spells might be different, but that about it. definitely less feats as I'll be level 5 instead of 10. I won't be sorcerer, paladin, rogue, cause not enough dedication feats to get there.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Already played it, but will play it again, since you can repeat scenarios in the playtest, trying to rack up them credits.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry is ready to head back home.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

I was going to make the checks, but no need to. I've just been reading along after we beat the final boss.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Alright now time to awaken the sleepers, or come back with someone for hire who can translate languages for us and then awaken the sleepers. I didn't forget about them. We can spend a night at the bar first and then come back the next day, but we must go back for them.


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Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry has one last level 5 spell slot left fireball dmg: 12d6 ⇒ (1, 5, 5, 2, 2, 1, 5, 1, 5, 6, 4, 1) = 38


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Well since, Fireball only takes up two actions, I'm going to fire my bow first at Thremyr, then drop the bow and cast fireball. bow hit: 1d20 + 14 + 1 - 2 ⇒ (11) + 14 + 1 - 2 = 24 heroism +1 to hit, -2 from frightened. I might take additional penalties from firing into melee, if this provokes or I don't have enough actions to do all this, then I don't do this bow damage: 1d8 ⇒ 8
fireball: 12d6 ⇒ (1, 5, 6, 2, 1, 2, 2, 3, 6, 5, 1, 5) = 39 cast at level 5.

edit: speaking of resistances and weaknesses, does any of the enemies have weakness to fire since they are cold aligned? This is a close combat, that could make all the difference between total party wipe and victory.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

It is best just make a new post instead of edit, but it looks like I would have been at -128 without stoneskin, which you can't go past your HP value, so 5 resistance to each hit would be -118, still dying 2 since I took it from a crit. I found the page on dying and hero points, so I'm going to spend 1 Hero point to return to life with 1 HP, and is that the end of my turn, or do I still get an action?


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Question, was my stoneskin applied when damage was dealt? When I was hit with the axe, I would have resisted 5 damage. When I was bit by the jaws, I would have resisted another 5 damage. This might change my dying condition or other things.

I don't remember where in the pathfinder playtest rulebook where it talks about Hero points.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10
Harry Great Hudini wrote:

Harry buffs up Zordox and Thorax with level 4 resist elements, before we entered the room (I used one level 4 spell slot and you each gain resistance cold 10)

He also casts Haste and Stoneskin on himself
Then when we enter the room. shh, not to loud fumbus.

Yes, Thorax, on Monday I did. You have cold resistance 10


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

will: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23 1 from heroism Crap
reflex: 1d20 + 1 + 17 - 2 ⇒ (13) + 1 + 17 - 2 = 29 1 from heroism, -2 from frightened 2
So 13 cold damage to me.
I fireball the same spot level 5 dmg: 12d6 ⇒ (2, 6, 5, 2, 2, 4, 2, 6, 3, 3, 1, 1) = 37 reflex 24
I then pull out my longbow.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

reflex: 17 + 1 - 5 + 1d20 ⇒ 17 + 1 - 5 + (12) = 25 -5 to me and +1 from Heroism
So 4 cold damage, but I resist 5, so 0 cold damage.


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Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry will cast a level 5 fireball getting all the giants including the red giant. Placing the fireball in the correct location I can do this without getting allies.
dmg: 12d6 ⇒ (6, 5, 4, 2, 4, 4, 1, 5, 6, 5, 1, 3) = 46 fire damage reflex save dc 24


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry would not touch the Pikas for now We should close the door and come back to these things. To disturb these things while we are still fighting a war is the worst thing we could do, as they could be killed by a giant. It will be safe to wake them when the problem is solved.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Looks like we are all buff up here, some of us only have 6 to 7 rounds left. Harry then opens the final door.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

On a side note, and I don't know if anyone else forgot, but my race gave my HP. Human-Half Orc gives me 8 HP. I did have 96/96 but now my HP is 104/104. I was Dming a level 1 game and couldn't figure out why someone had 20 HP, and the Race was the answer.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry buffs up Zordox and Thorax with level 4 resist elements, before we entered the room (I used one level 4 spell slot and you each gain resistance cold 10)
He also casts Haste and Stoneskin on himself
Then when we enter the room. shh, not to loud fumbus.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Sure I can use a Heroism spell. I can cast Resist Cold on two of you, who wants it? You would resist Cold of 10 dmg.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry whispers to the group. I bet lots of giants lie behind these doors, before we move on, we should put on buffs and Heal. Buffs after Healing as they don't last forever.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry fires another ray of frost at the Golem hit: 14 + 1d20 ⇒ 14 + (12) = 26 vs TAC
dmg: 6d10 ⇒ (1, 3, 4, 2, 6, 1) = 17


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry will take another ray of frost shot at the statue hit: 14 + 1d20 ⇒ 14 + (12) = 26 vs TAC dmg: 6d10 ⇒ (4, 1, 3, 1, 4, 3) = 16 cold dmg.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

When Harry see his Ray of Frost do extra to the creature. Of course, it is simple science, water and ice and cold erode rocks and stone pretty quickly. I guess the concept works all the same.
For those who asked, shouldn't my ray of frost automatically be heightened to level 5, I'm pretty sure the answer is no. It is only heightened if I cast it as a level 5 spell.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry will cast a cantrip, Ray of Frost on the golem. What, I'm being conservative? hit: 14 + 1d20 ⇒ 14 + (15) = 29 VS TAC cold dmg: 1d8 ⇒ 4


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Everyone where they want to be? I am. We can do this guys. 6 of us and 1 of him. And remember guys, Golems aren't smart, they are just like robots, they can only do what they are programmed to do. Think of it as fighting a dumb AI in a video game.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry steps inside or at the border to examine the room and the thing. How high is the ceiling? I ask cause I've been wondering if my wall of fire touches the ceiling


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

I know what the optional encounter is as I Dmed this, but it is a yes from me just cause I want to do the whole thing and not because I know what it is.
To all thinking about it. You might only get to play this once as the playtest is completely over in 4 months, thus you might not get another shot at this scenario.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry looks around. Nobody, okay fine, but we are paying a translator tons of gold to translate for us so we can wait the innocent giant. Yes, we are coming back here.
Jelly then proceeds onto the corridor and opens that door. wherever it is.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Anyone have comprehend languages or read language? Don't look at me, I never thought that spell would be useful.


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Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Before we head down the corridors, let me try something in this room. Remember the Elemental fight? Wasn't there some constellations or anything there? I know someone picked something up there. Who has them? Would you please hand them to me? There has got to be a puzzle tied to this room. Don't you guys want to wake the sleeping giant without consequence? He must be the good giant and they put him to sleep, this might be the way to do it.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Thanks Arkandru. Now that Miladistra has pointed out the symbols, now what?


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

The fire does definitely go out while we are healing. If anything heard us, it would be the closest door to us. And Harry opens it.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry pulls out his spear, move action and will try to jab the blue giant twice hit: 11 + 1d20 ⇒ 11 + (10) = 21 dmg: 1d6 + 1 ⇒ (6) + 1 = 7
hit: 11 + 1d20 - 5 ⇒ 11 + (11) - 5 = 17 dmg: 1d6 + 1 ⇒ (3) + 1 = 4


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

The giant has reach, so I'll probably be casting in melee. If Yellow dies before it gets down to me in init order, then Magic missile blue level 1 spells. If Yellow is still living when it gets down to me in init order, then Total Defense Action
magic missile on Blue: 1d4 + 1 ⇒ (2) + 1 = 3


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

reflex: 17 + 1d20 ⇒ 17 + (14) = 31 Looks like I take 3 damage. Is it cold damage? I resist 5 of that and would take no cold damage.
I will guarded step back one, then
I fire an acid arrow at the giant I can see. I did not apply cover penalties cause I don't know what kind of cover he has.
hit: 14 + 1d20 ⇒ 14 + (11) = 25 vs TAC
dmg: 4d8 + 4 ⇒ (1, 3, 7, 4) + 4 = 19 acid damage and 1d8 persistent damage.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry spends his turn moving up, he can't cast anything as he doesn't have two actions left as it take him two moves to get where he wants, but he if fine where he is act.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry pulls out his wand of 4th level acid arrows, spend a resonance point to activate the wand for the day and try to hit the blue wolf hit: 14 + 1d20 ⇒ 14 + (10) = 24 vs TAC dmg: 4d8 + 4 ⇒ (6, 3, 7, 7) + 4 = 27 acid damage he will take 1d8 persistent acid damage.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry will cast Wall of fire hearing those sounds as protection, giving them a narrow opening if something is around the corner. He shortens it 5 feet, instead of taking it to the wall in case someone wants to hide on the other side of the fire.
That spell won't last long, can someone please move up to the end of that corner. Remember, you can't see through the fire, so you literally will have to move to that last square to see anything.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry moves forward through the door athletics: 9 + 1d20 ⇒ 9 + (4) = 13 in case that next door is stuck.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry decides to get to the far end of the room before Fumbus decides to attack the giant, he wants to be out of sight.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

fixed my position, I thought we were coming in from the right side, looks like we come in from the south.
perception: 1d20 + 10 ⇒ (5) + 10 = 15 Easy there Fumbus, you wake him you don't know what will happen, you talking about killing a giant in a quick amount of time which could fail. Besides what if he is a good giant?


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry will try, being trained in it, despite being armored athletics: 9 + 1d20 ⇒ 9 + (18) = 27


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

It is too large to use and treasure we can collect later, after we clear this place out.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry waits around for a minute.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

society: 10 + 1d20 ⇒ 10 + (2) = 12 Unless we know there is a hurry, a rest, well not after every encounter, but after every area cleared, if we enter a city or building to clear out, we might want to clear it out before resting. and a rest here is good.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

I say we rest down in here in the pits now that the elementals are gone, it would be a good place to camp out.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Is withdrawal action still a thing in Pathfinder 2e? Cause I'm still within its reach and casting spells is not a good idea as it provokes, that is what I want to do, moving up north. Moved my character 25 feet.


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Harry shifts over to the wind elemental to stab it twice with his spear hit: 11 + 1d20 ⇒ 11 + (7) = 18 dmg: 1d6 + 1 ⇒ (6) + 1 = 7
hit: 11 - 5 + 1d20 ⇒ 11 - 5 + (9) = 15 dmg: 1d6 + 1 ⇒ (4) + 1 = 5 piercing


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

Cool, means I still have all my actions for round 2 Harry will take a guarded step then towards the air elemental and try to jab it with his spear twice hit: 11 + 1d20 ⇒ 11 + (3) = 14
hit: 11 - 5 + 1d20 ⇒ 11 - 5 + (14) = 20 dmg: 1d6 + 1 ⇒ (6) + 1 = 7 and if I hit the 2nd time dmg: 1d6 + 1 ⇒ (4) + 1 = 5


Male Half-Orc Imperial Sorcerer 10: SPD:20, AC:29, TAC:27, HP:54/104, 5 Cold Resistance, (Acid Wand 8/10 Charges left) Res:12/14, Fort:14, Ref:17, Will:13, Per:10

fort: 14 + 1d20 ⇒ 14 + (20) = 34 I cannot reach 36 plus obviously, but I critted. I know there are crit successes and failures in Pathfinder version 2, does it work as a crit success if I make a nat 20 even though I'm below 36 plus? Waiting for action and movement until I understand how that works.

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