Damiel Morgethai

Hessiel Linger's page

130 posts. Organized Play character for Broken Prince.


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Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Owlish eyes blinking Hessiel casts detect magic and scans the room advancing slowly.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Honestly you are wasting your time Mordack, you really do not need to do that in PFS. You get a set amount of gold, I really do suggest you read the PFS guide.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel heads down the doorway Mordack was peering through.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel frowns at the remains, owlish eyes searching, "Did we not find a pillow before? Does anyone know the significance of them? It seems a very strange thing to bring to a crypt."

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

With pain thinned lips Hessiel attempts to cast arcane mark defensively but the spell fizzles, and he has to settle for a single swipe with his morningstar smashing it home into bone.

Cast Defensively: 1d20 + 5 ⇒ (1) + 5 = 6
Morningstar: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17 Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

You get it one you have completed the module and it tells you how much gold you get, you then spend that on anything available on the chronicle or anything always available - listed in the PFS guide, but essentially +1 weapons and armor, mundane gear, and 1st level potions or scrolls.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel casts arcane mark, enchants his morninstar with a thought, and steps forward swinging his morningstar twice one handed.

Morningstar: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16 Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Morningstar: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5 Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Smiling a wan half smile Hessiel to casts light upon a button, and eyeing the skeletons suspiciously makes for the nearest of them, drawing his morningstar.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

I would be surprised if need to record gold, are we likely to head back for supplies? I imagine its only useful items that need to be tracked and then more for who is carrying them than anything else, everything else will be taken care of on the Chronicle sheet.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

@Mordack, Hessiel owns a Wand of Mage Armor, its not from this adventure. Mage Armor is not on the Magus Spell-list so I need someone else to cast it. Picking up UMD next level, Hessile is using the Kensai arhcetype which gets Int to AC, but only up to their level, and cannot wear armor.

Once everyone has reached the bottom Hessiel heads for the Crypt entrance.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

After asking Mordack to use his Mage Armor wand on him, Hessiel makes his way down the slope at the fore, his sure footed step making light work of the descent.

Taking 10 for an 18.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel moves over with Cazithiel moving stealthily and if no danger his apparent he carefully examines the form.

Take 10 on stealth for 14.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Numbers do not seem to add up for the Central wolf took 7 damage from Leb, and then 17 - or if shocking grasp was spent on the illusion which it normally would not be - 6. So it should have either 13 or 20 damage.

Hessiel casts arcane mark defensively and whirls his blade slashing at it twice. The first slash cuts home spraying blood and leaving a stylized HL visible upon the wolf's hide, but the second is poorly aimed and flashes through only air.

Concentration: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Scimitar: 1d20 + 4 - 2 - 1 ⇒ (19) + 4 - 2 - 1 = 20 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Scimitar: 1d20 + 4 - 2 - 1 ⇒ (7) + 4 - 2 - 1 = 8
Crit Conf Scimitar: 1d20 + 4 - 2 - 1 ⇒ (8) + 4 - 2 - 1 = 9

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel is adjacent to one of the wolves and has attacked it so its in melee which means if you do not have Precise Shot you take a -4 to hit. But looking at the init order you are before me, so should have got to throw your bomb first followed by Hessiel moving in so it should not be an issue.

PFSRD wrote:

Precise Shot (Combat)

You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Leb please target a different Wolf. You are going to hit Hessiel and since you do not have precise shot its going to be harder than hitting another wolf. My own rule is never hurt another character with an area effect unless it is absolutely necessary and you have their players permission - my own alchemist has the grenadier archetype which gives you Precise Bombs at 2nd level.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Seeing that the rations only appear to be a temporary distraction Hessiel moves forward and slashes his crackling blade at the central wolf.

Scimitar: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 Damage: 1d6 + 2 + 1 + 2d6 ⇒ (3) + 2 + 1 + (5, 6) = 17

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

DM Jelly do you mind if I retcon getting Mordack to use a charge of my Mage Armor Wand on me? Was intending to but been a hectic couple of days :p.

Hessiel moves forward and readies an attack against the first wolf to come within range.

Scimitar: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Damage: 1d6 + 2 + 1 + 2d6 ⇒ (4) + 2 + 1 + (6, 1) = 14

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

If there was nothing to hit I would argue Hessiel's shocking grasp is still being held - it only discharges on a hit and can be held until a new spell is cast.

Hessiel blinks, "Well that was certainly troubling, but it does not change our task, let us press on."

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel casts shocking grasp defensively, swiftly enchants his blade and slashes out twice in rapid succession as electricity crackles along his blade!

Will: 1d20 + 1 ⇒ (11) + 1 = 12
Concentration: 1d20 + 5 ⇒ (11) + 5 = 16
Scimitar: 1d20 + 4 - 2 - 1 + 3 ⇒ (12) + 4 - 2 - 1 + 3 = 16 Damage: 1d6 + 2 + 1 + 2d6 ⇒ (6) + 2 + 1 + (4, 3) = 16
Scimitar: 1d20 + 4 - 2 - 1 ⇒ (10) + 4 - 2 - 1 = 11 Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Had some confusion about spell combat, and actually missed that I needed to make a will save until last. Originally the second attack roll was higher due to die order but I thought the will save would come chronologically first and was not quite sure how to handle it.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hope you do not mind DM Jelly, but I've moved Hessiel forward, he was taking the lead so I hope this seems fair, if not just move him back, etc.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

"No we need to retrieve a fire, I am not sure whether it is holy symbolic, but we need to light this from the Everflame," Hessiel says as he walks, "but we ca certainly start fires on the way."

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Smiling his half smile Hessiel nods, shaking Jacob's hand, "Let us get going then, this lantern will not light itself."

Following the map's directions he sets off at the fore of the group.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

1. Broken prince
2. Hessiel Linger
3. 113331-10
4. Grand Lodge
5. Yes. Craft Painting: 1d20 + 7 ⇒ (19) + 7 = 26

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel blinks his big brown owlish eyes, "Well I hope not, I have been accused of being indifferent, but never mean. It is hard not to become detached when you have seen so many of your short lived friends and loved ones pass."

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Giving his comrades a wan half smile Hessiel addresses his new companions, "I hope we shall all work well together, our previous introductions were brief at best so allow me to introduce myself properly. I am Hessiel Linger, I joined the Society after the death of my wife, and I am a Magus, though my blade skills are still somewhat atrophied."

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel blinks his huge owlish eyes at the lantern, before offering Mayor Uptal a small bow, "We shall see it done. Kassen is in good hands I assure you."

Carrying the lantern upraised in one hand Hessiel bows to the gathered townsfolk and then strides boldly south moving to the outskirts of town before he consults the trail map for more detailed direction.

I take it this is the lantern that we have to light with the flame and can be packed away for the time being? Hessiel's abilities requires him to have a free hand.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Mordack he is referring to character faction, and whether you have a rank in a craft, profession, or perform skill that can be used to roll for extra cash once per scenario. You do not have such a rank and I would not worry about it - only winds up being a couple of gold per scenario unless you focus on it.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel fits the string to his bow blinking his owlish eyes as he prepares himself for another day as a Pathfinder.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Just checking in, I'll see if I can get any nibbles :)

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Nice!

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Enjoyed it thanks DM Jelly :)

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Sounds great, though I have played City of Strangers - should be able to use a GM star by then though.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel salutes the fallen Pathfinder, "Rest in peace Wuthers, you are avenged."

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

"I would tell him were I you, I am not sure his temper is terribly stable.." Hessiel says blinking his owlish eyes.

Intimidate Aid: 1d20 - 1 ⇒ (11) - 1 = 10

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

timsteves2512@gmail.com

@DM Jelly don't suppose you would be up for running a module? I'm running a bit low on low level scenarios to play. Crypt of the Everflame is rated 4.5 outr of 5 on here. Thanks very much for the game! I nearly ran out of arrows there!

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel frowns, "Perhaps we should destroy this thing? But our superiors can likely make the same decision favoured with more experience and knowledge. We should save this cleric, vile though he may be he may know where Wuthers can be found."

The owl eyed elf moves forward and sinks to his knees besides the fallen cleric, taking a few moments to bind the man's wounds and retrieve the potion which he hands to Uncle Tetchy,

"Just in case we encounter any more foes - it will give you greater strength."

Heal: 1d20 ⇒ 9
Heal: 1d20 ⇒ 4
Heal: 1d20 ⇒ 19

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel uses his detect magic ability and scans the corpses and the stone intently seeking magical auras.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Uncle Tetchy should also get and AoO, for the drawing of the potion - unless he steps back, which he has not on the map - which will allow Hessiel a shot without penalties.

Hessiel, grabs another arrow and lets fly, but once again their is not much power in his draw and he is not sure if the arrow penetrated the cleric's armour or not.

Arrow: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

I'll roll :)

Boon Please: 1d20 ⇒ 9

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

It seems like Fel should have more damage. Hessiel has hit him three times for a total of 10 damage and Uncle T for 7.

Hessiel believing they are near their goal spends his inspiration trying to fell their smug foe. His arrow hits, but he is not sure if it manages to penetrate the man's armour.

Arrow Inspiration: 1d20 + 3 + 3 - 4 ⇒ (15) + 3 + 3 - 4 = 17 Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

1. Broken Prince
2. Hessiel Linger
3. PFS 113331-
4. Grand Lodge Craft Alchemy Day Job Crafters Fortune: 1d20 + 9 + 5 ⇒ (6) + 9 + 5 = 20

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Moving for a clearer shot Hessiel targets the caster again, his arrow flying true, but possessed of little penentrative power.

Arrow: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Rolled my round one attack along with the surprise, in case I won init, another hit for 4 damage on the cleric.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel ghost back and gives the party a quick whispered account of their foes.

"Move when I shoot and we can try to take them by surprise."

Sneaking back up he steps out and puts an arrow into the priest's back, before notching another and repeating the feat.

Arrow: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Arrow: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Crit Conf Arrow: 1d20 + 3 ⇒ (8) + 3 = 11

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel sneaks forward carefully trying to get close enough to hear the conversation properly.

Taking 10 on stealth for an 18 plus distance mods, etc.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Electing to ignore the fop's whining Hessiel moves forward cautiously scanning the musty room with his owlish eyes and moving forward slowly pausing every few feet.

Essentially taking 20 on perception every ten feet or so for a 26 0r 27 vs traps.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

"That is what we seek, but its supposed to be under the stage and I reason if anyone knows how to reach it it will be those that work here," Hessiel replies.

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel scans for the living and calls, "Follow us and we will endeavor to keep you safe, but the doors are clearly sealed so we will be following the actors. Consider your options swiftly."

Grand Lodge

HP 15/15, AC 16/16 touch/10 flatfooted F+4, R+4, W+1 (+2 vs enchantments); Init. +6, Perc +5; Arcane Pool 4/4

Hessiel sends an arrow thumping into the cultist's chest.

Arrow: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Crit Conf: 1d20 + 3 ⇒ (10) + 3 = 13

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