Shoanti Tribesman

Huritt Two-hoof's page

170 posts. Organized Play character for Granta.


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Grand Lodge

detect magic on everything and everyone in the room.

Grand Lodge

Huritt mutters a short spell, then examines Terentius' items, making sure only to touch them with his dagger. Once he finishes looking at the mad mage's belongings, Huritt uses the remainder of his spell to explore the room.

Cast identify
Spellcraft (T10): 10 + 10 + 18 = 38

Grand Lodge

"I can't do anything about that demon, except give it more targets!"

Delay to see what allies do.

Grand Lodge

"We can't help him like this. Let's just go."

Move Movement
Standard Ready to close door; Trigger All allies in the hallway

Grand Lodge

Huritt floats across the room, keeping his palms up and out wide, and looking Terentius in the eye. "You're okay now. It's okay. We'll find your book."

Move Movement
Standard Ready to counterspell with dispel magic; Trigger Terentius casts something offensive

Spellcraft: 1d20 + 18 ⇒ (8) + 18 = 26
Caster Level: 1d20 + 13 ⇒ (9) + 13 = 22

Grand Lodge

Sense Motive (Huritt): 1d20 + 4 ⇒ (5) + 4 = 9
Sense Motive (Riddy): 1d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

Huritt finally moves into the room, then blasts a cone of light at the final creature. "That should stall it for a few seconds!"

Move Movement
Standard Cast color spray (DC 24 Will)

Grand Lodge

Huritt steps up and peaks through the doorway, then speaks a couple sentences in half-intelligible sounding words, his voice clearly slowing down and slurring toward the end.

Non 5-ft. step
Full Round Cast persistent slow (DC 25 Will) (all but yellow?)

Grand Lodge

Huritt rushes down the hallway, then shouts to Chak as he keeps moving past the doorway, "Chak, there's one blocking the door!"

From safely behind the tengu, Huritt taps him on the shoulder, causing his form to waver and wobble.

Move
Standard Cast blur on Chak

Grand Lodge

Delaying to see if Chak successfully opens a door.

Grand Lodge

"If that strike didn't open it, Chak, I can't help!"

Huritt flies down the hall and pulls on the other door.

Move Movement
Standard Open door

Riddy will pass.

Grand Lodge

Huritt opens the door and shouts, "This is why the smart people stayed in the hallway!"

He then speaks a couple of sentences in half-intelligible sounding words, his voice clearly slowing down and slurring toward the end.

Move Open Door
Standard Cast persistent slow (DC 25 Will) (red, orange, yellow, green)
Non 5-ft. step

Grand Lodge

"I'll wait here. One of us should stay outside just in case."

Grand Lodge

"And what if whatever locks him in that room, locks you in as well?" Huritt says, then begins studying the library from a safe distance.

Cast detect magic. Spellcraft @ +18, Knowledge (arcana) @ +11.

Grand Lodge

"He's probably just dead and doesn't know it," Huritt says, "King Balik, my lord, can you tell whether he's actually alive?"

Can we make a skill check to identify the creature?

Grand Lodge

Huritt casts a quick cantrip before reading the scroll, then holds it up for his familiar, and then passes it to Chak.

I have a sick feeling this scroll is cursed. Please be wrong!

Grand Lodge

After he and Riddywipple read the scroll, Huritt stows it in his pack and moves up next to Chak.

Grand Lodge

Huritt reaches a hand toward Chak. "Mind if Riddy and I read that?"

Token moved. Who is holding onto the scroll of break enchantment?

Grand Lodge

Slide #3 updated with spells cast here. Should probably also explicitly mention that Huritt flies a foot off the ground as much as possible.

Grand Lodge

Huritt and Riddywipple move toward Emberwik's spell, and the illusionist casts his own as well.

Greater False Life: 2d10 + 13 ⇒ (8, 3) + 13 = 24

Grand Lodge

Huritt claps his hands together loudly and shouts a sentence in something draconic sounding, then conjures a sovereign dragon along the mist's edge. As it inhales, a sound like an orchestra warming up in an iron-walled room echoes around jarringly, then stops suddenly as the dragon smiles at the garipans.

Full Round Cast persistent minor image (DC 26 Will)
Non 5-ft. step

Grand Lodge

Huritt leans down to kiss Balik's hand, and the monk's form begins to blur and waver as if standing behind flames. "Be brave, but safe, Your Highness!"

Standard Cast blur on Balik
Move Movement

Grand Lodge

Huritt mutters a quick cantrip, then begins studying the room.

Knowledge (arcana) @ +11, Spellcraft @ +18
If any magical items to identify, will cast identify and take 10 for 38 Spellcraft.

Grand Lodge

"This has been way too easy so far, and that's making me very paranoid."

Hall of Induction

Grand Lodge

Huritt and Riddywipple both study Molly's strange device for a minute. "Very interesting. I'd heard of these Numerian things, but never seen one before."

-----

Huritt examines the remaining orbs for a few seconds.

Will Disbelief: 1d20 + 13 ⇒ (2) + 13 = 15

Grand Lodge

"That went well! To the Hall of Charms next?"

Grand Lodge

Huritt pulls out two scrolls and hands one to Riddywipple, then begins scanning the room.

Riddy gets death ward. Huritt keeps anti-incorporeal shell and then detects magic.

Grand Lodge

"As his majesty commands, to the Hall of Whispers."

Grand Lodge

Huritt looks down at the dwarf's body, then pulls out a metallic rod. "Perhaps we should prepare ourselves before continuing any further?"

After casting a few spells on himself and Riddywipple, he focuses on the dwarf's body.

Knowledge (arcana): 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (arcana): 1d20 + 11 ⇒ (1) + 11 = 12
Temp HP: 2d10 + 13 ⇒ (5, 3) + 13 = 21
Temp HP (Riddy): 2d10 + 13 ⇒ (7, 8) + 13 = 28

Casting darkvision, enchantment foil, extended see invisibility, greater false life, greater false life (Riddywipple), overland flight. Then checking the dwarf with detect magic.

Grand Lodge

"That's not so unusual," Huritt replies, "The Ruby Phoenix Tournament sees a similar spike in magical accidents right before its grand opening. Well, it used to anyways.

"Eventually they realized that the causes were a combination of increased ambient magical energies--from the overseers' preparations--and decreased oversight and discipline--also from the overseers' preparations. Obviously, they could not not prepare for the tournament, so instead they sent away those most susceptible."

Huritt looks after Seska and gives a brief, small smile, "In your case, I suppose that would mean a vacation for the students, no?"

Bluff: 1d20 + 31 ⇒ (19) + 31 = 50

Grand Lodge

What is the student's status? And I think several of us need healing as well.

Grand Lodge

"That was two hours ago, nincompoop!"

"That's a dire retriever! It's more powerful, so prepare for surprises."

Crunch:
Standard Concentrate on silent image

Grand Lodge

"My king! That's what you have guards for!"

Huritt leans over and presses a palm to the floor, bringing the wood of the room and its furniture to life. Thick trunks instantly sprout from every available surface, then smaller branches weave together and fill in the empty spaces--save for a single vertical slit every few feet.

Once the wall is up, he steps behind Emberwik and pulls a roll of parchment from his sack. "Riddy, don't you think Chak's feathers look a little dry? I thought tengu feathers were all slick and oily!"

Crunch:
Standard Cast silent image (DC 24 Will)
None 5-ft. step
Move Retrieve a scroll of breath of life

Effectively, I am aiming for a floor-to-ceiling wall with an arrow slit in each square.

Grand Lodge

Knowledge (arcana): 1d20 + 11 ⇒ (12) + 11 = 23
Will make a full post when I get to a computer.

Grand Lodge

D'oh! I didn't spot the planes check until my third reading of the post.

Grand Lodge

Knowledge (nature) to identify?

Grand Lodge

@Balik: If Huritt's lie becomes unfun for you at any point, just let me know. But it's rare to have another PC play along this well, so I'm going to run with it as far as I can.

Grand Lodge

"Congratulations, Jandar! That is quite an achievement. If there's time, I'd love to hear about the Acadamae. What's the best coffee house in this neighborhood? You know, the one that all the professors and best students go to."

Huritt pats Jandar on the back of the shoulder, "Coffee's on me, stories on you?"

Seconding Molly's idea, though I can only aid on Diplomacy.

Grand Lodge

Huritt frowns at Balik's response, "Your head shaman warned us that this might happen, but all is not lost." Huritt's smile returns. "He used a strong abjuration to hide you from divination magic, but said that long exposure to it might even hide parts of you from yourself. Fortunately, there is a way to recall your memories and original personality.

"You must cast off your disguise. Act like the king you are, and the lost memories will gradually return. Or, in more humble words, fake it 'til you make it."

Bluff: 1d20 + 31 ⇒ (8) + 31 = 39

----------

"How will the winner identify himself? Must he bring back a certain object? And those three rules are the only ones?"

Grand Lodge

"Please forgive our companion, his behavior is actually a finely trained and long practiced defense mechanism." Huritt pauses and looks at Molly, "Now, I know you think I'm making a joke about his fear of commitment, but I'm not. Balik Ulfenssen is not his real name. He is actually a King of the Ulfen!"

"He was the youngest king ever, some say the king. He slew his linnorm at only 11 years old. But he was betrayed by his kin, hunted by both the witches of Irrisen and his own countryman. For his own safety, he had to adopt a new identity, as ignoble as his true identity was noble."

Huritt turns to Balik before continuing, "But with this prize, you may finally reclaim your throne, my king. The time for hiding and deceit is past, show us all your true and noble self!"

Bluff: 1d20 + 31 ⇒ (10) + 31 = 41

Grand Lodge

The odor of hay and horsesh-t enters the room first, announcing its owner like a herald--who is actually a herald. The man bows deeply, then speaks in a deep, booming voice, "His immortal majesty, Lord of the Fangtooth Forest and Master of the Seventeen Rivers, Riddywipple the Spectacular!"

Knowledge (arcana) (T10): 10 + 21 = 31

Grand Lodge

Player Name Granta (Scott)
Character Name Huritt Two-Hoof
PFS # 143586-3
Chronicle Number of this game 35
Starting XP 38
Starting Fame/PP 75/8
Starting Gold 7,416
Day Job Profession (horse trader): 1d20 + 6 ⇒ (13) + 6 = 19
Notes Huritt has several items that can take effect out of turn: aegis of recovery, bracelet of second chances (7), gloves of arrow snaring. He will have a lot of spells active once we go adventuring, but won't know exactly which ones until the characters learn a little about the mission, location, etc. Also, I PMed you a lengthy rules discussion.

Molly the Lost wrote:
One more thing for the group. Because telepathy is a kind of mental intrusion, is there anyone that would not want to have Bubbles talk to them in this manner? I like being able to talk to each other silently and potentially secretly but some player characters did not like something poking around their brains.

Riddywipple does the same, though usually he speaks aloud.

Grand Lodge

Now that everyone has safely escaped that combat, I am going to safely escape this scenario. This isn't hard mode, it's just plain inappropriate.

I am sorry for abandoning my fellow players, but I have some very strong disagreements with GM_Starson's style. Strong enough that I will even encourage the rest of you to leave as well.

There are too many issues to list, so I will just focus your attention on one: spell ranges.

Previous to this post, we had already had questions about distance to target multiple times. GM_Starson was aware of the long distances between combatants and the need to check them. Except he didn't; he killed a PC with an illegal attack.

Yes, he undid the attack when corrected, but the fact that it occurred at all concerns me greatly. Especially when I read the following on his profile:

GM_Starson wrote:

Current Fallen Heroic Pathfinders: 30

+1 transformed into a chinchilla.

Current Fallen Heroic Starfinders: 4

Do the rest of you keep track of your kills?

Do you brag about them publicly?

Do you want to play with a GM who cares enough about his kills to count them, but doesn't care enough about your characters to count some squares before killing them?

Grand Lodge

Huritt watches the enemy carefully, timing his next spell to trap the caster inside the image of a stone cube.

Message to Allies:
"The stone isn't real."

DC 24 Will to disbelieve, +4 on your save.

Crunch:
Standard Ready to cast silent image; Trigger The bad guy casts a spell

It will look like he is suddenly surrounded by stone walls, floor and ceiling. Basically, it removes his line of sight right when he is about to cast.

Grand Lodge

Huritt flies up to the edge of the darkness as fast as he can, leaving Riddywipple behind with the horse.

Pretty sure that requires a full round run action.

Grand Lodge

@GM: How far am I from the edge of the darkness?

Grand Lodge

The loss of remaining actions is actually a function of dimension door, rather than teleportation magic in general. And we already figured out that there is some sort of anchor here, which improves plane shifting accuracy.

And yes, I am fine with making readied actions more specific.

Grand Lodge

Yajima Katsuki wrote:
I guess it really needs a rewrite because I think that is far too vague.

Seconded.

Unfortunately, once we start such rewrites, the CRB would be 1,000 pages before we finished.

Grand Lodge

@Yajima: The CRB doesn't say that anywhere, and what little it does say implies that all you need to specify is "standard, move, swift, or free".

Grand Lodge

Dammit, he's too far away for what I really want to do.

As soon as he sees the darkened globe return, Huritt vanishes.

Round 2 action will wait to see what allies do. Riddy delays again.

Crunch:
Standard Cast invisibility on self

Spell Durations

  • contingency (12 days, 14 hours)
  • extended darkvision (16 hours)
  • extended phantom steed (16 hours)
  • life bubble (5 hours, 12+ minutes)
  • enchantment foil (3 hours)
  • overland flight (3 hours)
  • mage armor (2 hours)
  • message (83+ minutes)
  • invisibility (13 minutes)
  • blur (? minutes)
  • haste (2 rounds)

  • stoneskin (128+ minutes); Target: Dorje
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