Grundmoch

Izni - Druid 1's page

32 posts. Alias of RangerArcher.


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Thank you again, GM. And thank you everybody.


Fort:1d20 + 3 ⇒ (2) + 3 = 5

Hero Point reroll: Fort:1d20 + 3 ⇒ (19) + 3 = 22

He casts Stabilize on Precious.

If possible then he will refocus to heal Precious.


Fort save: 1d20 + 3 ⇒ (11) + 3 = 14

The druid casts Heal upon himself.

Heal, 2 actions: 1d8 + 8 ⇒ (2) + 8 = 10

And strikes again.

sharpened trowel: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Precious recovery check: 1d20 ⇒ 18


The druid casts Heal animal on Precious.

Fort save:1d20 + 4 ⇒ (1) + 4 = 5

Fort save:1d20 + 4 ⇒ (1) + 4 = 5

Heal animal: 1d8 + 8 ⇒ (1) + 8 = 9

Then the cat attacks.

Jaws: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Damage:1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Claw: 1d20 + 6 + 1 - 4 ⇒ (11) + 6 + 1 - 4 = 14

Damage:1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4


The druid asks Precious to attack the blue one.

Jaws: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

Damage:1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Then he comes to strike himself as well.

sharpened trowel: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3


The druid is pleased not to have done all this expedition for nothing.

We will have something to take back home at least.


Sorry, I can't help on this one.


The druid tries again the patch both ones.

Medicine. Treat wounds. DC 15. Kane: 1d20 + 6 ⇒ (4) + 6 = 10

Damage healed:2d8 ⇒ (6, 1) = 7

Medicine. Treat wounds. DC 15. Simeek: 1d20 + 6 ⇒ (20) + 6 = 26

Damage healed, crit:4d8 ⇒ (2, 2, 7, 4) = 15


The druid begins bying healing Precious and refocus.

Heal animal, 2 actions:1d8 + 8 ⇒ (7) + 8 = 15

Then he patches the others.

Medicine. Treat wounds. DC 15. Quizrel: 1d20 + 6 ⇒ (17) + 6 = 23

Damage healed:2d8 ⇒ (8, 1) = 9

Medicine. Treat wounds. DC 15. Kane: 1d20 + 6 ⇒ (13) + 6 = 19

Damage healed:2d8 ⇒ (1, 3) = 4

Medicine. Treat wounds. DC 15. Simeek: 1d20 + 6 ⇒ (6) + 6 = 12

Damage healed:2d8 ⇒ (2, 6) = 8


The druid casts a cold spell and asks his cat to eat the nasty animal.

Ray of frost:1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

Damage:1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Jaws:1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Damage:1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5


Nature: 1d20 + 6 ⇒ (10) + 6 = 16

We are not good to eat. Try the mushrooms. They are better for health.


Simeek, let me have a try.

Medicine. Treat wounds on Simeek. DC 15:1d20 + 6 ⇒ (13) + 6 = 19

Damage healed: 2d8 ⇒ (2, 4) = 6


The druid heals Precious:

Heal animal: 1d8 + 8 ⇒ (1) + 8 = 9

Then he refocuses before to ask his healer's tools to Rhin and treat his wounds.

Medicine. Treat wounds. DC 15:1d20 + 6 ⇒ (3) + 6 = 9

Damage healed: 2d8 ⇒ (7, 7) = 14


The druid isn't so confident when he sees the task to do. But he has to do it.

Acrobatics:1d20 + 2 ⇒ (6) + 2 = 8

Then the cat follows:

Acrobatics:1d20 + 6 ⇒ (3) + 6 = 9


The Madam asked us to bring back her hedge trimmer, not to be her companions.


teh druid goes quickly to the door to have a look to what is located behind this.

Hurry up! We have some adventures which are waiting for us!


The druid takes one cookie to give it to Precious.

Be confident! We will take your hedge trimmer back.

Then to the others: Euh, what is it a hedge trimmer?


The druid remains quiet. But Precious approaches the doll.


The druid borrows the medicine tools of the bard to treat Simeek's wounds.

Medicine. Treat wounds. DC 15: 1d20 + 6 ⇒ (2) + 6 = 8

Damage healed: 2d8 ⇒ (2, 1) = 3


The druid continues to try to hit with a ray of frost.

Ray of frost:1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

Damage, crit: 2d4 + 6 + 2 ⇒ (1, 1) + 6 + 2 = 10

Then he tells Precious: Attack now!

Jaws:1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7


The druid is a bit surprised to see these dogs here but casts immediately a spell of welcome.

Ray of frost: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Damage:1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Then he says to the cat:

Be ready if they come!

Jaws, ready: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24

Damage:1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Great! Hey guys, the mushrooms are chanterelle! Very good ones. But don't take this one, it's poisonous.


The druid is interested by the icebox and takes a look to try to find out clues.

Nature: 1d20 + 6 ⇒ (11) + 6 = 17


The druid reacts casting a new cold spell. Oh do you think you can avoid each one?

Ray of frost: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

Damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Then to the cat: Attack and defeat it!

Jaws: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Damage:1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7


The druid asks himself what can it be...

Recall knowledge, Nature: 1d20 + 6 ⇒ (17) + 6 = 23

Then he casts an attack spell, just in case...

Ray of frost:1d20 + 6 ⇒ (2) + 6 = 8

Damage: 1d4 + 3 ⇒ (1) + 3 = 4


Wait! What are these mushrooms?

The druid tries to know.

Nature: 1d20 + 6 ⇒ (8) + 6 = 14


Simeek, Quizrel, we are waiting for you to continue the exploration. Or do you want to stay here?


the druid begins by healing his cat.

Heal animal, 2 actions: 1d8 + 8 ⇒ (1) + 8 = 9

So the cat is back to maximum HP.

Then he refocuses and moves.


The druid casts second time the cold spell he knows.

Ray of frost: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

Damage:1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Attack again Precious!: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21

Damage:1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7


The druid casts a spell upon the red one.

Ray of Frost:1d20 + 6 ⇒ (13) + 6 = 19

Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Then he commands the cat:

Attack this insect Precious!

Jaws: 1d20 + 6 ⇒ (2) + 6 = 8

Damage: 1d6 + 2 ⇒ (6) + 2 = 8


The gray one advances with a cat at his side. If the other one was so stressed to go first perhaps did he knows something more. Four eyes will have look at this.

Come Precious, let's go for the adventure.


Name: Julien
PC Name: Garad
PFS Number: 293201-2003
Faction: Grand Archive
Day Job: Circus Lore. Task lvl 0: 1d20 + 4 ⇒ (13) + 4 = 17

Full Name

Max Angel

Race

Aasimar

Classes/Levels

Guard Soldier 2: Spd:25, Init:4, EAC:16, KAC:18, SP:00/18, HP:0/18, RP:4/5, Fort:5, Ref:3, Will:3, Perc:7, Darkvision

Gender

M

Size

M

Age

20

Special Abilities

Solar Disciple

Alignment

NG

Deity

Sarenrae

Location

Castrovel: The Wild

Languages

Common, Castrovelian

Occupation

Archaeologist

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 11
Charisma 12

About Max Angel

XP: 4
Hirelings 3 and 4 at basic level.

Abilities and Themes
Celestial Resistances
Aasimars gain acid resistance 5, cold resistance 5, and electricity resistance 5. In addition, aasimars gain spell resistance 6 + their character level against spells with the evil descriptor.

Exalted Presence
Aasimars gain a +2 racial bonus on Diplomacy and Intimidate checks.

Exalted Lineage
Aasimars have darkvision, allowing them to see with no light source at all to a range of 60 feet in black and white only. Additionally, they gain a +2 racial bonus on Perception checks.

Light of the Heavens (Sp)
Aasimars can manifest a halo of light as a standard action, which functions like a portable light with an item level equal to or less than the aasimar’s level. An aasimar chooses what model of portal light that the halo functions as each time the halo is manifested. Additionally, aasimars gain the following spell-like ability: 1/ day—daylight. The caster level for these effects is equal to the aasimar’s level.

You’ve read extensively about the physics of the sun and its associated planes and the best theories about how they interact to produce the solar environment. You’ve also made a study of every sun-based religion of the Pact Worlds, from the Church of the Dawnflower down to the most primitive sun cult. Reduce the DC of Physical Science checks to recall knowledge about scientific questions concerning the sun and light by 5. Reduce the DC of Mysticism checks to recall knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane by 5. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

Armor Training: Reduce armor penalty by 1, 1 more dex bonus.

Feats
1. Level 1: Skill Focus Acrobatics
2. Combat Feat: Weapon Focus Long Arms.

Skills
1. Acrobatics: 2 Point, 3 Dex, 3 Trained, -1 armor, 3 skill focus: 10
2. Perception: 2 Point, 0 Wis, 3 Trained, 2 Racial: 7
3. Profession Archaeologist: 2 Point, 0 Int, 3 Trained, 5 tools and and clothing: 10
4. Sleight of Hand: 2 Point, 3 Dex, -1 armor: 4
5. Diplomacy: 2 Racial, 1 Cha: 3
6. Intimidate: 2 Racial, 1 Cha: 3

Equipment
1. Hidden Soldier Armor: 465 Credits. 3 EAC. 5 KAC. Max Dex 3. Armor penalty 2. -5 Speed. Bulk 2. Upgrades 1.
2. Professionals Clothing: 5 Credits
3. Professionals Tools: 20 Credits
4. Infrared Sensors: 200 Credits
5. Tactical Baton: 90 Credits
6. Pulsecaster Rifle: 100 Credits. 50 Feet. 1d6 Electric. 40 Charges. Uses 2. Bulk 1. Nonlethal.
7. Industrial Backpack: 25 Credits
8. 4 R2E Rations: 4 Credits
9. Credstick: 3504 Credits

Attacks
1. Baton: +5 to hit. 1d4 blunt dmg. Analog and Operative
2. Pulsecaster Rifle: +6 to hit. 1d6 Electric. 40 Charges. Uses 2. (used 12 charges)