Inevitable

Jaksics Vilmos's page

37 posts. Alias of Solicitor.


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M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Nope. Been thinking about an INT caster :) been forever since I played one.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

... I had a vainglorious French-Taldorian wizard or bard in mind xD


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

I'm down with Mummy's Mask. No idea what Strange Aeons is about, but I guess it's all about that Lovecraft. Aside from Hell's Rebels and KM, I'm down with anything :)


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

I don't think Starfinder is the system for me. As for APs, I'm down with anything that isn't Kingmaker or Hell's Rebels.

It's that my current mobile phone is a piece of excrement or else I'd be more open to DMing a game on here. The thought of having to do anything but writing small posts on it gives me anxiety attacks. Maybe later in 2019, when I get a new one, I'll look into setting up a house-ruled PF game in and around Zhentil Keep. Skulduggery, intrigue and internal (or should I say, infernal?) politics: it's fun for everyone!

Honestly, who hasn't dreamed of playing a bastardly wizard or scheming priest of Bane before?


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

You can't fight the tide. My two cents on the matter is that the playtest adventures are representative of early Paizo PFS adventures: railroaded and generic to the point they are no longer palatable. Add in the clunky mechanics and tada, you get a somewhat jarring game.

For me, the banter and roleplay made it an enjoyable experience, but as it stands, I'd never opt for PF 2.0 or any of the playtest adventures when given a choice :)


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

The sudden noise causes Jaksics to freeze. He tilts his head to the side and, as his ears register that the crash was but a prelude for what's to come, the sorcerer scowls. "Curses, already?!"

If possible, Jaksics will try to get to his companions. If not, well, he'll hold the doorway of room 11 and cast Heroism on himself.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Jaksics rushes into the room to the right and makes it so that the curtains cover the windows before pushing the bed against the window-side wall.

Will start with room 11 and, if given time, room 7 and then 6. If the guy and gals in room 10 are almost done with their barricade, he'll return so that it can be finished in time ... with him inside the room.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Sounds good, Brynn. Jaksics can create some difficult terrain when needed to halt their advance.

... and insane? Well, I guess you get used to it eventually ._.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

The sorcerer hisses in a profane manner when struck. Sounds that ought to be words flood out of the qlippoth-spawn's mouth, but they defy comprehension. A fusion of mortal rage and holy fervor guide the sorcerer's blade as he retaliates.

Action 1+2+3: strike.
Attack 1: 1d20 + 12 ⇒ (13) + 12 = 25
Damage 1: 2d10 + 1d6 + 5 ⇒ (6, 4) + (5) + 5 = 20
Attack 2: 1d20 + 7 ⇒ (12) + 7 = 19
Damage 2: 2d10 + 1d6 + 5 ⇒ (2, 5) + (3) + 5 = 15
Attack 3: 1d20 + 2 ⇒ (18) + 2 = 20
Damage 3: 2d10 + 1d6 + 5 ⇒ (7, 3) + (1) + 5 = 16


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Seeing Bryn in trouble, Jaksics leaves the remaining unwanted guest to the paladin and the intimidating Gorumite. The sorcerer turns around with surprising alacrity and rushes to Bryn's side with big steps.

Action 1+2 stride. Action 3: strike hooded figure.
Attack: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 2d10 + 5 ⇒ (5, 1) + 5 = 11 plus, if it's undead: 1d6 ⇒ 3


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

... the now headless mite?


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Jaksics strides forward and leaps into the sky as he joinis the fray. The sorcerer's glaive lands a devastating blow as his boots come crashing down onto the ground.

Action 1+2: stride. Action 3: strike
Attack vs Red: 1d20 + 12 ⇒ (18) + 12 = 30
Damage vs Red: 2d10 + 1d6 + 5 ⇒ (3, 8) + (6) + 5 = 22
Crit dmg (?): 2d10 + 1d6 + 5 ⇒ (7, 5) + (2) + 5 = 19


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Jaksics rushes down when it becomes apparent that trouble is knocking on the front door. Huffing and puffing as he readies his glaive for what's to come, the sorcerer realizes he won't need to wait long for trouble to let itself in as the barricaded door is about to croak.

Stride x9 (which translates to 36 squares) - already moved Jaksics on the map.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Done. Free to delete the barrier tokens if inapplicable 'because of reasons' :)


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

*cue music*

Jaksics keeps on laboring away at, what he hopes, will be a deterrent of sorts. Mindless undead might get stuck in it while those still possessing a shred of wit would merely find it a hindrance. Still, delaying any fliers would be great. Ask any Ustalavi about flying undead and they'll surely tell you about flying skulls, flocks of ghoulish ravens and worse. Even the dead can be creative.

If this interval goes by without anything happening, Jaksics's heroism will time out :)


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Correct. Going by the horror movies I've seen, this means nothing can go wrong.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

*glares*


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Go for it. I'll remove them from my character page.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Why does no one like the demonic sorcerer?! Also, as I posted in the gameplay thread, Jaks has another pair of anti-poison and anti-disease potions at hand. If anyone wants to use them, go for it.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

The sorcerer felt sorry for Lucvi, but at the same time, he can't help but wonder what the young woman was thinking. Why would you want more from this old man, professor or not? Certain tragedy. Oh, the folly of the young.

"Undead, eh? Well, we best take our vitamins, just in case." The man then takes off his mask to reveal a face that isn't completely human. His jaw is too bulky and altogether too square, and when he opens his mouth to gulp down the contents of a murky vial, the liquid splashes against sharp teeth before rolling on down his forked cobalt-hued tongue.

Use 'Greater Antiplague' and 'Greater Antidote' potions to get a +4 item bonus vs diseases for 24 hours and a +4 item bonus vs poisons for 6 hours. I have one more of each if someone feels they might be needing the bonuses. They sadly do not 'cure' anything, they're purely preventables.

He then goes about the second floor to pull whatever curtains he can before windows, putting a chair or table - or whatever piece of furniture or ornament is at hand - on the tail end of the draperies so that anything or anyone foolish enough to fly on through might get trapped in the curtain.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

The sorcerer groans as he slices and dices. "Why can't the dead just stay dead here in Ustalav?"

Action 1+2: attack. Action 3: stride. *If* red goes down, Jaksics strides to get into range (10ft reach) of Green, if possible.
Attack 1 vs Red: 1d20 + 13 ⇒ (5) + 13 = 18
Damage 1 vs Red: 2d10 + 1d6 + 5 ⇒ (5, 9) + (1) + 5 = 20
Attack 2: 1d20 + 8 ⇒ (16) + 8 = 24
Damage 2: 2d10 + 1d6 + 5 ⇒ (4, 3) + (3) + 5 = 15


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

"Purge them!" The sorcerer hisses in between bouts of dry heaving. The blade of his halberd now shines with a sickly blue sheen, almost as if it heard his call.

Action 1+2: get rid of the sickness condition. Action 3: Strike vs Red
Remove Sickness: 1d20 + 10 ⇒ (4) + 10 = 14
Remove Sickness: 1d20 + 10 ⇒ (8) + 10 = 18
I hope the 18 is enough? I take it the 14 isn't.
Attack vs Red: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 2d10 + 1d6 + 5 ⇒ (10, 9) + (6) + 5 = 30


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Did a quick google search on 'Divine Wrath' and, while the designers are aware that what to save against isn't specified, no errata has yet been made. So it is up to you to decide what it checks against.

I'd suggest will, but there's a case to be made for fort and ref as well.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

"To Pharasma's arms with you all! Sarenrae's light burn you!"

The sorcerer clenches a fist that immediately starts shaking violently. Then, his arm starts to tremble. Whatever power is building up inside that gauntlet of his is too much for the man to handle and, after hissing out a groan when Sarenrae's light starts burning even him, Jaksics spreads his fingers wide and jerks his arm down.

Sarenrae's wrath rains down upon the ghastly invaders.

Action 1+2: cast 'Divine Wrath' on the four invaders. Action 3: stride 4 squares.
Divine Wrath (vs Evil): 4d8 ⇒ (4, 1, 6, 6) = 17
The book doesn't list what to save against, but I'd imagine it to be a will save. Regardless, the DC is 18.

Divine Wrath + Sick condition:
Casting Somatic Casting, Verbal Casting
Range 120 feet; Area 20-foot burst
Choose an alignment your deity has (chaotic, evil, good, or lawful).
You can’t cast this spell if you don’t have a deity or your deity
your deity is true neutral. You deal 4d8 damage of that alignment.
Creatures that match the alignment are unaffected. Those that
neither match nor oppose it treat their result as one degree better.
-Success: The creature takes half damage.
-Critical Success: The creature takes no damage.
-Failure: The creature takes full damage and is sick 1.
-Critical Failure: Full damage, sick 2, and slowed 1 while sick.

Sick
You feel ill. Sick always includes a value. You take a
conditional penalty equal to this value on all your checks.
You can’t willingly ingest anything (including potions)
while sick.
You can spend an action retching in an attempt to recover,
which lets you attempt a Fortitude save against the DC of
the effect that made you sick. On a success, you reduce
your sickness value by 1 (or by 2 on a critical success).


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

I think they disempowered lower level play in general. While making Jaxis, I browsed through the skill feats and found the good ones to be hidden behind expert and master level, which gives me the feeling that your character is supposed to grow more powerful over time ... but you're also significantly less powerful at lvl1-4 than you were in PF1.

At expert level, you get to pick feats that broadens the use of the skill. At master level, you get to start turning your skill into an actual power. Not sure whether I like it or not, but at least it adds depth to the skill system?


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Oh, Brainiac x'D

Quick question: are there drawbacks to casting in combat? A quick search in the .pdf and on google doesn't really bring up any negatives.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

The sorcerer glides down the stairs and invokes a prayer to the Light, knowing that trouble is afoot. Whatever it is, they'll soon be sorry that they dared cross Jaksics and his companions.

Action 1: stride 20ft / 4 squares. Action 2+3: cast 'Heroism' on self.
Heroism: for 10 minutes, +1 conditional bonus to attack, perception, saving throws and skill checks.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

"Can't say it does. Is it important? I do have an elixir with me that ought to help you comprehend whatever you're trying to read. A drop of Hezrou blood is the secret ingredient for such elixirs, they say."

I don't think Jaksics is quite *that* paranoid yet, but who knows how things will unfold. The elixir definitely is an option if things suddenly escalate ... or you're truly convinced we need to know what's written in that book =P


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

"Okay, good luck with your studies, Lucvi, and thank you for the hospitality." It is unclear whether or not the sorcerer is smiling, but he calmly waits for the woman to leave. Aaaand good riddance. Lucvi. Ivcul. Evil. Parents ought to know better than to give such accursed names to their children. Must not be from Ustalav.

"If you want to, Roza, sure. The doctor seems to be postponing our business and, with our task and task descriptor in mind, we can expect him to keep on postponing it. Perhaps it is an indicator of my natural disposition, and as such, you ought to ignore my words. Doom and gloom is in my blood after all," he says with a hidden yet clearly audible grin.

Sadly, I got no 'detective / slothing' spells to add to any such investigation, but perhaps someone does have spells or abilities that are applicable?


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Jaksics mumbles something under his breath, "Well, devout." Other than that, he has nothing to add to Rozalia's words.
Though, something about Lucvi concerns him. Maybe he's just being paranoid, a much beloved Ustalavi pastime.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Jaksics remains silent, but - if she runs her eyes over him - he gives her a friendly nod. As friendly as it can get, what with his grotesque demonic mask.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

I haven't added up my bulk yet, but I'm sure with Jaksics's STR18 he can carry some of that for sure.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Ha, sure? I figured he grew up realizing he wasn't like others, what with his ghoulish eyes and pointier-than-usual teeth. Knowing there's a Divine Mutti up there who has your back when the bad blood whispers maddening thoughts to you, must be comforting.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

The tall Ustalavi halts when Rozalia touches him, soaking up the view of the estate: so this is it. He sighs, creating a sound not unlike that of sizzling meat. "The gods are not beyond failure. Guide us, they might, but failure is but a fool's step away. Now, let us proceed with caution, please."

Cheery one, that sorcerer.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

As a 'divine spell list' sorcerer, Jaksics has to worshop a deity and I picked Sarenrae, figuring that a demon-blooded bastard would be drawn to her faith.


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Ashlion is a living announcement, cling-clanging about in a manner any Gorumite would approve of, leaving Jaksics to wonder just how this meet-and-greet with doctor Oscilar would go. Loudly, I suspect. Behind the sorcerer's grotesque mask, a pair of rot-tainted eyes rolled up as the Gorumite continues to boldly proclaim their impending arrival.

When Jaksics speaks, there's a hissing to his voice that reminds you of water dripping down onto a glowing hot plate. One of the many 'gifts' of his blood. "Alright, with the ruckus we're making we're going to wake up the dead. Yes, we're in Ustalav, and no, I am not joking." Perhaps his Ustalavi superstitions are based on nothing, perhaps his words contained a hidden wisdom.

The grating sound of metal-on-metal then scrapes through the air as the man tightens clenches his fists. "I got a bad feeling about this."

But when did he not?


M Human Sorcerer 7 | HP: 71/71 | AC:24 TAC:22 | F:+10 R:+10 W+9* | Perc +8 | SP 6/6 | Reso 11/11 | Speed 15 | Active Conditions:

Still busy filling out the details (armor, weaponry, magical gear), but most of it is there. Yes, Jaksics (I went for a 'ye olde Hungarian name) is a sorcerer in heavy armor.