Gorm Greathammer

Jed and Stark's page

57 posts. Organized Play character for Pete H..


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Scarab Sages

Experienced Pathfinder Agent

You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission of utmost importance. And waiting... and waiting.

It has been two freaking weeks, did they forget about you? Most of you finished up orientation and training with ease and expected an assignment almost immediately. But the message is the same every morning, Nothing today agent, please check back tomorrow. Feel free to fill your day with training or side jobs.

So that's what you do, day after day. And today seems no different. A drizzling rain beats down upon your heads. With an exasperated sigh, you pop into the lodge and head to the desk.

The usual charming dwarf Jed greets you in your native tongue (unless you traded that away for the ability to kill someone with just your left thumb), {"Morning (inserts your name). Dreng dredged up a mission for ya. Probably just make-work, but who knows with him. Either way, it's an official mission. Meet him at the alley between these two addresses."}

And with that, you are off!

Character Introductions, GO! You also have a nice backlog of two weeks time in the city if you want to fluff out what you have been doing or even make a dayjob roll.

Scarab Sages

Experienced Pathfinder Agent

And thank ye for gm'ing! Jed may level out of 1-5 scenarios but I do have other characters I will happily bring.

Scarab Sages

Experienced Pathfinder Agent

I'm likely up for that... on one character or another. No suggestions yet for mods.

Scarab Sages

Experienced Pathfinder Agent

WOHOO! Well done all! Jed has an AP sitting out in the ether so this one gets him to 5 and then let's him jump to 6.

Scarab Sages

Experienced Pathfinder Agent

Jed's eyes go wide and he stammers, "uh... well that's... um... I don't know if it would be... hrmm..."

Rarely caught off guard socially he is happy when he hears someone found some scrolls and scampers off to assist.

Scarab Sages

Experienced Pathfinder Agent

Read magic on the scrolls and spellcraft on vial: 1d20 + 5 ⇒ (7) + 5 = 12.

Scarab Sages

Experienced Pathfinder Agent

Jed double times it over, bursting through the curtains right as the black energy bolt zips past Seren. "Woah there! That was close."

He looks into the room at the cackling man and let's out a rallying cry, "THERE HE IS! LET'S GET HIM!"

Double Move.

Scarab Sages

Experienced Pathfinder Agent

K: Religion: 1d20 + 8 ⇒ (5) + 8 = 13

”Aye lad, me neither.” Jed looks at his pick, slips it back onto his belt and picks up the discarded wand. ”I’ll give this another go or two. I don’t think the captain was jerking us around.”

Move to sheath weapon, Moce to pick up wand.

Scarab Sages

Experienced Pathfinder Agent

Jed let's out a holler of success as the ghost dissipates, "ALL RIGHT! WELL DONE!"

As the belt is offered he looks back at the Paladin and sighs, "have you no shame sir? Just... put it with the boots." He walks over to his pick and drops Sumil's original sword at Jiggo's feet, "I'd suggest playing keep-a-way with that for now, I need my pick back if we have to knock this guy out." Reaching down he grabs his pick and looks at the group. "Unless anyone else has a better idea, I suggest we surround him and try to knock him out before he hurts himself or someone else.

Seriously on blue's will saves! Sheesh!

Scarab Sages

Experienced Pathfinder Agent

Jed looks back over his shoulder at the oddly acting paladin, "Um sure... just set them um... on the ground and I'll put them on later."

Turning back to the remaining evil spirit, I hope this works!

Making another quick hand gesture behind his shield he sternly commands, "Heal this creatures pain!"

Actions/Rolls:
Standard to Cast Defensively Cure Moderate Wounds and Free to attempt a Melee Touch Attack against Blue.

Defensive Cast DC 19: 1d20 + 15 ⇒ (6) + 15 = 21

Melee Touch Attack + IC + Bless: 1d20 + 4 + 2 + 1 ⇒ (18) + 4 + 2 + 1 = 25

Positive Energy Damage Will DC 15 for Half: 2d8 + 4 ⇒ (3, 5) + 4 = 12

Scarab Sages

Experienced Pathfinder Agent

"Alright lass, I'll see what I can do against these floating bastards until he starts acting like a jerk again."

Thanks! That's what Jed needed to hear!

Scarab Sages

Experienced Pathfinder Agent

Jed hollers back, "oh okay, will he mind if I try to knock him out with the hilt of this sword?"

Scarab Sages

Experienced Pathfinder Agent

Stupid razzle frazzle wish we had our paladin right now for SMITE EVIL but he's probably possessed...

Scarab Sages

Experienced Pathfinder Agent

Sumil, I think the weapon the pally had was yours, correct? Is it a Masterwork Longsword or something else? Thanks!

Scarab Sages

Experienced Pathfinder Agent

Jed makes a quick motion behind his shield and hollers, "Cernunnos, shield me with your might!"

Standard to Cast Defensively - Shield of Faith +2 Deflection to AC.

Cast Defensively DC 17: 1d20 + 15 ⇒ (16) + 15 = 31

As the spell shimmers around him, he takes the proffered weapon. "Um... Kaylee, did you do this? I mean, I'm not complaining but is he still an enemy?"

Move to accept offered weapon

Scarab Sages

Experienced Pathfinder Agent

Jed watches Seren take some good whacks at the ghost meanie, I hope that takes it out! He drops the wand to the ground for Jiggo and turns to the injured bard, channeling curative magic into her with a brief touch to the shoulder.

If Blue is up:
Cast Defensively CLW on Kaylee DC 17: 1d20 + 15 ⇒ (12) + 15 = 27

If Blue goes poof:
Cast CLW on Kaylee

Free to drop wand for Jiggo, Standard to cast CLW on Kaylee.

CLW: 1d8 + 4 ⇒ (6) + 4 = 10

Scarab Sages

Experienced Pathfinder Agent

Seeing Jiggo occupied Jed tries the wand again on the same target, "stupid wand work this time!"

Standard to Activate Wand of Ghostbane Dirge (Will DC 17) vs. Blue.

He looks at his pick a bit anxiously then murmers, "they need me and my weapon is just a crutch. You can do this!"

He dashes over to the entrance and hunkers down behind his shield hollering at Kaylee, "get past me lass and I'll block our pally friend here!"

Move to doorway, path shown with green arrows

Scarab Sages

Experienced Pathfinder Agent

Jed responds quickly, "sorry lad, not gifted with that one yet." He mulls it over and comes to a quick conclusion, "but if you'll take this fancy wand here and keep trying to use it on these ghostie monsters I'll take a crack at knocking some sense into him!"

Since Jed acts prior to Jiggo, once they have a verbal agreement he will drop the wand on his next turn and try to set up a swap with his allies so he can take the brunt of the paladin's attacks going forward.

Scarab Sages

Experienced Pathfinder Agent

Will Save DC 15: 1d20 + 5 ⇒ (4) + 5 = 9

Jed's mind clouds a bit as the beastie strikes, "ach that smarts!" He pokes Sumil roughly with the flat end of his pick, "HEY! SNAP OUTTA IT AND USE THAT FANCY SWORD ON THESE GHOSTY THINGS!"

Jed steps back, drops his pick to the ground clanging against the stone and pulls out a small stick still wrapped in a bit of cloth. Pointing the stick at the monster that bit him, he speaks a single word and the stick glows with divine power.

5-ft step, Free to drop pick, Move to draw Wand of Ghostbane Dirge, Standard to cast Ghostbane Dirge at Blue Allip (DC 13 Will Save unless the cloth changes that).

Edited to adjust for extra action. "Thank you Seren! I did not notice that!"

Scarab Sages

Experienced Pathfinder Agent

Perform checks can be done untrained, if that changes your mind. Granted it would still be a low modifier.

Also, wasn't it +2 on Inspire Courage the last time?

Scarab Sages

Experienced Pathfinder Agent

The GM pointed out to me that I missed an important part of my K: Religion check on the Allips. They are Incorporeal*, which Jed will add in to his ramblings.

*Incorporeal:
Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

Scarab Sages

Experienced Pathfinder Agent

K: Religion Babbling 1 & 2: 1d20 + 8 ⇒ (7) + 8 = 15

K: Religion Undead 3: 1d20 + 8 ⇒ (9) + 8 = 17

Will 1 DC 15 3 rounds: 1d20 + 5 ⇒ (1) + 5 = 6

Will 2 DC 15 6 rounds: 1d20 + 5 ⇒ (17) + 5 = 22

Jed cries out as they come into view, "that is a Zombie! Some sort of variant! And those other things are Allips, they are fascina..." he starts mumbling, entranced. In his murmers, you catch him reciting all sorts of traits* memorized about undead creatures.

*Undead Traits:
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.

Scarab Sages

Experienced Pathfinder Agent

Heal: 1d20 ⇒ 12

Jed looks around intently, ”No ghost did that. Claws, fangs and... a longsword?”

He pulls out his pick and looks for enemies.

Scarab Sages

Experienced Pathfinder Agent
Sumil wrote:
2nd two look good to me

Ditto.

Scarab Sages

Experienced Pathfinder Agent

Jed pipes up from his musings and says, ”well the lass already asked a couple good questions which will give us a decent shot at figuring out the location and anyone around the orb. I’d vote we use our last to ask about our friend. If we can solve the language barrier he could then tell us the location of the folding boat when we are all ready to leave.”

Scarab Sages

Experienced Pathfinder Agent

Jed watches the conversation unfold, trying to wrack his brain for more information so they don't unknowingly release a danger into the world.

[dice=K: Religion "is what the ghost is asking us to do legit?"]1d20+8[/dice]

Scarab Sages

Experienced Pathfinder Agent

Jed sighs, "Eh, I guess I can try to give a decent beat." He starts attempting to keep a steady beat going tapping a short wooden stick (that appears to have some cloth wrapped around one end) against his shield and stomping his feat to alternate the rhythm.

Perform: Drums (Aid Another): 1d20 + 3 ⇒ (19) + 3 = 22

Scarab Sages

Experienced Pathfinder Agent

Jed stammers... "um, m'lady we did not even know you were there. The music is hauntingly familiar though, I think I've heard it before." While keeping one eye on the ghost he turns his head and mumbles, "Seren.... we could use ya up here!"

Diplomacy to stop her from eating my soul: 1d20 + 8 ⇒ (6) + 8 = 14

Scarab Sages

Experienced Pathfinder Agent

Jed will work with Sumil to craft a teleological argument to push the constructs over the edge from afar.

K: Religion: 1d20 + 8 ⇒ (5) + 8 = 13

Scarab Sages

Experienced Pathfinder Agent

Jed pulls out a wand and with a practiced flourish his bruises fade. He runs his hand through his beard and resecures it in place, staring intently at the sword.

Wand: CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10

He shrugs and follows the group through the next maze and stairs intently at the music playing and the rest of the room.

Perform: Any: 1d20 + 3 ⇒ (12) + 3 = 15
K: Religion: 1d20 + 8 ⇒ (9) + 8 = 17

Jed mumbles, ”I think I’ve heard that song before somewhere... I just can’t place it.” He looks at the statues and then stops anyone from going into the room. ”Woah! Those statues could explode!” He shares the rest of the spoiler and asks how the group wishes to proceed, offering his services if they go the K: Religion route.

Scarab Sages

Experienced Pathfinder Agent

Jed takes a slash at the last animated goo creature and then steps to the side, leaving attack lanes open to his allies. He shouts encouragingly, ”we got this!”

Actions/Rolls:
Standard to Attack, 5 ft step to the end of the table.

Pick + I.C.: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 forPiercing + I.C.: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Scarab Sages

Experienced Pathfinder Agent

Jed deftly slips between two of the beasties and takes a whack with his pick. He hollers to Seren, ”are ya alright lass? Ya seem a little more off than usual!”

Actions/Rolls:
5 ft step, Standard to Attack Pink.

Pick + I.C.: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 forPiercing + I.C.: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Scarab Sages

Experienced Pathfinder Agent

Will Save DC 12: 1d20 + 5 ⇒ (6) + 5 = 11

Jed's eyes go wide with paranoia and he steps over to the wall, frantically whispering for aid from his deity. He makes a symbol with his hand and points first at Sumil and then at himself. As his mind calms, he pulls out his pick and yells defiantly!

5-ft step, Standard to Cast (Defensively) Remove Fear on Sumil and Self, Move to draw Pick.

Cast Defensively DC 17: 1d20 + 15 ⇒ (2) + 15 = 17

Remove Fear:
Remove Fear: You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

If Sumil fails the save, the fear is then suppressed. Either way, both Jed and Sumil gain +4 vs future fear effects for 10 minutes.

Scarab Sages

Experienced Pathfinder Agent

K: Religion: 1d20 + 8 ⇒ (10) + 8 = 18

Jed whispers back to the group out of habit, even though they have likely already been noticed. "Those slimy things are called Ectoplasmic Revelers. Their touch can freak people out but I don't know much more than that."

stealth to speak quietly: 1d20 - 1 ⇒ (16) - 1 = 15

Scarab Sages

Experienced Pathfinder Agent

Sense Motive: 1d20 ⇒ 19

Jed walks over and takes a close look at Jiggo, "ahhh!! That should fade and you will get your strength back in no time. For now though, how about we swap spots? I feel pretty comfortable down here underground, plus I don't need any light to see. Just keep that wand of yours handy and we will make it outta here.

Jed takes a look after Korez, and tries to identify the three items.

Spellcraft, potion: 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft, candle: 1d20 + 5 ⇒ (15) + 5 = 20
Spellcraft, box: 1d20 + 5 ⇒ (4) + 5 = 9

"Well damn, I've never seen anything like those before."

Jed leads the way carefully into the darkness, making sure his allies stay close enough to help guide him on the right path through. He is fascinated by the faces, pretty sure he can figure out what exactly is going on with them.

Survival: 1d20 ⇒ 9
K: Planes: 1d20 + 8 ⇒ (17) + 8 = 25

Scarab Sages

Experienced Pathfinder Agent

Jed hustles over to Seren and reaches out with a quick blessing, "Cernunnos sees your strength and grants you this boon." He points at the undead beastie. "Go destroy that evil abomination!"

Move 20 ft, Standard to cast CLW.

CLW: 1d8 + 4 ⇒ (8) + 4 = 12

K: Religion: 1d20 + 8 ⇒ (3) + 8 = 11

Scarab Sages

Experienced Pathfinder Agent

Just a heads up to the combatants. The ooze can't be flanked or hit with precision damage so don't waste actions to set up those opportunities. Take a look at the ooze traits I spoiler-ed (to save space) in my post about the Ooze if you plan to do other things too, might save a wasted action.

Scarab Sages

Experienced Pathfinder Agent

I'll be on limited net access this coming weekend (Thursday-Sunday). I should be able to post but will probably keep things simple.

Scarab Sages

Experienced Pathfinder Agent

Seeing his allies spring into action, Jed looks to see what is threatening them. Remembering very clearly what this creature is, he yells out, "it's a Hungry Mist! Really nasty. It's an ooze* that has some nasty area affects. In close it can drain your energy and a little farther out it has some sort of fear-like effect. The best option is to take it out from range, but I don't think we have that chance so just unload! I'll try to keep y'all swinging!"

*Ooze Traits:
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.

Jed moves into the room and carefully casts a spell, reaching out to touch Kaylee on the shoulder.

Move 20 ft, Standard to Defensively Cast Cure Light Wounds on Kaylee.

Cast Defensively DC 17: 1d20 + 15 ⇒ (19) + 15 = 34
Cure Light Wounds: 1d8 + 4 ⇒ (6) + 4 = 10

Scarab Sages

Experienced Pathfinder Agent

K: Religion: 1d20 + 8 ⇒ (15) + 8 = 23

Nailed the Knowledge check... but since I can't act and I can't actually see it (rolled it before I realized I couldn't see it) I'll just sit here thinking about all sorts of fun knowledgy things to myself.

Scarab Sages

Experienced Pathfinder Agent

Jed follows along until they come to the shaft. He commands Stark to guard the exit and climbs down with the rest. He pays close attention to the rooms they move through, particularly looking at all the stonework. It looks like a few times he is about to respond to a comment, but does not.

Would Craft: Stonemasonry work for the K: Engineering check? If so then... 1d20 + 7 ⇒ (16) + 7 = 23.

GM:
Friendly reminder about... Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Scarab Sages

Experienced Pathfinder Agent

Jed steps in, "woah there now, maybe he's cursed or something and can only babble." He looks closely at the man, "if you can understand us nod your head once."

Scarab Sages

Experienced Pathfinder Agent

Jed takes a close look at the ropes around their captive, making sure they are, in fact, tied. He whispers to the man, "Your fate will most likely be up to our friend there, so I'd be on my best behavior."

As the prone Paladin stirs, Jed moves over and puts his hand on his shoulder. "Hello friend, we are pathfinders and are here to help. The torturers have been dealt with. May I take off the blindfold and start working on these ropes?" If allowed he will remove the blindfold and start untying the ropes binding his hands.

Diplomacy to keep the injured man calm: 1d20 + 8 ⇒ (11) + 8 = 19

Scarab Sages

Experienced Pathfinder Agent

Spellcraft Rolls:
Half-Orc Potion Spellcraft DC 17: 1d20 + 5 ⇒ (12) + 5 = 17
Potions with Bull Spellcraft DC 16: 1d20 + 5 ⇒ (13) + 5 = 18
4 White Potions Spellcraft DC 16: 1d20 + 5 ⇒ (8) + 5 = 13
3 'J' Potions Spellcraft DC 16: 1d20 + 5 ⇒ (14) + 5 = 19
3 Arrows Spellcraft DC 18: 1d20 + 5 ⇒ (16) + 5 = 21

Jed grunts as Seren's blade cuts deep, dropping the giggling half-orc. "Whelp, that is one way to dispatch evil. Excellent work there." He dismounts and takes a quick look over the Paladin, attempting to assist Jiggo.

Heal Aid DC 10: 1d20 ⇒ 5

Jed shrugs and starts looking over the pile of items collected, casting detect magic and attempting to discern if they will be useful.

I only potions I did not identify were the 4 white potions. Ya'll can look at the spoilers for the rest and divy them up. If any are left I'd like a potion of Bull's Strength and/or Jump but they aren't super necessary.

Scarab Sages

Experienced Pathfinder Agent

Move to sense motive of yellow, move to take out rope, free to drop it at his feet.

Jed pulls out a coil of rope and tosses it to yellow, "if you surrender, sit down and start tying yourself up. We'll deal with... her."

Scarab Sages

Experienced Pathfinder Agent

Sense Motive - Do red or yellow still plan to kill us?: 1d20 ⇒ 15

Free, Move or Standard for that check?

Scarab Sages

Experienced Pathfinder Agent

Jed glances back at the caster and tries to figure out the incantation. A ringing in his ears prevents him from making out the words.

Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10

Turning his attention back to the pirate with a big camel sized chunk missing he tries to take advantage of the enemy's distraction in being surrounded. "Take another big hunk of this one buddy!"

Actions/Rolls:
Standards to Attack targeting Blue. If Jiggo took him down switch to Yellow.

Camel Bite - PA + Flank + I.C.: 1d20 + 7 - 1 + 2 + 2 ⇒ (1) + 7 - 1 + 2 + 2 = 11 forDamage + PA + I.C. + Spirit Aura: 1d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Miss %: 1d100 ⇒ 31
Pick + On Higher Ground + I.C.: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 forDamage + I.C. + Spirit Aura: 1d6 + 1 + 2 + 2 ⇒ (2) + 1 + 2 + 2 = 7
Miss %: 1d100 ⇒ 89


Okay... seriously. A fumble and a 2 with the auto-concealment miss?

Scarab Sages

Experienced Pathfinder Agent

Congratulations!

It's a great ride! Enjoy every moment!

Scarab Sages

Experienced Pathfinder Agent

I also agree. I literally laughed out loud when I read that. Excellent Inspiration! GM, I forgot about the +2 damage from the Spirit Buff for Stark's bite.

Scarab Sages

Experienced Pathfinder Agent

Jed pulls out his pick and spurs (not literally, that's cruel) Stark on, pointing at the forest. "Bust through their friend, we will get behind the bastards!" When they burst out of the forest almost directly on top of an enemy Jed points at him while swinging and says, "take a BIG hunk outta his hide!"

Actions/Rolls:
Move to draw Pick, Move 50 ft on Stark (including difficult terrain penalties), Free Handle Animal Attack Command DC 10 can't fail, Standards to Attack.

Camel Bite - PA: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26 forDamage + PA: 1d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14

Pick + On Higher Ground: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 forDamage: 1d6 + 1 ⇒ (2) + 1 = 3


Stark's Crit?:
Crit Confirmation: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8 forx2 crit: 1d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11

Forgot Concealment Rolls!:
Stark: 1d100 ⇒ 47
Jed: 1d100 ⇒ 89