Jhofre Vascari

Jimmy Bodrick's page

275 posts. Alias of StephNyan.


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Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Sorry about your friend, William. But good to know you're doing better.

If most of you don't feel like continuing the game, I'll call off my search for a new GM.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Tristain replied to my PM and let me know he'd like to return. So that means we have 4 active players again, 5 when William's feeling better and able to return.

We'll see if we can find someone who'd like to continue to run this game for us :)


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

I've got no word from CC at all. No reply to my PM, nor to my email. CC hasn't made a post in my game, where he was a player, either.

He used to post every single day. Whenever I sent him an email he replied within 24 hours. So for him to be gone for 11 days, without announcing why... I have a feeling that means he abandoned paizo and won't come back.

I second asking Tristain back if we can find another GM. I liked his character, and he was a fun match with Jimmy. I'll go ahead and send him a PM.

Here is a link to the GM recruitment post I made. Perhaps you guys also want to add something?


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

I made a recruitment thread for a new GM, and I hope we'll find someone.

I'd also like to raise another issue:
William's currently not able to post a lot, but I hope he'll return... Though with Tristain kicked out by CC I feel like we're a person short...?


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

I haven't had a reply from CC yet, and considering how long he's gone I'm not sure if he'll come back.

I'd very much like to continue this game. If CC hasn't returned by the end of the week, shall we start searching for another GM to run it?


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Still here!

I sent CC a PM and email to ask him if he's okay. I'll let you know if and when I get a reply.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Noted!

Jimmy casts guidance on himself, and takes a look around the room for anything that may be of interest.

Perception, guidance: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

"Jimmy thinks the plan was to ignore stairs for now, and continue exploring this floor?" he asks the others, then casts guidance on himself again.

Unless there's something of interest in the room, Jimmy moves toward the door in the eastern wall and opens it.

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy's going to try this door now."

He walks to the door in the southern wall, and opens it if it's unlocked.

Jimmy will try to force it open if it's locked.

Strength: 1d20 + 4 ⇒ (3) + 4 = 7
Strength: 1d20 + 4 ⇒ (19) + 4 = 23

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy goes to check out the room where the halflings went. He takes a careful look around the corner, not yet stepping into the room itself.

Updated Map

If the halfling on the map is gone, which would let Jimmy pass enter without moving through the halfling's square:

He proceeds into the room, and takes a good look around after casting guidance on himself with his free hand.

Perception, guidance: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

Updated Map?


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

After checking the Hellknight's pulse Jimmy walks over to the halfling. He casts cure light wounds on the halfling.

CLW: 1d8 + 3 ⇒ (7) + 3 = 10

As Jimmy stands over the halfling he glares at the small man. "Jimmy thinks you should get out now. Jimmy advises you to not provoke him again next time."

@CC: You wrote Jimmy killed the halfling, but shouldn't that be downed? -6 HP shouldn't actually kill him :S

If the Hellknight shows signs of life, and there's an indication that healing the Hellknight would prolong his lifespan, Jimmy will also cast cure light wounds on him.

CLW: 1d8 + 3 ⇒ (5) + 3 = 8

Still holding the buckler ready in one hand.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy sheaths his sword and checks if the Hellknight's got a pulse.

Heal: 1d20 + 3 ⇒ (2) + 3 = 5

"Jimmy wonders if someone else could also check if the Hellknight's alive?"

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy shrugs William's grapple off, but doesn't attack the wizard.

"Jimmy thinks we should check if the Hellknight's still alive! Jimmy thinks we should inform him what the halflings did to the Hellknights in the dining hall!"

Slumped over doesn't necessarily mean dead, and we still have something else to cover up. I expected the halflings to have downed the Hellknight, and I figured we could put all the blame on the halflings if the Hellknight can be healed.

I apologize if I've created a bigger mess... I was actually trying to find a way to fix the mess we were already in.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

CC & Corey:
I figured using a command word was a free action, because speaking is a free action and you're just saying something.

To not change my previous post too much I'd like to just attack. I'll activate the flaming ability later.

I'd also like to change the command word from flames to vuur, if allowed. I hadn't really given the accidental activation any thought... :S

(Vuur is Dutch for fire by the way, if you wondered.)

Scrap the flaming, everything else stays the same.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy draws his sword as he steps forward, and his sword catches on fire when he says "Jimmy flames!"

He then swings his flaming bastard sword at the halfling in front of him. "Jimmy flaming slash!"

Jimmy flaming slash!: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d10 + 2 ⇒ (4) + 2 = 6 Fire damage: 1d6 ⇒ 4

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Yup, you did :)


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy slashed the Hellknights! Jimmy slash!"

With the explanation of recent events out of the way, Jimmy presses on by opening the door on the other side of the secret hallway. Or at least he tries to open it.

If necessary, Jimmy will try to force the door open. He'll cast guidance on himself before doing so.

Strength: 1d1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy thinks you should follow Jimmy, William!"

Or do we leave William there until his player is able to return? I think we should take him with us now we're back together.

Jimmy goes back to the others, and informs them of his discovery. "Jimmy found a secret place!"

Excited as a little kid, Jimmy runs back to the entrance of the secret hallway. He then walks to the hallway's end, and attempts to open the door on its other end.

Updated Map

Didn't yet move William, because I'm not sure if CC agrees on him following Jimmy?


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy sees William!" Jimmy says in surprise.

"Jimmy wonders if William's alright, and if William found anything useful?"

As he casts guidance on himself, Jimmy steps inside the room William seems to have come from to inspect it.

Perception, Guidance: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

As Jimmy steps into the room he shrugs at Phaedra's question. He's not really sure. "Jimmy thinks maybe the halflings and three Hellknights worked together? Jimmy doesn't mean that for real, but for excuse?"

Jimmy moves over to the door in the western wall, and checks if he can open it.

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy doesn't care much which door they take first, and follows after Phaedra.

"Jimmy can smash the door, if it doesn't open," he informs Phaedra.

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy thinks you're welcome!" Jimmy says to Corey.

He then follows after Phaedra, and points out the doors north and south of her position.

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy thinks we should just do what we came for first. Jimmy thinks while exploring we can include the kitchen, but Jimmy doesn't know what is where is this building. Jimmy will just open doors and go, and maybe Jimmy will also find the kitchen."

Not waiting any longer, Jimmy moves to one of the doors and opens it with his free hand.

Updated Map

Note: Jimmy didn't remove the buckler. He'll continue to use it to keep his AC up, just in case combat is triggered when entering a room. So whenever Jimmy does something that can be done with 1 hand, he'll do it with his empty hand.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy mutters a single word, after first saying his own name, and his sword stops flaming. He sheaths it again.

"Jimmy thinks we should quickly go and do what we came here for after creating out cover. Jimmy thinks calling for help now may take that chance away from us," he says as he helps Corey and Phaedra drag the bodies into the desired positions.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy will continue to attack the Hellknight until he dies.

He feels bad about it, but sees no way to stay safe in town if the Hellknight would leave this place alive.

Attacks:
Jimmy Flaming Slash: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d10 + 2 ⇒ (1) + 2 = 3 Fire Damage: 1d6 ⇒ 4
Jimmy Flaming Slash: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d10 + 2 ⇒ (8) + 2 = 10 Fire Damage: 1d6 ⇒ 6
Jimmy Flaming Slash: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d10 + 2 ⇒ (8) + 2 = 10 Fire Damage: 1d6 ⇒ 1
Jimmy Flaming Slash: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d10 + 2 ⇒ (2) + 2 = 4 Fire Damage: 1d6 ⇒ 1
Jimmy Flaming Slash: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d10 + 2 ⇒ (6) + 2 = 8 Fire Damage: 1d6 ⇒ 1
Jimmy Flaming Slash: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d10 + 2 ⇒ (9) + 2 = 11 Fire Damage: 1d6 ⇒ 4
Jimmy Flaming Slash: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d10 + 2 ⇒ (10) + 2 = 12 Fire Damage: 1d6 ⇒ 1
Jimmy Flaming Slash: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d10 + 2 ⇒ (1) + 2 = 3 Fire Damage: 1d6 ⇒ 6
Jimmy Flaming Slash: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d10 + 2 ⇒ (1) + 2 = 3 Fire Damage: 1d6 ⇒ 3
Jimmy Flaming Slash: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d10 + 2 ⇒ (3) + 2 = 5 Fire Damage: 1d6 ⇒ 4
Jimmy Flaming Slash: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d10 + 2 ⇒ (9) + 2 = 11 Fire Damage: 1d6 ⇒ 1
Jimmy Flaming Slash: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d10 + 2 ⇒ (3) + 2 = 5 Fire Damage: 1d6 ⇒ 2
Jimmy Flaming Slash: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d10 + 2 ⇒ (9) + 2 = 11 Fire Damage: 1d6 ⇒ 6
Jimmy Flaming Slash: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d10 + 2 ⇒ (4) + 2 = 6 Fire Damage: 1d6 ⇒ 3
Jimmy Flaming Slash: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d10 + 2 ⇒ (5) + 2 = 7 Fire Damage: 1d6 ⇒ 2
Jimmy Flaming Slash: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 1d10 + 2 ⇒ (8) + 2 = 10 Fire Damage: 1d6 ⇒ 4
Confirm crit: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d10 + 2 ⇒ (4) + 2 = 6 Fire Damage: 1d6 ⇒ 3

I just made a bunch of rolls. I think at least the 24, 25, and 27 should hit?


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy moves over to the scared Hellknight, and swings his flaming sword at him.

Jimmy Flaming Slash!!: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d10 + 2 ⇒ (7) + 2 = 9 Fire Damage: 1d6 ⇒ 3

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy swings his sword at the wounded Hellknight again.

Jimmy Flaming Slash: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d10 + 2 ⇒ (8) + 2 = 10 Fire Damage: 1d6 ⇒ 6

Inaudible: "Jimmy slashes you with fire!"


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy swings his bastard sword at the same Hellknight again.

Jimmy Flaming Slash: 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d10 + 2 ⇒ (5) + 2 = 7 Fire Damage: 1d6 ⇒ 3


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy Flaming Slash, roll 1: 1d20 + 7 ⇒ (16) + 7 = 23
Jimmy Flaming Slash, roll 2: 1d20 + 7 ⇒ (9) + 7 = 16
Taking the first, obviously :)

Damage: 1d10 + 2 ⇒ (3) + 2 = 5 Fire Damage: 1d6 ⇒ 1

Jimmy lets out a mighty roar, though not everyone will hear it, and attacks the same Hellknight again. "HYAAA!!!"


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

I should've read that spoiler better, pardon.

Because he has made the save Jimmy uses one hand to cast shield of faith on himself, and the takes out his buckler with the other (as written earlier). To Jimmy's surprise this doesn't draw the attention of the Hellknights. He doesn't particularly mind though, and stands up. "Jimmy, uhh... Jimmy also needs to goooo... to them bathrooms, yeah!"

Jimmy steps away from his chair, places him directly next to two of the Hellknights. He draws his bastard sword and announces "Jimmy makes flames!"

The bastard sword catches on fire, and Jimmy swings it at the Hellknight directly east of him. It's pretty clear what Jimmy's plan to get rid of the Hellknights is: "Jimmy flaming slash!"

Jimmy Flaming Slash!: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d10 + 2 ⇒ (5) + 2 = 7 Fire Damage: 1d6 ⇒ 2

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Take care! I hope all goes well.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

With all guests intoxicated I guess I'll also post outside of a spoiler.

When Jimmy eats some of the snake he feels his stomach twist and turn.

Fort: 1d20 + 5 ⇒ (9) + 5 = 14

When the slaves are gone:

Tea drinker: You alright, chap? The slaves are gone, if you're okay you should go with the usual tactics.

If he has made the save Jimmy uses one hand to cast shield of faith on himself, and the takes out his buckler with the other.

If he hasn't made the save I'll wait to see what happens to him.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

CC:
Clueless Jimmy was hoping Sascas would make for a talkative drunk, but there's no reaction from Sascas. The woman is now completely intoxicated, and Jimmy's chance to figure out what info Sascas has is now completely lost.

J: Jimmy didn't know what to ask!

Tea drinker: Easy chap, you can't help that. Now focus on the main objective, do you remember it?

J: Jimmy and the others have to sneak off, and find useful stuff.

Mother: Indeed boy, but wait a moment. Let's hope those Hellknights leave.

Tea drinker: And if not... bloody good luck, chap.

And so Jimmy waits a minute, hoping for the Hellknights to leave. Meanwhile he compiles a small list of excuses to leave the table inside his mind, in case the Hellknights don't leave the room after a minute.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

CC:
During the mayhem Jimmy completely ignores what's going on, and stays focused on Sascas.

Sascas didn't reply to Jimmy's question before the next course arrived?

With Sascas intoxicated Jimmy doesn't even bother touching the wine anymore, because there's no need for him to continue bluffing for her. There is, however, a new problem.

Tea drinker: Jimmy, chap, just continue to attend this dinner. The situation's become more troublesome with the arrival of these bloody Hellknights... just pretend to be intoxicated like the others, and continue to eat.

Perform (Act): 1d20 + 10 ⇒ (5) + 10 = 15

Jimmy does his best to act like he's at least slightly more intoxicated than he actually is. When the next course arrives Jimmy grabs his knife from the table, and attempts to kill the snake. Jimmy first misses a couple of times on purpose before he aims to kill the animal.

Using standard stats for a dagger here. Though perhaps the damage for a dinner knife should be lower?

Knife: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Confirm Crit: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Jimmy's eating the.. the, uh... uhhhhh... *hiccup* Hahaha! Jimmy's eating the... the snake, you know!


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

CC:
Jimmy's slowly getting a bit nervous, as he has no idea what he should ask the nearly drunk Sascas.

J: Jimmy doesn't know what he should ask!

Tea drinker: Try something, chap! Sir Silverheart told you to get her drunk. He didn't do so for no bloody reason at all!

J: Jimmy still doesn't know what to ask her!

Mother: Women like gossip, boy! Mention gossip and she'll talk!

"Jimmy, uh..." Jimmy slowly leans over to Sascas, and puts his hand next to his mouth as he whispers in Sascas' ear. "Jimmy wonders if you've heard some gossip you want to share?"


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

GM:
Never intended Jimmy to drink anything, didn't write he did, but okay.

My earlier question remains: are their glasses empty? I don't think Sascas her glass is anymore after she ordered more wine, but I intended to pour Jimmy's wine in Calseinica's glass if it turned out to be empty.

"Jimmy thinks you should definitely drink more," Jimmy says to Sascas. When the woman doesn't look Jimmy will try to pour as much of the wine from his own glass into Calseinica's.

If the intoxicated Calseinica reacts to what Jimmy's doing he'll just smile and say "Jimmy thinks you like the wine too!"

Bluff: 1d20 + 3 ⇒ (13) + 3 = 16


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

GM:
"Jimmy also thinks the wine is good! Jimmy wonders if you'd like some more?" Jimmy asks Sascar.

He motions for one of the halfling slaves to come closer. "Jimmy wants you to know lady Tilernos likes the wine. Jimmy thinks you should get her some more."

Jimmy smiles friendly at the woman, hoping she won't suspect anything. He places the glass against his mouth and pretends to drink some.

Bluff to pretend drinking: 1d20 + 3 ⇒ (9) + 3 = 12

Jimmy: Jimmy's not sure how to get rid of this stuff...

His eyes move nervously from Sascas to Calseinica.

Are their glasses empty?


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy gives William a nod takes a seat in between Sascar and Calseinica.

Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14

He takes Sascar's hand and shakes it. "Jimmy thinks it's also nice to meet you. Jimmy wonders if you've been at parties like this before? Jimmy's never been at a party like this before. Jimmy likes the ceiling very much."


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy shrugs when the general walks off. He then walks over to Nobahl.

"Jimmy wonders how you are doing, mister Nonon? Jimmy wonders if everything went well after the play, also with the others who were down or hurt?"

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14

"Jimmy thinks it's nice to meet you, General Vroun!" Jimmy bows again.

"Jimmy recognizes your name! Jimmy wonders if you're interested in acting, because the Lord-Mayor brought Phaedra and Jimmy to you?"

Knowledge (Local) What's known about Vroun?: 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge (Local) What's known about Rosdovain?: 1d20 + 5 ⇒ (11) + 5 = 16


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Diplomacy, Mayor: 1d20 + 10 ⇒ (7) + 10 = 17
Diplomacy, Miss Rosdovain: 1d20 + 10 ⇒ (16) + 10 = 26

"Jimmy is pleased to meet you!" Jimmy says as he joins the conversation with the Lord-Mayor and miss Rosdovain.

"Jimmy's honored to be invited to this wonderful party, and Jimmy's even more honored to able to meet you!" He bows at both the mayor and the lady.

Tea drinker: Chap, perhaps you should try to...

"Jimmy agrees with William! Jimmy thinks magic's a wonderful thing, as long as it's not used for things that aren't wonderful! Jimmy likes the sky painting by the way. Jimmy likes clear skies."

Tea drinker: For %*&$'s sake...

Updated Map


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

I want to let you know I'll be out of the country tomorrow, and won't be making any posts as a result. I'll be back in the weekend.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy think that's good. Jimmy thinks Tristain will be able to make use of the wand. Jimmy hopes Tristain doesn't have to though."

He leans in on Tristain and whispers in the chalker's ear: "Jimmy also had some enchanting done, but on his sword and buckler. Jimmy now has a special slash!"


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy would've smashed and slashed everything for you!" Jimmy replies to Tristain and laughs. "Jimmy smash!"

He heads for the market to buy some new stuff, pitching in 150 gold for the one buying the wand of cure light wounds. "Jimmy knows Phaedra has a wand and so does Corey. Jimmy wonders who will hold onto this wand? Jimmy can use the wand in battle, but Jimmy'd like to switch it for one of the wands with less charges. Jimmy prefers smashing or slashing instead of healing when fighting."


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

"Jimmy liked when it was over," Jimmy says while walking on Tristain's other side. "Jimmy found it hard to just watch while you were fighting. Jimmy wanted to help you, especially when Jimmy saw Corey almost died."

"Jimmy liked your speeches best, actually. Jimmy thinks Phaedra made a good point, and Tristain's speech was very inspiring."


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Jimmy's last post: He then picks up Delour's dagger and puts it in one of his pockets.

Still doing that. She doesn't need her dagger when she wakes up.

"Jimmy will leave her here for now. Jimmy also thinks she won't understand and will cause trouble again."

CLW, 3rd time: 1d8 + 1 ⇒ (5) + 1 = 6

Jimmy used the wand a third time on Thesling, bringing him back to positive health. He then follows Thesling upstairs, and smiles at Millech. "Jimmy wants you to know Delour will be fine. Jimmy thinks Delour will have a headache though," Jimmy says to Millech.

---

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

The curtains rise, and when it's Jimmy's time to talk he steps forward. "Jimmy wants to thank you all for coming to watch us! Jimmy hopes you enjoyed the play! Jimmy has never seen anything special like it!"

Mother: Special? Hmpf... sure is, but in a horrible way.

"Jimmy is also glad no one died! Jimmy thinks dying is bad, also in plays! Jimmy hopes you understand, because you didn't want Corey, who played Larazod, to die!"


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

This entire adventure path twists the concepts of good and evil. At least this time Jimmy won't be remembered as the one who lets others die. (No guarantees for the future though.)


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

The good in Jimmy's heart won, this time. Well, depending on Robahl. Diplomacy 25 should help, but if it doesn't I have a back-up plan.

I hope the others don't mind I took the wand? I spent five spells to save charges of the wand earlier, so I don't think it should be a problem if I use some charges now.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Downstairs:
Grapple: 1d20 + 4 ⇒ (17) + 4 = 21

Jimmy drops his sword and grapples Robahl, but does so in the must subtle way possible by grabbing hold of just a single arm. he pulls Robahl five feet away from Thesling.

Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

"Jimmy thinks you should leave Thesling for now, because the people of the crowd want to see you. Jimmy hears they are all clapping for you. Jimmy heard you say it was good Jimmy knocked out Delour, but now the crowd can't see Delour. Jimmy thinks we need a way to show the crowd Thesling and Delour in good shape. Jimmy also thinks you can think of a solution, because Jimmy thinks you're the smart Robahl Nonon."

He let's go of Robahl after giving him a soft push toward the stairs. "Jimmy thinks you should go now. Jimmy will try to wake them, but you'll have to find a solution yourself if Jimmy can't get them to join you upstairs."

If robahl leaves:

Jimmy picks up his sword and sheaths it. he then picks up Delour's dagger and puts it in one of his pockets.

He then moves over to Phaedra, who doesn't seem to have moved upstairs, and takes the wand of cure light wounds from her. After this Jimmy walks back to Thesling. "Jimmy hopes he's not going to regret this later," he says, and touches Thesling with the wand.

Sadist: Wait! What are you doing?!

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

And if necessary, Jimmy will use the wand again. (Please tell me if it's necessary.)

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

Sadist: You idiot!

"Jimmy thinks you should get upstairs, Thesling. Jimmy also thinks that, afterward, you should hide from Robahl and Delour."

Jimmy walks over to Delour, and turns toward Thesling. "Jimmy will heal her when you're gone. Jimmy then talks to her and lets her go upstairs."

Sadist: Why did you heal him!? You should've killed him instead!

Jimmy: Jimmy wants you to shut up...


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

@Corey: Technically speaking swords aren't fists.


Male Human Fighter/1 Oracle/3 (HP 36/36 | AC:23 | T:14 | FF:19 | CMB: 5 | CMD:19 | Fort:+5 | Ref:+4 | Will:+2 | Init:+3 | Perc:+6 | Speed 20)
Spells:
Lv1: 6/6

Tea drinker: This bloody woman is complicating matters! Smack her, chap!

Jimmy draws his bastard sword and buckler, then gives Delour a good nonlethal smack with the flat of his blade. "Jimmy thinks you should stop talking for now!"

Jimmy Smack!: 1d20 + 6 ⇒ (9) + 6 = 15 Nonlethal Damage: 1d10 + 2 ⇒ (9) + 2 = 11

And another smack, if she's still conscious.

Jimmy Smack!: 1d20 + 6 ⇒ (15) + 6 = 21 Nonlethal Damage: 1d10 + 2 ⇒ (9) + 2 = 11