Priest of Asmodeus

Kazikli's page

174 posts. Organized Play character for Saving Cap'n Crunch.


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Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Nah, it's no issue. Even if it'd only be a bounty, I don't quite trust myself to GM at my own standards right now. This should make things easier and give me more time to recuperate on that font.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Ah, my apologies. I was in, but if there's only a spot left and it's between me and Ilmakis, I'll bow out. Thanks for the offer, though!

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

I'd be interested, but might have played too many Bounties. Those are what Quests were rebranded to, right? Because I've played (and ran most of) Quests 1-6. The two Bounties I've done, I can't find on PFStracker (Blood of the Beautiful and the Whitefang Wyrm).

I have a bunch more level 2 characters and above, but I know I have at least one at level 1 I'd love to play.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Yeah, I'd second that recommendation. My group was at that for a while, mostly Starfinder or 2E when we logged in every week. As the only one who plays PbP, I cut down so I wouldn't suddenly disrupt whatever scenario we planned on doing.

Now we've transitioned more to a bunch of other tabletop systems and some video games. But that's given me more of an itch to play Society. I might break my usual rules a bit and get in some games here.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Indeed! Nothing felt rushed at all, despite our chances to have some good roleplay. We sailed pretty smoothly, even when the combats got a little tough.

Hope to see everyone around the boards! I've mostly confined myself to repeatables and specials, because I never know what my (formerly) face-to-face group is planning, but you never know.

Verdant Wheel

2 people marked this as a favorite.
NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli stands in appreciation of the great power now being thrown every which way, just to change the place's appearance. He's happy Voth has a flair for the dramatic, at least. The half-orc gladly waits as long as is allowed for a turn telling a story.

"I may have made my home in the Mwangi, but the Shackles will forever be the land of my birth. It was there that the Society could have received a telling blow, were it not for the actions of several agents. We weren't there on an assignment, but were transporting the spoils of another one through that area. Some unsavory folk, as I should have expected, had other plans for our cargo..."

His tale is about equal parts riveting and boring, but could have been much worse in the hands of a less skilled orator. Come morning, he thanks his teammates for their good work together, then promptly heads back to the Grand Lodge.

---

While more studying of combat, magical theory, or history could be deemed in order after such a big mission, the few people who see Kazikli notice he has confined himself to his Lodge quarters. He doesn't do much more than fiddle with several identical copies of his golden wolf mask. It could be important, considering the many diverse methods a Pathfinder might attain power, but it certainly doesn't look like it.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Will: 1d20 + 7 ⇒ (6) + 7 = 13

Kazikli keeps blasting, then turns to the other gorilla. His words likely aren't having any effect, but oh well. "See how your volume is drowned out by simple words with purpose. And what else do you have to use?!"

◆◆ Produce Air vs. Green: 1d20 + 9 + 1 - 1 ⇒ (6) + 9 + 1 - 1 = 15 Bludgeoning: 2d4 + 4 + 1 ⇒ (1, 4) + 4 + 1 = 10
Demoralize vs. Red: 1d20 + 11 + 1 - 1 ⇒ (7) + 11 + 1 - 1 = 18

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli nudges Marcus away from death's door as hard as he can. He then joins Frogger and the gorillas themselves in roaring, though he speaks alongside his bellow. Not sure they'll get the intent, his focus is on volume. "You've shown us your worst! And for what? Weathered, as the rest of your strikes, your very beings will soon be!"

◆◆ 2nd-Level 2-Action Heal @ Marcus: 2d8 + 16 ⇒ (3, 3) + 16 = 22
Demoralize vs. Green: 1d20 + 11 ⇒ (4) + 11 = 15

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli takes some time during the break to refocus his energy, but is quickly ready to get back into it. Still, he's taken aback at the new arrivals. "Gorillas. I didn't expect that. Mundane ones, do you think?" He carefully studies their mannerisms as he closes in to fire an opening shot.

◆ Recall Knowledge (Nature +7)
◆ Stride
Elemental Toss: 1d20 + 9 ⇒ (8) + 9 = 17 Bludgeoning: 2d8 + 2 ⇒ (4, 6) + 2 = 12

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

I'm down for another. Will it be contribute further to whatever quotas we're trying to hit?

With the threat dealt with for now, Kazikli kicks any remaining plant matter from his robes. "Good work. I have no doubt we're still strong enough to alleviate the others' work for a while longer. The worst will reveal itself before we're spent."

He retrieves a few simple tokens, no currency of Golarion, to hand to his summoned mephit. After a brief exchange in Auran, it dissipates. "Less effort to call it back later. No need for a guard with all our fellow agents about."

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Now free of the undergrowth, Kazikli draws closer. The half-orc joins in the ranged salvo while pointing his mephit to flit around the creature for Lydia's benefit.

◆ Stride
Elemental Toss: 1d20 + 9 ⇒ (1) + 9 = 10 Bludgeoning: 2d8 + 2 ⇒ (5, 4) + 2 = 11
◆ Sustain, Mephit Claw: 1d20 + 9 ⇒ (1) + 9 = 10 Slashing: 1d6 + 1 ⇒ (4) + 1 = 5

But even with his first true glimpse of the Grimstalker, he is well off the mark! He tries to play if off. "Unfortunate, that you have no more underlings to rout when you fall."

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Reflex: 1d20 + 5 ⇒ (9) + 5 = 14

Just in case the fight starts to move from his range, Kazikli slogs through the magical plants. He nearly makes it out, but has to devote a few gestures towards keeping his summoning on this plane.

◆ Stride ◆ Stride ◆ Sustain

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

Kazikli only struggles as much as is necessary to top off Marcus' patch job on Hopper. "Too craven to stay in our sights and die! Learned tactics from its master, no doubt." His words sound a bit silly from his position, but at least he can command the respect of the mephit.

◆◆ 2-Action 1st-Level Heal @ Hopper: 1d8 + 8 ⇒ (8) + 8 = 16
◆ Sustain

Verdant Wheel

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NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Reflex: 1d20 + 5 ⇒ (4) + 5 = 9

Kazikli finds his legs entirely stuck in the morass of plant life. He doesn't make any move to break out. Fortunately, the half-orc's hands are free enough to direct the mephit and strike out at the approaching fey.

◆◆ Produce Air vs. Green: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 2d4 + 4 + 2 ⇒ (2, 2) + 4 + 2 = 10 plus 2d4 persistent bludgeoning on a crit
◆ Sustain Summon

◆ Fly
Mephit Claw vs. Yellow: 1d20 + 9 ⇒ (16) + 9 = 25 Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli doesn't look fazed by the great voice's pronouncement. He replies to no one in particular, as if he expects it to hear him back. "The odds aren't important, nor is what power the enemy wields. What matters is that I'm fulfilling the role of a Magic Warrior, protecting the Mwangi and far beyond from this evil. But even so the odds are still stacked well towards us."

The half-orc isn't as blustery when a fight rolls around soon after, though. He conjures up another mephit early to avoid a repeat of last time.

◆◆◆ Summon Elemental

◆◆ Blur on Marcus

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Fortitude: 1d20 + 7 ⇒ (19) + 7 = 26

"Everyone has their place on the field," Kazikli replies, wincing as he steps closer to talk. "Everyone here attended to one, and did it well."

The half-orc nods approvingly after Marcus is done. "A good speech. To the point, certainly. The fey would want to dance around that, as well as the fact that we have the advantage."

Verdant Wheel

1 person marked this as a favorite.
NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23

Kazikli doesn't waste more than a few seconds picking himself up after the quickling falls. He waves off the mephit, which immediately disperses. "That could have gone...significantly worse. Many thanks, Marcus. And to everyone, seeing the quick work we made of these ones."

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Fortitude: 1d20 + 7 ⇒ (5) + 7 = 12

Kazikli finds himself on the ground, senses dulled save two burning stab wounds. He blearily pulls himself away from the action. Not wanting to put a target back on himself, he doesn't cast any more spells and keeps directing the mephit instead. The worst he can do there is throw in some Auran expletives when pointing out the quarry.

◆ Crawl
◆ Sustain
(◆ Step, ◆ Claw vs. Green: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 Slashing: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4)

Verdant Wheel

1 person marked this as a favorite.
NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Ah well. I can't wait to land a crit with Produce Flame Air instead and deal persistent bludgeoning damage!

Fortitude: 1d20 + 7 ⇒ (7) + 7 = 14

Kazikli visibly writhes at the impact, but doesn't buckle or aid the quickling in withdrawing her weapon. With one hand, he directs his mephit into a better position. To further distract his assailant, he bellows in her face. "Savor this. Only a downhill tumble lies ahead!"

Demoralize: 1d20 + 11 ⇒ (8) + 11 = 19

Sustain
Mephit: ◆ Step
Claw vs. Yellow: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 Slashing: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Verdant Wheel

2 people marked this as a favorite.
NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Speaking Auran, Kazikli directs his summoned ally to keep one of the creatures on its toes or, more preferably, on the ground. As longs as it's slowed down, the other can be focused on and dispatched quickly.

◆ Sustain
Mephit: ◆◆ Gust of Wind, DC 17 Fortitude vs. Green

He himself moves to blast the one being very slowly surrounded.

◆ Stride
Elemental Toss vs. Yellow: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 Bludgeoning: 2d8 + 4 + 2 + 1 ⇒ (5, 3) + 4 + 2 + 1 = 15

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli puts his hands together, and from them pours a little, vaguely humanoid form made of densely packed air. It taps Natesh on the shoulder, causing a bit of its personal wind to swirl around him instead.

◆◆◆ Summon Elemental

◆◆ Blur on Natesh

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

I've gotten some good use out of Counter Performance.

Kazikli returns to normal, but doesn't show it at all besides his newfound stillness. In fact, he remains silent unless talked to, as if to distract from the antics imposed on him.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Will: 1d20 + 7 ⇒ (1) + 7 = 8
Hero Point!: 1d20 + 7 ⇒ (11) + 7 = 18

Kazikli is more at ease around these innocent fey creatures, and feels the urge to start dancing before his allies cajole him into senseless violence.

◆◆◆ Dance!

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Satisfied that the others have found success, Kazikli releases his poor hold on Voth's arm. "Let's go, then. No shortage of work to be done."

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Oh yeah, that's often true. No worries Marcus, you're a fair bit better at it than I am!

I'm guessing that isn't expected for this next part, considering it wants us to use two different skills, but I'll switch it up a little.

Kazikli manages to near the front of the throng around Voth. "You are now attuned to this place, poised to become the master if you wished. Act like it!" The words sound a bit harsh, but the intention well-meaning.

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

If the old Pathfinder can get an arm free, his fellow half-orc grasps at it and wrenches backwards.

Athletics: 1d20 + 6 ⇒ (4) + 6 = 10

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli takes his place. Adjusting his mask, he notices Marcus has produced his own, and also looks to Frogger's. "If anyone else has a mask stowed away, it'd do to put it on. These things could matter in a common ritual. More to the point, just be confident in your movements. What you know or not matters less, so long as you can convince the world around you otherwise, and bend it to your will."

Despite the sermon, the half-orc does look like he knows a thing or two about how and where to move.

Performance: 1d20 + 9 ⇒ (17) + 9 = 26

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli steps forward, ready to ask the aged Pathfinder questions, but is likely looked over in favor of senior agents. The half-orc shrugs it off and follows everyone else to a resting spot. The walk there proves that yes, he is sighing at Frogger's jokes. He pours some power into more healing magic before sleeping.

"I'm sure the higher-ups will know where we'll perform best. Either way, we've done well until now. This ends soon."

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli's mask doesn't betray his true reaction, but at best he's smiling and/or too busy to comment. More likely the wind once again whipping around him also serves to conceal a massive sigh.

◆◆ Produce Air, IC: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 Bludgeoning: 2d4 + 4 + 2 + 1 ⇒ (1, 2) + 4 + 2 + 1 = 10
Guidance on Marcus (won't stack with IC, but just in case)

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli changes position. Then, with both hands, he lets forth a wider, more freeform burst of superpowered air. Less for hurting, and more to push.

I can't tell where Wolfie is on the map, because I think (I hope!) the plants can't grab him from where they seem to be. If he's in the middle of the line I put down, I'd like to change it so it just pushes Green. Hopefully that gets Wolfie free.

Stride
◆◆ Gust of Wind (DC 19 Fortitude)

Verdant Wheel

1 person marked this as a favorite.
NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli turns one hand to enact a rushed patch-up job on his fellow Pathfinder, while the other is raised high to twist his blast of wind over Lydia's head. "You'll be fine, now tear it down for that. I trust you to count coup over a plant."

◆◆ 2-Action 1st-Level Heal: 1d8 + 8 ⇒ (3) + 8 = 11
Elemental Toss vs. Green: 1d20 + 9 ⇒ (9) + 9 = 18 Bludgeoning: 2d8 + 2 ⇒ (2, 2) + 2 = 6

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

"Now that we know, they won't be an issue. Good work," Kazikli says, now too focused on looking for threats to pay attention to who he's addressing.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

"Stay as safe as possible," Kazikli says in passing to the junior agents. "Now, let's find some fey to put down."

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Wind starts whipping around Kazikli as his voice magnifies again. "Dangerous fey influence in this area! We can't afford any other losses. Go around, leave the experienced agents to their work!"

Intimidation: 1d20 + 11 ⇒ (13) + 11 = 24

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Will: 1d20 + 7 ⇒ (10) + 7 = 17

"The Society has good wilderness survival training for those unfortunate enough not to have any," Kazikli says. "And a surprising number of agents still sleep through it. Better to be certain they're safe." Still, he doesn't call out either.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

"Now that we've secured more allies, less Pathfinders will have to ask themselves such things. But we should still see to our own in this high-stakes situation."

Seconding Befuddled Pathfinders.

Verdant Wheel

1 person marked this as a favorite.
NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli also returns to Common, nodding to the chameleon for his courtesy. "You could. But the Thorned Monarch doesn't deal in rewards. I won't claim to know exactly what comes of that. Most likely, you'd gain the privilege of being left alone, or becoming lieutenants. Not that such a 'good solution' would last long. Your usefulness would expire, or your existence becomes a threat, however unlikely, and you are consumed."

"Such a powerful being with sinister motives can't be trusted. Our strength rivals it, but it is diffuse, and won't be twisted into bad ends for your people."

Deception: 1d20 + 9 ⇒ (20) + 9 = 29

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli stands silent for a few moments, his masked face not giving any indication he understands what's being said. Only when Frogger is done does he join in, in passable Mwangi. "U ema ka pela mosireletsi ea hlapantseng oa linaha tsena. Ho bontša hore ha ho mali a lokelang ho qhalana mona, ke amohela litlhoko tsa hau."

Mwangi:
"You stand before a sworn protector of these lands. To show that no blood need be spilled here, I acquiesce to your demands."

The half-orc draws a flute from his pack and, sliding it over a mouth hole on his mask, performs a quick ditty for the creatures.

Performance: 1d20 + 9 ⇒ (6) + 9 = 15

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli cautiously moves closer. With Wolfie out of harm's way for the moment and the kelpie unswayed by his words, there's no need to change things up. The half-orc sticks with his aerokinetic attacks.

Stride
◆◆ Produce Air: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 Bludgeoning: 2d4 + 4 + 2 + 1 ⇒ (1, 2) + 4 + 2 + 1 = 10

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Now in a better position, Kazikli narrows his attack a bit. "You aren't the first or last reproachable creature we are bowling through today."

◆◆ Produce Flame (Air), IC: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17 Bludgeoning: 2d4 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8
Demoralize, Blood Magic: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Getting conflicting opinions on this horse's true nature, Kazikli joins in the salvo directed its way. He then tries to get across the river to a better position.

◆ Stride
Elemental Toss, IC: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 Bludgeoning: 2d8 + 2 ⇒ (4, 1) + 2 = 7
Acrobatics, Balance: 1d20 + 5 ⇒ (17) + 5 = 22

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

"At best it's just a horse. At worst, a trick, and an issue we are relieving other agents of," Kazikli says. He doesn't look like he cares much if the horse is real. "We were warned, others might not have been. Let's do something."

"I could fling it out of the water with wind? Undignified, likely a bit painful, but we needn't get near it that way."

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli is about to offer magical healing, but is perfectly fine when some of the ministrations are covered with simpler stuff. He takes some time drawing the now-destroyed circle before heading back over when Lydia is done. "Here, allow me to finish the task."

2-Action 1st-Level Heal @ Frogger: 1d8 + 8 ⇒ (8) + 8 = 16

"Now, I doubt we'll be allowed much more time to sit. Where are we going next?"

I don't mind deferring to anyone else or going straight down the list. Very, very slight preference for Disguised Forces, but I wouldn't use our one map so soon.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli traces one hand through the air in the same pattern as the glowing mushrooms lit up in. He then throws it to the side as if dashing a sandcastle.

◆◆ Dispel Magic, Counteract: 1d20 + 9 ⇒ (1) + 9 = 10
Hero Point!: 1d20 + 9 ⇒ (6) + 9 = 15

Not finding much success there, he returns to bellowing at the advancing nuglubs. "You've been warned. Only worse awaits you here than stagnation and death in your squalid homes."

Demoralize Purple: 1d20 + 11 ⇒ (14) + 11 = 25

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

◆ Recall Knowledge (Nature +7)

Kazikli raises both hands, and the air between them and the nearest creature twists like a tiny tornado.

Elemental Toss, IC vs. Purple: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Bludgeoning: 2d8 + 1 ⇒ (7, 7) + 1 = 15

"Begone! You will not be allowed into this world!" He roars at the new arrival, voice amplified by the rushing wind.

Demoralize, Blood Magic vs. Pink: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

I'll take a lesser antivenom and a cold iron crossbow bolt.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

"No doubt there's plenty of mushrooms. We should look for a cluster of them forming a diagram or pattern, and the rest are throwing us off." Kazikli tries to find something off amidst the dense foliage.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli willingly aids in the various tasks, but is most at ease with the junior Pathfinders. He goes into great detail about a gargoyle he once put down. "...This was on Society business, of course. But that deed was one I performed in service to all the people of the area. Not far from here, perhaps a week's march." The half-orc distractedly looks to a map he had been helping to study earlier. "No doubt you've all been with us for at least a few years? You'll be fine. By the time I was Confirmed and out of training, the events that spurred me to join had run their course."

Verdant Wheel

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NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Same as Frogger on scenarios played and familiarity. I'll give my glyph point to Lydia, as I think she's the last level 3 without an extra.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli finds himself shunt into the nearest group of Pathfinders, and, not seeing any dissent, gets in step with them. He wears blood-red robes and gauntlets that cover his entire body. The getup is slung over what looks like plate armor with any bit that used to offer protection stripped off. The one other color in this affront to fashion is a golden wolf mask. There are horns on it that could be slipped over the wearer's own tusks, the only thing betraying him as someone of orcish ancestry.

"I am called Kazikli," he rumbles. "It seems as if our many recent expeditions in the Mwangi are coming to a head. I won't take that as any less reason to savor my time here. Something of a second home, this place."

He sounds personable enough, despite his appearance, but quickly stops talking. He eyes Frogger with curiosity. "But there will be time for such things later. In the meanwhile, preparations."

Urwal, Society: 1d20 + 7 ⇒ (7) + 7 = 14

Fola, Nature: 1d20 + 7 ⇒ (20) + 7 = 27

Bjersig, Nature: 1d20 + 7 ⇒ (13) + 7 = 20

Calisro, Deception: 1d20 + 9 ⇒ (18) + 9 = 27

Khoumrock, Athletics: 1d20 + 6 ⇒ (14) + 6 = 20

Valais, Nature: 1d20 + 7 ⇒ (19) + 7 = 26

Verdant Wheel

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NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Kazikli it is! Not yet capable on the frontline due to retraining, but who knows if that'll stop him. Until then, he's reasonably skilled and highly supportive.

Paizo Handle: Saving Cap'n Crunch
Character Name: Kazikli
PFS / Character Number / Faction: 150618-2006 / Verdant Wheel
Character Ancestry / Background / Class / Level: Human (half-orc) / Savior of Air (legacy) / Sorcerer (elemental) / 3
Downtime Skill / Task Level / Task DC / Die Result / Outcome: Performance (level 1, DC 15: 1d20 + 9 ⇒ (11) + 9 = 20

I also have one hero point to dole out when the time is right.

Verdant Wheel

NG Male Half-Orc Air Sorcerer 3 | HP 32/32 (10 temp.) | AC 15 | F +7, R +5, W +7 (+1 vs. divination) | Perception +5 | Hero Points 0/3 | Focus 1/1 | Spells: 1st 3/4, 2nd 1/3 | Conditions: None | Speed: 25 | Exploration Mode: Detect Magic

Everything looks right here, thanks again for the game!

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Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Sephia will speak out in a strained voice "Still breathing, after a fashion." with a thumbs up bring her self against the pallets and holding the elevator open for the weapons transfer.

She will look past the offices as they head out the door and realizes there is no time to clean off the top of them into a bag.

Vigilant Seal

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Female Jadwiga Human, Abjuration-Wizard /3 |HP: 26/26 |AC: 17 Shield+1, M.Armor+1 | F:+5 R:+7 W:+8 | Resist Cold 1| [ooc]Perc: +6 | Speed 25ft |Hero Points: 1/1 FP: 1/1 |

1) Demoralize #3
"You'd dare attack this sweet old lady." And glares down at him. Intimidating Glare
Intimidate: 1d20 + 7 ⇒ (5) + 7 = 12 vs Will DC

2&3) Cast Snowball at #3
Atk: 1d20 + 9 ⇒ (20) + 9 = 29
Cold!: 2d4 ⇒ (4, 2) = 6

Spell stuff:

Critical Success The target takes double damage and a –10-foot status penalty to its Speeds for 1 round.
Success The target takes full damage and a –5-foot status penalty to its Speeds for 1 round.

Vigilant Seal

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I'll get her sheet in here today, have to go pick up the laptop sometime today and not sure how long that will take with safety procedures.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Sephia looks at the glowing holograph without touching it not wishing to draw attention towards those working with the computer. "Would it not be a boon in your honor to this one? Bringing Villyth either dead or alive for reckoning. I'm sure that arrangements could be made that it be done in proper fashion without directly linking it back to you in the eyes of your fellows, but of course anything as farseeing will realize the proper care taken."

Mysticism aid:
Mysticism: 1d20 + 8 ⇒ (7) + 8 = 15
I have a feeling we only need the weapons not her, and this is about as close to openly making friends and bribing someone as Sephia gets.
She shrugs, "would take something negative currently into a dual benefit of no longer dealing with these issues with their threads of weakness into a boon that you were able to clean house without getting your hands dirty and turn it into something useful."
Culture aid:
Culture: 1d20 + 5 ⇒ (9) + 5 = 14

"You can also look at it this way we are business partners, it might not look good in the long term to have lost a legitimate shipment, the fact that we can do that and other types of transportation would be a long term benefit to you. If we can establish that this is a one off and not something we should be expecting long term."

Business side:
Profession (Smuggler): 1d20 + 7 ⇒ (13) + 7 = 20 Didn't see anyone else taking the business route.

I may have played way to much Forgotten Realms drow in the past.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Sephia looks up as she enters into the Starscape Chamber, the images of Nightarch reflecting in the visor of her Zeizerer diffractor armor that even in the middle of Lorespire is fully sealed. She slides into one of the seats absent any weapons.

"Forsaken creatures?" Sephia looks over at the comment that simply moves the faceplate of the helmet. "Does the society reject then out of hand such concepts like Sarenrae aspect of redemption? Hylax's aspect of diplomacy? Calistria's revenge and trickery? Yet we walk among the servants of Asmodeus and Hellknights among our ranks?" Her voice holds the accent of Eox though not what most hear on televised stations. "Or should all Forsaken creatures be cleansed from the Pact Worlds?"

Before getting a response she turns back to Naiaj. "I get the preference is to return the original shipment instead of arranging for replacements and holding those that lost it accountable. Is there is specific about this shipment that means we need the original? What other than general weapons we should be looking at in this shipment?"

"Do we know anything about this Villyth that we need to know? A reason they would have for wanting this shipment other than pure credits? Is this an unknown third party."

~~~

"Pilot, Information, elemental damage, for the most part." Sephia with great reluctance raises her hand up to the latch on the helmet. Regretfully with an audible sigh lowering the mirrored mask. The face is gray skinned but human, pale enough not to have seen solar energy for a while with white streaks through what may have been red hair. Grey eyes take in the party streaked with black. The voice lacking inflection as she replies. "Sephia."

Wayfinders

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Female Korasha Lashunta Wild Warden, Solider (Starfinder Forerunner) /1 | SP: 8/8 HP: 11/11 RP: 3/3 | EAC: 15 KAC: 18 | F:+3 R:+2 W:+3 | Init +2 | Perc: +7, SM: +1 | Speed 25ft |
Tracked Resources:
| Re-roll: 1/1 | DT: 1/1
| Active Conditions: none

Player Name/Alias: Betty / Incendiaeternus
Character Name: Meia
Character Level: 1
Organized Play # / Character #: 95342-703
Perception Modifier: +7
Initiative Modifier: +2
What is your quest Day Job (if any) Roll: that would require more skill points.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Player Name/Alias: Betty
Character Name: Sephia (...Nako...I played PbP as this for skitters)
Character Level: Technomancer 3
Organized Play # / Character #: 95342-702
Perception Modifier: +5
Initiative Modifier: +5
What is your favorite color: purple
What is your quest Day Job (if any) Roll: Profession (smuggler): 1d20 + 6 ⇒ (7) + 6 = 13

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

"We help." Nako beams cheerfully. "Point us in direction, your busy many hands make quick work of work, and we have six!" Nako raises each hand empty and waves at Ponatia and the osharu that dropped the data pads.

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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Thank you Tonya and team. Glad to finally reach this point.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

"Urgh... akk...Meek!" Nako uses her strength to attempt to hoist a random skitter on top of her which she can't identify through the balls of fur and armor to at least be able to see out the viewport.
Strength: 1d20 + 4 ⇒ (10) + 4 = 14
"See now?"

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

The sound of skittermander screeches echoes in the cargo bay.

Spoiler:
Really Paizo!!! Really?!?!?!?!
Almost went demoralize but it's a full standard action in starfinder, and not dying means killing someone.

Followed by the rallying scream of rage while bringing the doshko down on the pirate, translation I don't want to die!!!

Attack!: 1d20 + 8 ⇒ (13) + 8 = 21
flame damage: 1d8 + 9 ⇒ (5) + 9 = 14

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

"Get to our escape pod... err... ship thing. We figure the rest out when not on impact collision with a planet!" Nako mentions grabbing a weapon in each hand for later use and starts to open the first door between the skitters and the cargo bay.

Sovereign Court

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Female Human Lawyer 3 (PrC:Health Care / IP) / Philosopher 5 / Historian 3

Player Name/Alias: Betty
Organized Play # / Character # # 95342-702 (I'll sit on it)
What faction are you slotting for this adventure:Acquisitives
Do you have a promotional boon to slot for this adventure / what is it:Not that I'm aware of

Sovereign Court

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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Vic Wertz wrote:
Akvo wrote:
Would it be possible to get this without watermarks? To my recollection the SF pregens don't.
These are no longer watermarked.

Thank you very much Vic! This is helpful for conventions not passing out my personal email address.

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

<3 GM for the Botting, stupid headcold

"We're not pets!" Nako explains as she swings the Doshko at the rushing Cyan robot.

Flame Doshko: 1d20 + 7 ⇒ (15) + 7 = 22
Fire Damage: 1d8 + 4 ⇒ (5) + 4 = 9

"We're here to SAVE THE BOSS!!!"

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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Hey, we had people having issues referencing a lot of different charts while learning 2e chronicle sheets. So made a quick reference guide to all the information in one place and some refreshers.

Google Drive Link to Shared Quick Reference Guide

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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I've had this come up and it involves earn income as well.

Core Rulebook pg 236 wrote:

typically Crafting, Lore, or Performance--to earn money during downtime...

In some cases, the GM might let you use a different skill to Earn Income through specialized work...If you're using a skill other than Crafting, Lore, or Performance, the DC tends to be significantly higher

No where in the guide or under Earn Income does it tell us what we are increasing these DCs by or if we are not allowing additional skills. I've been quoted this section by a player to allow them a check at all if they did not train Craft, Lore, or Performance.

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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In putting together a easy one page guide for filling out chronicle sheets I found a bit of an omission.

Under Earned Income of Downtime Guild Link to Downtimes There is nothing to let people know it's on pages 236-238 of the Core Book!

It just tells you where the DC chart is on page 503. Can this be added in to help people while we're learning / new players?

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Nako stands there a free hand finding the drums on her writs and starting to beat out an appropriate beat for her mood. Moving from one foot to the other tapping the end of doshko.

Only need to listen a short while. its a long video

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

Nako stops at the edge of the door, with doshko in a hand little fingers twisting on the trigger. "But... But.... Nako come with boss?! Nako help Gree?" She jumps up looking through the view port that is made for someone much taller than a skittermander. After a moment she props the doshko against the door and climbing up the handle to look out the view port without jumping. One little skitter claw on the trigger making it turn on.

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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So now that we have reporting open I got to sit and report sheets that have been waiting and I came across something that it seems a point to make.

Why is the Organized Play # box this small? Most of my players and many without crazy large handwriting, are not fitting their number into this box making is a lot harder for reporters to read what we are typing in.

The longest and newest sets of numbers from our lodge for a 2e character is 11 in length, not counting the dash (12 with the dash).

The longest class name after the playtest will be Investigator at 12 - the current is 9 at Barbarian -- and these can be abbreviated and currently not needed for reporting.

Proposal: Switch the Class and Org Play # Boxes.

Reporting Sheet

Acquisitives

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Sephia Female Human Death-touched, Technomancer /4 | SP: 24/24 HP: 24/24 RP: 5/5 | EAC: 13 KAC: 13 | F:+2 R:+2 W:+4 | Init +5 | Perc: +7, SM: +0 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 4/4 | Sp Lv 2- 2/2 | Re-roll 1/1
| Active Conditions: none

I played these backwards, I was Nako before might as well stay the same.

Player Name/Alias: Betty(Kyten)/Incendiaeternus
Organized Play # / Character # 95342-702
What faction are you slotting for this adventure: Acquisitives
Do you have a promotional boon to slot for this adventure / what is it: Nope

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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Honestly the only thing they mean is commitment to the campaign as a whole. Some of my best and worst tables have been run by 5 star GMs. I've sat with 5 stars that have a soundtrack for the game set out, handouts and keep everyone engaged. Then people who you can tell the first time they are looking at something is while they are reading the introduction and happen to have maps and generic minis.

Some of my best tables have been run by 2 star GMs that what they have mostly run for people and their skills have been some of the best, but their experience falls under unsanctioned paizo content - so it doesn't count for their stars. I've had players while I'm an acting VA come up to me and ask why those GMs are not rated higher and have to explain stars are not a rating system.

I also agree with Xathos, I'm seriously scheduling a game with someone who can review me for 5 star and didn't even make the list either, as well as a few others who got to that point before me.

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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If not a full on pre-muster I'm sure we can figure something out that people are at the same table that they want to be.

(Other 10-21 GM for that time slot)

Sovereign Court

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Fangwood Keep Maps

Knowledge:

DR 10/good; Immune death effects, disease, fear effects, poison; Resist cold 10, electricity 10, sonic 10; SR 20

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none
Julakesh Starfist wrote:


A Gargalus' suggestion Julakesh growls. "I know of this 'Aba-Dark-Ore!' They do nothing without payment! And they steal with their 'Into-Wrest!' Thieves and mercenaries! They will charge my kin credits they do not have just to stay here!" She grumbles some more. "BAH!"

She sits down on the ground and thinks. Judging by her face, she's thinking harder than you've ever seen her think before! "Hmmm... I wonder if there is some way to trick the Dark-Ores. Maybe they... hire my light-kin to clean this place? Keep it safe?" She perks up suddenly and looks to her good friend with the prodigious Mind-Muscles: Darkrunner. "Is this a good plan?"

"Please oh great repository of Mind-Muscles,"Kima replies keeping a hand over her mouth, which happens to still have her holy symbol hanging outside of her sleeve. "Are there good ways to trick the great Aba-Dark-Ores?"

Sense Motive...five:

The Priest of Abadar is about three seconds from rolling on the floor laughing her ass off!

Sovereign Court

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Female Human Lawyer 3 (PrC:Health Care / IP) / Philosopher 5 / Historian 3

Welcome to the party :)

I'm playing well... ok all the bad guys..

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

"Just a little...."Kima starts to reply and is then drowned out by the loud vesk voice followed by laughter. "...brused" She doesn't seem to be amused at all by the statement at all as she brushes herself off and looks around the area.

"It looks like it's climbable, but I think rope is being added to the supplies for next trip."

Athletics: 1d20 + 1 ⇒ (12) + 1 = 13

Kima will actually seem not the most nimble but she is randomly climbing a lightening pock marked wall.

Sovereign Court

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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mathmuse wrote:


I like Chess Pwn's way of spelling out the magnitudes quickly, which gives more versatility. For example, as Alchemic_Genius suggested, it can adapt to the Fear spell, too.

Then we add Andrew Riebe's suggestion of putting it in a saving throw line for added clarity.

The results look clean and clear.

FEAR Spell 1
Emotion, Enchantment, Fear, Mental
Casting [[A]] Somatic Casting, [[A]] Verbal Casting
Range 30 feet; Targets one creature
Duration by frightened magnitude
Saving Throw Will (S frightened 1 CS unaffected F frightened 2 CF frightened 3 and fleeing for 1 round)
You plant fear in the target. It becomes frightened and possibly fleeing with magnitude based on its Will save.

FIREBALL Spell 3
Evocation, Fire
Casting [[A]] Somatic Casting, [[A]] Verbal Casting
Range 500 feet; Area 20-foot burst
Saving Throw Reflex (S half damage CS unaffected F full damage CF double damage)
A burst of fire explodes, dealing 6d6 fire damage. Creatures in the area take a multiple of that damage based on their Reflex saves.
Heightened (+1) The damage increases by 2d6.

The keyword "basic" is not necessary and would only add to the jargon to memorize.

This would be much better than that "simplified" version of things, some of these "simplified" things are already confusing enough without the fact that the old White Wolf joke of "reference page X" for Paizo has turned into turn to x many pages to get the same amount of information as you could easily put on a page in one spot.

We've already had a lot of clarity issues that are being odd and not easily understandable with heightened as it is (should not have to reference the 5th level pregen to understand heal) due to having to flip back and forth a lot.

Sovereign Court

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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'd rather not see more confusion in the write ups, not all spells are functioning like this where others have status effects instead or damage + status effects. It's bad enough when our group had to sit down for 10 minutes to understand the 'simplified' changes for Heal and still had to look up the level 5 pregen to finally understand how it was meant to come out vs. how it was worded.

We've been seeing too much of this 'know how it works from x page' that its way too much flipping back and forth right now to find how to read rules. It's become a thing where for Paizo products prepare to flip back and forth constantly instead of Old White Wolf's "see page X" jokes, and so far it's getting worse not better so far with the playtest.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11

Kima will be initially confused by their attempts at communication. She will create a way for all the party to communicate given party members are willing she's not going to force anyone in.

"Perhaps I might be able to help out a bit." She thinks for a moment scrinching up her nose in concentration. "Let me try something."

She will pick one that looks like they are attempting to communicate and attempt Empathy with it.
Sense Motive-Empathy: 1d20 + 9 ⇒ (17) + 9 = 26 vs. (DC = 20 or 10 + its Bluff modifier, whichever is higher)

Regardless of if it works or not, she'll attempt to Mindlink with the creature, attempting to at least mime the ability to talk with her mind. Showing them ship from the sky, coming from a place far away in the stars and the absence of a plant and a large ship in it's place. (Absalom Station basically) Regardless they are pre-flight Kima is horrible at navigation or anything that would give any semblance of how to fly there (Starfinder developed AutoPilot for people like Kima).

If possible she would like to know what's wrong with them, in an attempt to help them, and what the big monster is they are talking about.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Kima would at least hold back laughing at being greeted by a pirate after defeating a ship of pirates. Quickly counting the party orders them a table.

Sovereign Court

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Fangwood Keep Maps

Rules of being a pathfinder

* Give Valsin a hard time
* Bonus points if you remind him his girlfriend is asking him to start this mission and its true
* Second one if he can't give you lip because you'll go back and tell her
* Survive anything given by Shiela Heidmarch (breath of life scrolls are a staple)
* Run far away if you see Canayven Heidmarch as your venture-captain
* Manage to not fall asleep during Kreighton Shaine explanations

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Kima will aid who ever leads off on life science LS: 1d20 + 2 ⇒ (9) + 2 = 11

Perc: 1d20 + 6 ⇒ (5) + 6 = 11 Once they have as much information as possible she will prepare the bodies to be returned to the ship as respectfully as possible noting any possible religious followings she can pick up from their appearance.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none
Julakesh Starfist wrote:
Julakesh lets out a deep belly laugh at Kima's words. "A-HAH! A-HAH! YOU SOFT ONES ARE ALWAYS SO MOODY! A-HAH!"

"Indeed we can be, according to standards of Common language, the tactic employed is archaically known to be given into moods or whims, a capricious sort." She smiles almost laughing. "I never knew you to be one that would read up on classics Julakesh! Congrats!"

Sense Motive DC 1:
She's joking with him :) and that is a definition of humorous.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

"You always say we seem half-competent Julakesh, and then become impressed that the small squishy things have uses other than hitting big objects." Kima mentions leaning against the wall watching as agents move into the room and Guidance starts things off.

"It always seems your either sending Darkrunner to caress 'puters, or tossing myself at any half wit we need to impress. If you make this a third time I might not patch up your scales for you this time." She replies with a smile.

"I'm here on contract from Abadar Corp to see to your physical well-being." She mentions with an askance look over at Julakesh, "And perhaps general reference to applicable knowledges, observations, and as the Vesk would put it, talky things, and credits."

"So we're going to the marked site on the map, secure the site from hostile forces (including pesh induced solar elementals),"she adds under her breath. "Allow the data miners to get all the data, do not destroy, but gather and put back on ship useful equipment." She summarizes for those that don't like Guidance's speech patterns.

"Guidance, what areas of space are we headed to and are there any known socilo-, physico-, or astronomical threats and benefits we should be aware of and taken into consideration while in this area or in transit?"

"Does our 'benefactor' have any preference if all data is not obtainable as to which types of data or equipment they would rather have?"

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Really only two roles Kima can fill:
* Captain (diplo +6)
* Gunner (+2 at least..)

Sovereign Court 4/5 5/5 ** Venture-Agent, Ohio—Columbus

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Ok, so after this gencon, I realize we have pins... lots and lots of pins. 8 for Pathfinder Society and 5 for Starfinder Society - for factions alone.

Does anyone have a logically way to store/display these? Most of the solutions I see involve corkboards but that's not the best for going to game stores/conventions -- most of the 'badge holders' or lanyards have the they can fall off a lot issues. This seems more than reasonable to add to a dice bag - thus looking for suggestions.

Dataphiles

1 person marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Player Name/Alias: Betty
Character Name: Kima Taligos
Character Level: 2 once we finish up
Organized Play # / Character #: 95342-701
Perception Modifier: +11
Initiative Modifier: +1
What is your favorite color: Me: Purple - Kima: Gold lots of tinkly little gold coins:-P
What is your quest Day Job (if any) Roll: Profession (banker) +7

Mike I have the Level 2 version underneath the current one so you can see it till we switch over. (and I'm not rushed leveling)

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Hello! Looks like I'm here to patch people up again, and with more targets this time.

Dataphiles

2 people marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

"Should hopefully be an interesting challenge moving through like a leaf on the wind."

Encourage: 1d20 + 4 ⇒ (4) + 4 = 8

Dataphiles

2 people marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Helm
Role: Captain
Action: "Dem Bones can't keep on flying forever, eventually they will break and shatter." assisting pilot

Captain:

Encourage: 1d20 + 4 ⇒ (11) + 4 = 15

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Helm
Role: Captain
Action: "We can do this, surely we can move faster than that pile of old bones." Kima will encourage the pilot.

Captain:

Encourage: 1d20 + 4 ⇒ (20) + 4 = 24

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Gunnery
Role: Captain
Action: Encourage to Kitul "We should be able to get the opening shot in and make them feel it in their bones."

Rolls:

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Encourage: 1d20 + 4 ⇒ (9) + 4 = 13

Dataphiles

1 person marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

This is the don't mind me thing. As our illustrious GM can tell you I'm a big Fluff Settings junkie and make things that reflect a lot of the neat stuff they give us to work with.

Ok a lot more in PF then SF but it's still there and fun!

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Player Name/Alias: Betty / Incendiaeternus
Character Name: Kima Taligos
Character Level: 1
Organized Play # / Character #: 95342-701
Perception Modifier: +6
Initiative Modifier: +1
What is your favorite color: purple
What is your quest Day Job (if any) Roll: n/a

Dataphiles

1 person marked this as a favorite.
Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none
Sigma Mu wrote:

This was going to be our 10th year in a row, but after moving and adjusting our lifestyle accordingly, we don't quite have the $$ we would normally drop (we ussually go to town @ gencon). Hopefully next year.

We've been considering switching from gencon to origins though. Haven't arrived at a conclusion however.

I'm local here to Origin's but still looking at next year getting a room on site so I don't have to worry too much about back and forth.

Room wise - its a lot easier and cheaper to get a room for Origin's than GenCon. We don't have the mall attached but your right in the heart of the Arena District in the off season so there are tons of food options in walking distance (by distance I'd say the most your walking is two blocks - less than the distance between Paizo land and Scotty's)

The last few years I've driven down, it hasn't been horrible, parking is about 12-15 depending on your garage per day. The only thing if your off site, get here early. Parking does indeed fill up, and every year we share the same 4-5 blocks with the Pride Parade so that fills in starting about 9am on those days.

It's a much smaller vendors space but a lot of heart felt guys and a lot more demos than I see at GenCon. It used to be that Origin's was "the Board Game Con" over the last few years doing both Origin's and GenCon - it's been shifting to GenCon for not only pen and paper but board games as well. Is sad but it is what it is. This year we've seen the resurgence of return of some vendors but not all of them. We haven't seen chessex in years, but Reaper has returned and a few others. The other odd thing about Origins vs GenCon is that some of your vendors will be interspersed with the gaming halls. Reaper, Malifaux, and others are where their demos take place. Same with Gale Force 9 and a few others.

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Crosses fingers!

Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Fort: 1d20 + 4 ⇒ (19) + 4 = 23
Fort: 1d20 + 4 ⇒ (20) + 4 = 24

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Kima will cheer as the damage goes through the ship before her. Being her first time in ship combat will look over at the loud Vesk in Julakesh. "This is how shooting thing works why for the other gun only make little scratches.?" who is obviously teasing.

crit: 1d100 ⇒ 46
4: 1d4 ⇒ 2

Dataphiles

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Female Lashunta (Damaya), Mystic-Empath (Priest) /2 | SP: 12/12 HP: 16/16 RP: 4/4 | EAC: 12 KAC: 13 | F:+0 R:+1 W:+6 | Init +1 | Perc: +11, SM: +9 | Speed 30ft |
Tracked Resources:
| Sp Lv 1- 3/3 | Lashunta: DT: 1/1 | Re-roll 1/1
| Active Conditions: none

Phase: Gunnery
Role: Gunner
Action: If our ship engages then attacks which ever ship is closest to being attacked as necessary. Will not attack if other ship becomes defenseless.

Rolls:

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Gunner: 1d20 + 2 ⇒ (10) + 2 = 12
Gunner: 1d20 + 2 ⇒ (5) + 2 = 7
Gunner: 1d20 + 2 ⇒ (11) + 2 = 13
Gunner: 1d20 + 2 ⇒ (14) + 2 = 16
Gunner: 1d20 + 2 ⇒ (14) + 2 = 16
Hopefully don't need more than 5 rounds of rolls.

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