Goblin

*Kell*'s page

49 posts. Organized Play character for Vrog Skyreaver.


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Scratch that, I accidentally posted my starfinder character (not that a Ysoki soldier wouldn't be fun). it's 26225-1501


Kell uses his Druidic magic to close the Pathfinder's wounds.

Heal: 1d8 + 4 ⇒ (8) + 4 = 12


So, scratch bard: I just realized we'll need a front liner, so I'll go with either a fighter or a paladin.


Let's just use the normal rules and that way everyone can still play!

EDIT: Posted from my main alias instead of my alt.


Fort Save: 1d20 + 4 ⇒ (6) + 4 = 10

Kell will call down lightning on Yellow.

Tempest Surge. Dc 15 Ref save: 1d10 ⇒ 1 Electrical damage. Save/crit: half/no damage; fail/crit: full damage and sluggish 1\double damage and sluggish 2 (both for 1 round).


Given that I've been GMing a decent amount of 2e locally, I am down to play some more.

As a reminder when we are finished, don't forget to take a moment and fill out the survey, so that your voice can matter!

As far as 5th level characters go, I'm going to switch to a Bard, which has become easily my favorite class in the game.


Kell will move to where he can see both Yellow and Blue and Electric Arc them both.

DC 15 Ref save: 1d6 ⇒ 2 save/crit save is half/no damage; fail/crit fail is full/double damage.


Boon!: 1d20 ⇒ 4

As far as GMing goes, I was planning on running the third one, but if need be I can run the 2nd one instead.


Searching mode.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


That's going to happen regardless Mr. Wrinkleface.


The only thing that remotely uses taking 10 is the Assurance skill feat, and it just gets you a flat value to your result.


Choosing to focus on the threat, Kell snaps his fingers and lightning smashes into the Skeleton.

dc 15 ref save or take: 1d10 ⇒ 4 Lightning damage. success and crit success are half and no damage, respectively, and failure is full damage and sluggish 1 for a round; crit fail is double damage and sluggish 2 for a round


"So, he's not alone in there."


Survival: 1d20 + 5 ⇒ (12) + 5 = 17 Assuming that is good enough:

Kell points out the edge of the hazard to the rest of the group and then moves to help out the Goblin.


Sorry I'm not faster Wrinkleface!


Kell will be in Search mode, looking for traps.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Athletics: 1d20 ⇒ 18 Per my ancestry feat, that counts as a crit.


Kell takes a moment to look over the evidence.

Medicine (Untrained): 1d20 + 1 ⇒ (20) + 1 = 21

"Some sort of undead creature with hair was hit by this club."

Religion (Untrained): 1d20 + 1 ⇒ (20) + 1 = 21

"This is a holy symbol of Milani, the goddess of uprisings and hope. A lot of slaves pray to her."

Nature (Trained): 1d20 + 5 ⇒ (8) + 5 = 13

"So those insects are drawn to corpses. Someone probably died around here."

Religion (Untrained): 1d20 + 1 ⇒ (14) + 1 = 15

"Those moths are sacred to Urgathoa. goddess of undeath. No one in their right mind prays to her."

Medicine (Untrained): 1d20 + 1 ⇒ (1) + 1 = 2

"I'm not completely sure what killed him, but I'm guessing it had something to do with undead."


Kell attempts to command the swarm of bats.

Nature DC 12 first action: 1d20 + 7 ⇒ (1) + 7 = 8

Kell quickly finds that there are too many voices to control; Instead of continuing to try and stop them, Kell hits the swarm with lightning.

Tempest Surge.

Ref Save DC 15: 1d10 ⇒ 6 success is 1/2 damage, crit success is no damage, fail is full damage and sluggish 1 for a round, and crit fail is double damage and sluggish 2 for a round.


BTW, in case anyone missed it, they dropped 1.4 updates this week (I want to say Monday). You can find the link for it here.


I'm fine with whichever you would find more interesting Loremaster.


Kell will begin balancing up the stairs, his light weight and knowledge of the insect kingdom help to prevent him from falling.

Acrobatics: 1d20 + 5 ⇒ (7) + 5 = 12

Making it to the top of the stairs, he turns around and checks on the progress of the others.


Untrained proficiency dropped to level -4, and they changed death saves and skill DCs.

Some of the other changes that are interesting are:

The medicine skill got a boost, allowing you to heal up to 6 people with a success after 10 minutes an amount equal to their levelxtheir con mod, or your level, whichever is higher...

Rogues aren't just stuck taking dex to damage anymore (they have three different options that occupy the same design space...

Sorcerers don't have to take their advanced and greater bloodline powers, but instead get class feat slots they can buy them with...

Alchemist infused elixirs don't cost anyone resonance anymore: you or the person drinking them...

Monks get simple weapons now, so they can use ranged weapons...

Rangers lose double slice, but gain a couple of different feat options...

Fighters continue to be perfect, and thus need no change.


Kell keeps quiet, but does an admirable job of guiding the group towards the manor.


Nature on Termites: 1d20 + 5 ⇒ (10) + 5 = 15

Nature on Bats: 1d20 + 5 ⇒ (14) + 5 = 19

Once the group has left the Frog's Tongue, Kell will share what he knows about both types of vermin.


Kell once again withdraws into his shell, only offering words if specifically called on.

When the rats come spilling out, Kell will draw upon his connection to nature and examine a few of them.

I want to roll Nature to see if there are any clues as to what/who might be driving them out of the sewers.

Nature: 1d20 + 5 ⇒ (4) + 5 = 9


"Well, that was disgusting. Thankfully it's over." says Kell.


As the one Kobold dives into the muck, Kell creates a stormcloud indoors, which then shoots out lightning at him.

DC 15 Ref Save vs Tempest Surge: 1d10 ⇒ 10 Results depend on his save: success is half, crit success is no damage, fail is damage and sluggish 1 for a round, and crit fail is double damage and sluggish 2 for a round.


Kell will cast Electric Arc targeting the two in front of him.

DC 15 Ref save: 1d6 ⇒ 1

Success=Half Damage; Crit Success=no Damage; Fail=Full Damage; Crit Fail=Double Damage.


sorry, I didn't see any updates here, so I didn't post. I'll avoid that in the future.

Kell creeps up, trying to get into position on the Kobolds.

Stealth: 1d20 + 2 ⇒ (18) + 2 = 20


That's a valid point Loremaster. I went ahead and updated my perception on my tagline with the training level.


I'll be seeking again, since it worked out well previously.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Kell takes mental notes, but he's not sure about the disabling traps part. Finding, however, he should be quite good at. He does not, however, ask any questions. Asking questions is not Kell's way. As a former slave, he knows that asking questions can get you beaten.

During the trek towards the ambush, Kell will walk slower and keep an eye out for traps.

Perception (initiative): 1d20 + 5 ⇒ (9) + 5 = 14
Perception (Seek): 1d20 + 5 ⇒ (18) + 5 = 23


Someone else should take it. I have spells.

Speaking of which, did we rest in between the ending briefing and then beginning of our trip into the sewers?

Earlier:

As the bandit runs off, Kell turns to one of the other downed men and calls down lightning on him, ensuring his demise. As he does so, he says to no one in particular "Nature demands balance in all things."

Now:

As the new members are introduced, Kell nods to each one in the manner of someone nodding to a respected colleage.

When the mission is explained, Kell exclaims "I thought Kobolds living in the sewers were an urban myth!"


Kell will cast Heal on one of the downed enemies, to allow the others to question him.


"What sort of choices lead you to this point, I wonder." posits Kell as the first man stabs at him, and Kell's dodge puts him right into the path of the second man's blade.

Turning to the man who stabbed him, Kell calls down a bolt of lightning on him. Spending one SP on Tempest Surge.

Reflex Save DC 15: 1d10 ⇒ 8 Effects will depend on the results of the save (see page 264)


Not sure where we were starting, but I have uploaded my icon to the map.


Aiding is a bit different. The base DC is 15 (although the GM can make it 10, for really easy tasks, or 20, for really hard ones). There is are results for crit success through crit failure. You can read all about it on page 307 of the book.

DIplomacy: 1d20 ⇒ 15

That'll give you a +2 bonus Amberly.


"How many of your little friends are coming for us?" asked Kell, saying more than he had in the last few hours.


Kell nods at Snips and then follows him.

Ya, Silver Pieces. I keep forgetting that SP are the standard of early currency, not GP.


Again without comment, Kell counts out 5 gp and sets them on the counter.


Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Kell doesn't comment, but instead just observes how the group interrogates the barber and her assistant.


Kell doesn't really feel comfortable talking to people, mostly because they smelled funny. Instead, he does the best thing he can in this situation: he stays out of the way.


"Let's be about it then."


"Do you know what part of the city these Barbers operate in?"


The halfling's entrance was signaled by a slight stirring of the wind, which seemed to come from nowhere and everywhere.

Entering the room, he nodded to both the Dwarf and the Gnome and said "Hola. A pleasure to meet you all. My name is Kell, and I speak for the storm. As one of those freed recently, I am more than glad to do my part to help my fellow former slaves."


...---...


I have it in there. I just didn't get it put in the tagline cause I decided to go take a nap instead =P


Okay, I have my alt built.