Stygian Slayer

Kevin "Drizz'n" Marshall's page

100 posts. Organized Play character for Fiasko.


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Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness
Ebonwolf Metalbender wrote:
Kevin "Drizz'n" Marshall wrote:
Thanks! Dirch and I have been reading the books IRL. I'm on the 5th one now. They're so good!

That would be Streams of Silver right?

Yes! I only just started it. The Crystal Shard was great. But I liked the books when he was younger a lot too. That family was so terrible. I could easily imagine a Game of Thrones style TV show based on the drow!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Thanks! Dirch and I have been reading the books IRL. I'm on the 5th one now. They're so good!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

I think that was actually his day job roll. Job Check (accounting)

Also, Drizz'n is stoked that someone is willing to fill out his 1049 form for him!(Whatever that is...) Because no one has ever looked cool filling out paperwork.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

That was a fun one! Thanks all, and thanks DM Khel for running! Now to get a chocolate pudding cup.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

"Gloom upon everyone!" Drizz'n yells, before realizing there are no more enemy targets. Disappointed he lowers himself to the floor.

"Sorry about it, but this did not look like a fun party anyways. Unless you're into rocks or something. Whatever, I don't know."

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Thinking Jathune is taken care of, what with being confused, and weakened, and his party being insulted, Drizz'n will ready to throw a concentrated gloom at the cat when it appears.

Readied Gloom!:
Gloom!: 1d20 + 10 ⇒ (11) + 10 = 21 VS touch AC
Gloom damage: 4d6 + 6 ⇒ (4, 1, 1, 1) + 6 = 13 +3 [+50%] = 16 cold DMG

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz'n flies over to the ridge and tosses a concentrated gloom at Jathune! Drizz'n wll be 10' up.

"Raining gloom upon this party!"

Gloom!: 1d20 + 10 ⇒ (18) + 10 = 28 VS touch AC
Gloom damage: 4d6 + 6 ⇒ (1, 1, 1, 4) + 6 = 13 +3 (+50%) = 19 cold dmg

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

What knowledge check would it be to identify the stone cheetah? And how high up is the ceiling, particularly the ceiling above Jathune?

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

"Ouch! We're trying to liberate you, you know!"

Reflex save!: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13

Drizz'n takes full damage from the fireball.

Drizz'n takes out an extract of fly and downs it.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

"Good one," Drizz'n says as he steps up and lobs a debilitating gloom at Jathune. "Sorry if we're bring the party down!"

Debilitating Gloom!:
Debilitating Gloom A creature struck by the gloom must make a successful Fortitude save or take a penalty to its Strength equal to 1d4 + 1 per 2 alchemist levels (maximum of 1d4+5) for 1 round per alchemist level. A target's Strength score cannot drop below 1. This penalty does not stack with itself. An alchemist must be at least 6th level before selecting this discovery.

Debilitating Gloom!: 1d20 + 10 ⇒ (5) + 10 = 15 vs touch AC Is Jathune flatfooted?

Gloom damage: 4d6 + 6 ⇒ (4, 4, 1, 3) + 6 = 18 Cold

DC 19 Fortitude save or take 1d4 + 3 ⇒ (4) + 3 = 7 Strength Penalty for 6 rounds.

Green bandit and Pamari take 8 splash damage or DC 19 reflex for half.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22

”It’s not that we think you’re bad or anything, right Zirt. I mean, who am I to judge? I’d probably think you were cool if I knew you.”

bluff: 1d20 + 3 ⇒ (1) + 3 = 4

”Is this how people party in Crystalmaw?” Drizz’n asks. ”I mean, whatever.”

Drizz’n double moves

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Can the Warpriest use the scroll? Drizz’n will drink an extract of Heightened Awareness and Barkskin before the encounter with Jathune.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Cool, that’s a relief to know. And thanks Ebonwolf! I’ll mark those charges off Drizz’n’s wand. Are we going to explore the shaft before we leave? Also, Drizz’n has a +11 Disable Device so he’d be happy to use the spider.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Phew! Should we pour this cure serious down Ebonwolf's throat? Can anyone heal aside from Ebonwolf? Drizz'n has a CLW wand. He's going to need 40 HP of healing himself. Also, can we wind up the other clockwork xorn, so that we have 2 on our team?

Drizz'n tries to hid his excitement over the clockwork xorn, saying, "So far, the coolest thing about this god is that no one knows about her."

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

"Oh no!" Seeing Ebonwolf collapse, Drizz'n throws a concentrated gloom at the remaining construct. "I've had it with these things!"

Gloom!: 1d20 + 10 ⇒ (15) + 10 = 25 VS touch AC
Gloom damage: 4d6 + 6 ⇒ (5, 5, 6, 2) + 6 = 24 Cold +12 (+50%) = 36 DMG

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Not wanting to hurt Ebonwolf, Drizz’n throws a concentrated gloom at the remaining robo-xorn.
Gloom!: 1d20 + 10 ⇒ (16) + 10 = 26 VS touch AC
Gloom damage: 4d6 + 6 ⇒ (4, 6, 4, 4) + 6 = 24 Cold +12 (+50%) = 36 damage

”Anytime now on that controller thing!”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Not liking a clockwork Xorn in his face, Drizz’n steps back and throws a

Rime-bound gloom:
Rime-Bound Gloom (Su) The gloom creates an area of freezing shadow in its splash radius that deals 2d6 points of cold damage to all creatures in the area each turn. This effect lasts 1 round for every 2 alchemist levels. An alchemist must be at least 6th level to select this discovery.
at the green Mecha-Xorn.

Gloom!: 1d20 + 10 ⇒ (12) + 10 = 22 VS touch AC
Gloom damage: 4d6 + 6 ⇒ (2, 6, 6, 3) + 6 = 23 Cold
Frozen shadow damage: 2d6 ⇒ (5, 2) = 7

The blue Xorn will also take damage from the frozen shadow (Should I roll it separately?) and take 8 splash damage or a DC 19 reflex save for half the splash.

”Hurry up with that thing Grave Treader!” He’s totally losing respect!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n sighs in disappointment that someone with a name as cool as Grave Treader could make such an amature mistake.

”Do your thing,” he says to her. ”We’ll keep the constructs busy!”

He moves up and throws a

Mucilaginous Gloom:
Mucilaginous Gloom (Su) The gloom leaves a chilly gray residue that turns each square in its splash radius into difficult terrain. This effect lasts for a number of rounds equal to the alchemist's level.
at the center construct.

”Try moving through that!”

Gloom!: 1d20 + 10 ⇒ (9) + 10 = 19 VS touch AC
Gloom damage: 4d6 + 6 ⇒ (2, 3, 4, 5) + 6 = 20 Cold

Might be a little tricky as the gloom will drip down the sides of the cylinder, assuming it hits, but that seems even more dramatic!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n is curious about this lab, so he’d be down for exploring the shaft and winch. He doesn’t have the skills to help in putting the parts together, but would be impressed if someone else could.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness
Rikimaru-Kasuya wrote:


...we had to draw the gate to open, and walk through the drawing.

That would be AMAZING! I think we need to figure out how does up and down = clockwise/counterclockwise.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Hmm... If not left/right, then I don't know. Front/back? Flat/Pointy? Does it have to do with the way a god might view it, looking from above? Anyone else have an idea?

Drizz'n scratches his chin, confused.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Why didn’t I get called sir? Drizz’n wonders.

Are the arrows pointing up and down or left and right? Did we try turning the dials left and right in the order on the floor? If not Drizz’n will suggest it and call them out accordingly, keeping in mind that gold moves in the opposite direction.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz'n, who until now has been taking notes in his journal, mostly for ideas on how to improve his own lab back home, says: "Rikimaru is right. It looks like the pattern on the floor tells us in what order and in which direction to turn the dials. I can read them off if you guys can turn them."

Disable Device: 1d20 + 11 + 1d6 ⇒ (10) + 11 + (2) = 23

"Too bad I can't quite get this panel working though," he says, poking around at the gears inside.

Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Perception: 1d20 + 16 ⇒ (15) + 16 = 31

Was at a meat-space game all day yesterday (Sanctum of the Sages. So epic!), for the first time in over a month! Felt great!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Can anyone detect for magic or traps?

Seeing Mordenaar head for the stairs, Drizz’n cautions, “I think we should be careful here. This seems like the kind of place that could be trapped. I mean, if I had a lab like this I’d fill it with traps...”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz'n drinks his Inspiring Cognatogen, and an extract of Heightened Awareness.

"Woah," Drizz'n exclaims as the party steps inside. But he tries to quickly calm himself before anyone can notice his enthusiasm. "I mean, it looks interesting for a bunch of old stuff."

Kn: Arcana: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17

"The servants in those etchings are some sort of constructs."

Perception: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 So close!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Just to make sure I understand. For now, we're sneaking out of the camp and then we're resting. Then we're going to the temple. So, we're not fighting Jathune and overthrowing the leadership of the bandit camp yet. But that's on the agenda at some point too. Right?

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Some background context on the Opaline Vault for players who might not know: Opaline Vault

And that wiki is just generally good for lore and info!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

”Greetings and well met, Grave Treader. I’m the Gloomslinger.”

Drizz’n pauses for dramatic effect. And then pauses again because he doesn’t immediately know what else to say. And then:

”I mean, that’s just what some people call me. You can call me Drizz’n. It’s not a big deal. We’re happy to help, I’m sure, but what Is this clockwork cypher all about?”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

”That’s right,” Drizz’n says. ”I’m sure we can work something out here. And it’d be terrible to waste such a perfectly good pudding.”
Diplomacy: 1d20 + 1 ⇒ (14) + 1 = 15 Drizz’n will aid! I hope...

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Sadly Drizz’n doesn’t speak Terran either, so he can’t assist. Can anyone else chime in?

The bridge looks to be 20 feet long. Rikimaru, do you know how to find the maps? There’s a link to the google docs under the GM’s name that says Crystalmaw.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n, whose attention is mostly taken by the crystal filled chamber, says: ”It’d be a shame to waste resources on a fight if we didn’t need to. I can only make so much gloom in one day. I’m not a gloom machine. Plus, explore, report, cooperate, right? I mean, I could totally take these guys on if we really had to. Four bored Oreads? That’s like, whatever. But sure, let’s try talking to them first.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n has 5 level 1 extracts a day, so he can have Endure Elements up, and would if the conditions were bad enough.

Reflex Save: 1d20 + 8 + 2 + 2 ⇒ (13) + 8 + 2 + 2 = 25

Drizz’n is relieved as gravity returns to normal. With the help of his extracts, he manages to avoid the hazards of Crystalmaw Pass while taking in the strange sights.

”This is must be the battlefield the Master of Spells told us about. We should be on the alert for bandits.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

”And I’m Drizz’n Gloomslinger,” Drizz’n says to Rokgranchrnrk. ”Glad you liked those gems. Have you see any bandits around here or know anything about them?”

Turning to Ebonwolf he asks, ”How did you get a Terran name? Not that I’m saying I want one or anything, I’m just curious, you know, whatever. It’s not a big deal.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n looks on in fascination, having never seen the dead speak before. He takes copious notes in his journal on a new page titled: Things I Heard Dead People Say.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

”It would be good to know who attacked them and why.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n takes the chest from the xorn and says, ”Let me see what I can do to get those gems for you.”

He pulls out his masterwork thieves tools and fiddles with the lock while he talks.

”Trust me, I know what it’s like to be a misfit, to feel weird and misunderstood around everyone else, unappreciated for all the unique things you do, while they’re off fitting in and being normal and whatever.”

Disable Device: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 Actually, can I take 20?

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

perception: 1d20 + 16 ⇒ (19) + 16 = 35

Drizz’n takes a good look at the wagons. ”Hmm..The caravan was definitely attacked by humanoids. And it looks like most of the valuables were taken.”

”If someone can convince our friend to let go of that chest, I can try to pick the lock.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Fortitude save: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 Ugh

Drizz’n, who never had the best posture to begin with, slumps even further under the heavy gravity of Lodehollow. There’s got to be a joke in here somewhere about how his load does not feel hollow.

On seeing the Xorn, Drizz’n says under his breath: ”That dwarf wasn’t wrong, was he? Remember, they only look weird.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Without giving too much away, I thought this summary of season 8 might be useful to our newer players.

SEASON 8: YEAR OF THE STOLEN STORM:

During a daring venture onto a passing asteroid, the Pathfinder Society recovered the legendary Untouchable Opal. The Opal has served as the prison for the demigod Ranginori, the good-aligned elemental lord of air, for millennia. This acquisition inspired the Pathfinder Society to research a means to crack open the artifact and set Ranginori free.

The Society soon learned that destroying the Opal would require powerful samples of earth, fire, and water that were pure enough to evoke the element's fundamental nature, and agents traveled to the elemental planes in search of allies and leads on where they could find such samples.

During their extraplanar journey, the Society came into conflict with the Concordance of Elements, an organization devoted to balance among the four elements.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Seeing Mordenaar test his footwork, Drizz’n tests his own gravity by trying to jump up and down. He then opens his shirt a bit, flexes his muscles, and what appears to be a strange tumorous growth bursts to life on six legs, with snapping pinchers and a spiked tail. It skitters, with some effort, out of Drizzen's clothes and onto his shoulders.

”This is Prick. I made him when I was practicing my fleshwarping. It’s a thing Drow do in the Darklands. You probably wouldn’t understand.” Satisfied that Prick is okay, Drizz’n presses Prick back into his skin and closes his cape.

You may have heard from gossip around the grand lodge that Kevin thought he'd given himself just a regular tumor until the thing sprouted legs and started walking. Then he felt better.

”This might be a difficult trip if we can’t get free of this strong gravity somehow.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Kn: Local: 1d20 + 11 ⇒ (20) + 11 = 31

Drizzn’n, always interested in the latest news, speaks to a drunken dwarf miner and an Obsidian Fist mercenary.

”The dwarf suggested we consider options other than fighting when we’re dealing with the locals. He didn’t say why though or suggest what those other options might be. He used the xorns as an example, if you know what xorns are. Apparently they’re aggressive when defending their gems. And they’re weird looking. I said this dwarf was drunk, right? And the mercenary warned of extreme heat and lava flows along the border to the Plane of Fire, but that seems obvious.”

Kn: Local: 1d20 + 11 ⇒ (3) + 11 = 14 Sadly, Drizz’n doesn’t know much about the Plane of Earth. It is his first time here after all.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Drizz’n cringes as Westyr calls him by his surface name. ”Good evening, Master of Spells. So, Graves Treader, there’s got to be some kind of meaning to that name, right? Like Gloomslinger? Or Shadowson, that’s another good one. Does she actually, you know, tread graves? Is that a thing she does?”

He looks to the necromancer and adds: ”Not that there’s anything wrong with that kind of work. I’m just asking.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Player: Doug Henderson
Character: Kevin “Drizz’n” Marshall
PFS #[:/b]51995-13
[b]Faction:
Grand Lodge
Advancement:Normal
Day Job :Craft: Alchemy: 1d20 + 19 ⇒ (6) + 19 = 25
Notes: Drizz’n’s glooms can provide some battlefield control through slows, damage over time AOEs, and raising and lowering light levels. His Inspiring Cognatogen gives him bonuses on skill checks and knowledge rolls. But he is so not a good face for the party lol

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

A scrappy half-elf dressed all in black scratches an unshaven chin. His cloak hides various alchemical weapons. Dark rings circle his eyes as he takes in the fantastic scenery and tries to look unimpressed.

”Greetings from the shadows. Some call me the Gloomslinger, but you may call me Drizz’n of the Darklands.”

It’s well known from gossip around the grand lodge that no one calls him the Gloomslinger. He may have just made that name up on the spot. In fact, his real name is Kevin Marshall and he’s a total half-Drow poser.

”As you may already know, I just returned from a secret mission to the Deepmacht, where I put an end to the Aspis Consortium’s activities. So, I’m pretty sure I can help scout out some old forge and find someone handing in a cave along the way. I mean, that’s what this boils down to, right?”

Scanning the party he adds: ”I’m not clear on what the accountant is doing here, but he could come in handy. I mean, whatever.”

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Hi all! Looking forward to another adventure! I’m pretty sure I can commit to at least one post a day, but Chuck (Dirch) and I have a new baby girl (12 days old!) so our posting times may be a bit random. Basically, we’re trying to convert our gaming habit from primarily face-to-face to primarily pbp while the baby is young.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Gloom dot

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Great game. Thanks all!

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

I have played it but not as that agent.

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Kn: Local: 1d20 + 10 ⇒ (15) + 10 = 25
Drizz’n casually explains the gown as though it should be obvious or whatever.

Drizz’n is reluctant to return to the surface but of course he will as it seems like we’re done down here and he’s eager to be praised by Amara Li

Dark Archive

NG Half-Elf Inspired Gloom Chymist 7 | HP 25/45 | AC 23 T 15 FF 19 | CMB +5, CMD 18 | F: +8, R: +9, W: +4 | Init: +8 | Perc: +16, SM: +3 | Speed 30ft | Ranged: Gloom +10 4d6+6 10/11/day , Melee: +5 Sickle/Club 1d6 | Extracts: 1st 4/5, 2nd 3/4 3rd 0/1| Active conditions: Barkskin +3, Heightened Awareness

Kn: Local: 1d20 + 10 ⇒ (14) + 10 = 24
Kn: Local: 1d20 + 10 ⇒ (18) + 10 = 28
Kn: Local: 1d20 + 10 ⇒ (15) + 10 = 25

Drizz’n studies the map and the sketches. ”That’s the interior of Hinojai. Looks like they’re targeting the Lantern Lodge and the Hao Jin tapestry for some reason.”

He rolls his eyes when he sees the letter is from A. X. Darius. “He’s the public face for the Aspis Consortium. What a tool.”

And then with another eye roll he scoffs at the gold badge. “Another fake, obviously. Tseka,” he shakes his head in feigned disappointment. ”It’s so sad when you see someone trying to be something they’re not.”

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