Miyaro

Kon Kon's page

141 posts. Organized Play character for TomG.


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Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Chronicle received, thanks!

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Thanks, Zinou! I had a great bit of fun. This was a long, but fun scenario.

Still not convinced about playing a rogue, but that's not a GM problem, it's a player problem.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24

Kon Kon dances past her companions, and around the Aspis blocking the door. She slashes a dagger at the agent flanking Rumble.
@Red
dagger: 1d20 + 6 ⇒ (8) + 6 = 14
dmg: 1d4 ⇒ 3

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

One thing I'm a bit surprised at is neither this table nor the one I'm running used detect magic as part of their search. That might have focused the puzzle a bit.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon draws her daggers and steps forward.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Well, I think I'd be frustrated with it at a table, too. Personally, I think it's a puzzle that needs more hints. (You're also not helped by having three GMs playing at the table, so you have fewer people to brainstorm.)

So, yes, while I think it's a bit harder in PbP (especially without being able to get subtle hot|cold hints from the GM's face), I blame the scenario as much as the format.

If it helps, most other tables are in the same place. This is normal.

Lastly, there is a good reason for the break in the action ... enjoy it!

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon watches the antics, amused, but not knowing how to best contribute.
Getting close!

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon looks over at Saleem and shrugs. She wishes she had something she could add.

Sorry, I'm GM-ing this too.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon goes up to room 8 and knocks. If there is no answer, she steps inside to search.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Well, we may as well be systematic about it.

"Shall we start on the reft, and go crockwise?

Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Archery is probably her best bet here. Kon Kon pulls out her shortbow, and releases an arrow at the nearest foe.
Shortbow: 1d20 + 5 ⇒ (4) + 5 = 9 Bah.
dmg: 1d6 ⇒ 5
+sneak, if flat-footed: 1d6 ⇒ 4

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon inches forward and hesitates while waiting for a flank. When someone steps to a flanking position, she attacks.
dagger+flank+IC: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
dmg+IC: 1d4 + 1d6 + 1 ⇒ (1) + (3) + 1 = 5

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon circles around to avoid the creature's reach, then steps in for an attack.
dagger+IC: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
dmg+IC: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

"Thanks, Saleem"

Kon Kon also has a wand of CLW, that she's happy to share if someone is skilled in using it.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

It *is* a nasty hard fight for a T1. Almost killed a character at a different T1 table. This encounter needs a strong magic approach, not a melee one..

"Saleem! Stop playing with your cousin and light these vermin on fire!"

We can put the fire out, *if* we survive.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon hurries over to the figure fighting Nerfwin.
Dagger+flank: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
dmg: 1d4 + 1d6 ⇒ (4) + (5) = 9

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Grateful for Rumble's flank, Kon Kon steps up and presses the attack.
Dagger1 + flank: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
dmg: 1d4 + 1d6 ⇒ (1) + (3) = 4
Dagger2+flank: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
dmg: 1d4 + 1d6 ⇒ (1) + (5) = 6
bite+flank: 1d20 + 5 - 5 + 2 ⇒ (11) + 5 - 5 + 2 = 13
dmg: 1d4 + 1d6 ⇒ (1) + (2) = 3

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon takes advantage of Rumble's flank. It seems she has little choice but to continue fighting.
Dagger1 + flank: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
dmg: 1d4 + 1d6 ⇒ (3) + (5) = 8
Dagger2+flank: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
dmg: 1d4 + 1d6 ⇒ (4) + (5) = 9
bite+flank: 1d20 + 5 - 5 + 2 ⇒ (6) + 5 - 5 + 2 = 8
dmg: 1d4 + 1d6 ⇒ (4) + (1) = 5

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Dagger1 + flank: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
dmg: 1d4 + 1d6 ⇒ (2) + (2) = 4
Dagger2+flank: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
dmg: 1d4 + 1d6 ⇒ (3) + (4) = 7
bite+flank: 1d20 + 5 - 5 + 2 ⇒ (16) + 5 - 5 + 2 = 18
dmg: 1d4 + 1d6 ⇒ (2) + (3) = 5

Kon Kon steps in to the villain Jazmine engaged, and releases a flurry of strikes. Unfortunately, she seems to have lost her momentum.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon waits to see what her companions do, so she can make the best tactical choice.

Rogue needs flankers, people!

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon drops her shortbow, and moves forward, pulling her daggers.

dagger: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 1d4 ⇒ 2

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon pulls out her shortbow, and looses an arrow at the Aspis invader directly in front of her.

shortbow vs flatfooted: 1d20 + 5 ⇒ (18) + 5 = 23
dmg+sneak: 1d6 + 1d6 ⇒ (5) + (4) = 9

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Know(local): 1d20 + 7 ⇒ (7) + 7 = 14

Kon Kon knows enough ... "Remember girl, this is an embassy. Stall for as long as can, then remind the guards they can't come in without a warrant signed by Lord Gyr. It's the law, and they should know it. That buy us even more time."

Diplomacy(aid): 1d20 + 1 ⇒ (9) + 1 = 10

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon growls, her hackles raised. Not every interpersonal problem is solved with a smile. Sometimes a show of force is better. But since her friends are smiling, she tries as well. It isn't pretty. Or believable.

Diplomancy(aid): 1d20 + 1 ⇒ (4) + 1 = 5

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon looks up in time to see the tower break free and float up. "This is damage can be caused if you no help."

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Bluff(aid): 1d20 + 6 ⇒ (13) + 6 = 19

Bluffing is a bit more in Kon Kon's wheelhouse than diplomacy. "I never thought I say this, but Ifrit is collect. In Tian Xia there be gleat story of time when captain sent orders through stable boy and saved lodge. And city."

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon smiles. Some of her more gregarious companions might say something irritatingly chipper like "Buck up, ol' chap!" but that's not her style. She's a bit more reserved.

"Be cheerful. The gods and nature fight on our side when we are in the right. We are Pathfinders, and we will be victorious."

Diplomacy (aid): 1d20 + 1 ⇒ (7) + 1 = 8

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon circles around the back side into a flanking position.
Double move, does not go through threatened spaces, assuming 5' reach.

Honestly, she muses, Why is it these Pathfinders always seem to hit first and ask questions later?

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

East or West? Yes, one of those!

Kon Kon follows the first person to suggest a direction.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon takes a step south, and motions for Quillian to do the same. to move into a flanking position. When he does, she unleashes a barrage of attacks.

MW dagger1, TWF+flank: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
dmg: 1d4 + 1d6 ⇒ (1) + (4) = 5
MW dagger2, TWF+flank: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
dmg: 1d4 + 1d6 ⇒ (2) + (5) = 7
bite, secondary +flank: 1d20 + 5 - 5 + 2 ⇒ (20) + 5 - 5 + 2 = 22
dmg: 1d4 + 1d6 ⇒ (2) + (4) = 6

CONFIRM bite, secondary +flank: 1d20 + 5 - 5 + 2 ⇒ (12) + 5 - 5 + 2 = 14
dmg: 1d4 ⇒ 1

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Sensing she won't have an opportunity for flanking, Kon Kon steps closer to the remaining enemy, and releases a flurry of attacks.

MW dagger1, TWF: 1d20 + 4 ⇒ (18) + 4 = 22
dmg: 1d4 ⇒ 1
MW dagger2, TWF: 1d20 + 4 ⇒ (15) + 4 = 19
dmg: 1d4 ⇒ 4
bite, secondary: 1d20 + 5 - 5 ⇒ (7) + 5 - 5 = 7
dmg: 1d4 ⇒ 3

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

"I say let sleeping frogs lie. Can you bind it instead? It belongs to the menagerie"

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon hesitates briefly, waiting to see if someone will move into a flanking position (or even better, remove the yellow threat).
Just waiting to move until the others have had the chance to reposition.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

@GM Is Green dead enough to remove from the map?

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
GM Zinou wrote:
You also could make a coup-de-grace :)

Perversely, as long as two of the three attacks hit, a coup de grace is likely to do *less* damage because sneak isn't doubled..

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Will: 1d20 + 1 ⇒ (20) + 1 = 21

Kon Kon works to make sure "not conscious" applies to more of her enemies.
5'step, full attack action vs green.

MW dagger1, TWF, flanked: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
dmg sneak: 1d4 + 1d6 ⇒ (1) + (3) = 4
MW dagger1, TWF, flanked: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
dmg sneak: 1d4 + 1d6 ⇒ (1) + (4) = 5
bit, secondary, flanked: 1d20 + 5 - 5 + 2 ⇒ (17) + 5 - 5 + 2 = 19
dmg sneak: 1d4 + 1d6 ⇒ (2) + (6) = 8

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon takes a slightly circuitous route to avoid their spears as she moves in to a flanking position, drawing her daggers as she goes. Her small blades lash out at the green figure.
dagger+flank: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
dmg: 1d4 + 1d6 ⇒ (2) + (1) = 3

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

"I sure the thing in cage is very bad. Make him not open!"

@GM Thanks for the heads up on constructs. That's one of the changes that slipped past me in the transition from 3.5. I'm glad Pathfinder changed it (and not just b/c I'm playing a rogue).

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Saleem Magmum wrote:
Construct can't be crit if i recall right.

True, but no reason not to roll it unless GM says not to. These constructs had some atypical weaknesses (mind affecting), so other monsters may as well.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon doesn't feel terribly effective in this battle. She'll move around to help her companions, though.

Double move to provide flanking.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon shifts her position slightly (5' step), then readies her full attack for when Rumble (or someone else) steps to help her flank.

Readied attack:

Dagger1 + flanking: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Dmg+sneak: 1d4 + 1d6 ⇒ (3) + (3) = 6
Dagger2 + flanking: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Dmg+sneak: 1d4 + 1d6 ⇒ (1) + (1) = 2

Bite + flanking - secondary: 1d20 + 5 + 2 - 5 ⇒ (3) + 5 + 2 - 5 = 5
Dmg+sneak: 1d4 + 1d6 ⇒ (1) + (5) = 6

CONFIRM Dagger2 + flanking: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
CONFIM extra dmg: 1d4 ⇒ 3

Noticing that I've had the attack rolls too low up to now. I've been using the TWF attack rolls, which are 2 lower (I don't think anything was affected)... These are correct for TWF.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Hey, guys, Rogue here! Only effective if I can get help with the flanking.

Kon Kon tumbles through the space around the statue.

Would she still be able to reach it from the grass below? If so, she tumbles two right and one down to gain flanking (and possible sneak damage). Otherwise she tumbles just two to the right (going around, not through, for lower DC)

Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15

Dagger1 + flanking: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Dmg+sneak: 1d4 + 1d6 ⇒ (1) + (6) = 7
Dagger1 + flanking CONFIRM: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Dmg CONFIRM: 1d4 ⇒ 4
Just subtract flanking and sneak if they don't apply. Let me know which option works, and I'll move the icon.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
GM Zinou wrote:
@Kon Kon: The velociraptor provides no flanking, there's the whole monument in between.

Everything has been moved around since I posted. Kon Kon, the statues, and the velociraptor are all in different positions. Weird.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon hurries up to the monsters, and takes advantage of the flanking offered by the velociraptor. Her daggers slice through the air furiously at the smaller (southernmost) angel.

Dagger1 + flanking: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Dmg+sneak: 1d4 + 1d6 ⇒ (2) + (4) = 6

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon, her daggers at the ready, follows. Behind Rumble.

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Definitely not it:
PbPGameDay4!

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon draws her daggers and prepares for the obviously imminent trouble.
"How we can help?"

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon completed two events, which is more than fine.

Kon Kon wanders, in her kitsune form. It is refreshing to be able to appear as herself, without the odd looks from Inner Sea folk who may be unfamiliar with her kind.

She still struggles with the Taldane language, but mentions to her companions the rumors she overheard. "City council person mad at za Society because of Concrave. He say Pathfinders ahways bring trouble."

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

A bit grumpy about not being able to showcase the skills she prefers, Kon Kon tumbles off to the obstacle course.
Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23

Her performance is ... acceptable, but wouldn't win her a second look back home. Maybe these Inner Sea folk are different.

If she had time afterward, she heads over the Storytelling area, where she tells an old family favorite about a young man who gets stuck at the bottom of the sea, and when he returns to the surgace nearly 100 years have past.
Bluff: 1d20 + 6 ⇒ (9) + 6 = 15

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13
Noravia Starnon wrote:
When Kon Kon arrives, she nods disapprovingly, however. "Young Lady, you might want to stop this behavior. We are all pathfinders indeed, so we shouldn't... visit the personal belongings of other pathfinders."

We seem to have a misunderstanding. You said there were skill games. People were rolling skills. I rolled a skill for a skill game. Seems there are skill contests for everyone but the Rogue?!

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