Alchemist

Loram Azur's page

30 posts. Organized Play character for Blackacre.


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Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Hey, no worries - Dalsine Affair is a good one. I appreciate you keeping me in mind for future games, and hope to see each of you around the boards.

May the dice be with you all...

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Put me down for a probably on the next one - I'm not 100% sure yet if I will have the time, but please keep me in the loop.

As a programming note, if you decide to run the Dalsine Affair I will have to miss out, as I have already played it with another character. Still, don't let that stop you, as that was a great one!

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Thanks to Derek, and to my fellow Pathfinders, for a fun game!

I am number 55700-4, and my email is logangold13 at yahoo.

Thanks again - see you all around!

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram frowns at Contilo as the halfling makes his way up to end the guard.

Was that really necessary? How quickly this one rushes to kill a foe I thought was subdued... Enough! No time for philosophy, Azur. We must question this Ness fellow.

He strides over to the group's captured foes. He is about to reach for the pockets of the one he guesses is Nessian when he stops, takes a step back, and wiggles his fingers in the general direction of the man.

Loram then goes systematically through the pockets of the group's captured foes with his mage hand, looking for the lost codebook.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram steps out from behind Telurion two squares to the left and blasts the remaining warhounder with a flash of color and light!

color spray, DC 14

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram trails behind Telurion, looking for a way to be useful...

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram makes a few gestures, then waits to see what his companions do. By the time Contilo's spell and Belvica's strike take their effect, his Color Spray is no longer needed.

Hm. Well done, fellows.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Once the third guard leaves his post, Loram moves casually out from behind the boulder and moves up to Belvica and Telurion.

Greetings, travelers! I was just passing by and saw this most interesting tower. Have you any idea of its provenance?

He stands with the two front-liners between himself and the tower, engaging them in small talk as he tries to watch the tower without being noticed.

Bluff, if needed: 1d20 + 1 ⇒ (13) + 1 = 14

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Once the initiate takes up the organ's tune, Loram beckons his unseen servant to his side and prepares to make haste.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram hollers at Telurion, They're on both sides of you! and carefully points his right index finger at the operative behind Telurion.

acid orb!: 1d20 + 2 ⇒ (5) + 2 = 7
splash!: 1d3 ⇒ 3

Hmm...I hope that didn't burn the organ too much.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

With the keys continuing to play themselves, Loram fires another corrosive blast, this time at one of the descending operatives.

ranged touch: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d3 ⇒ 3

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

I assume these things are undead, and thus require KN(religion) to identify? If so, did Telurion learn anything? I have Kn(arcana): 1d20 + 7 ⇒ (11) + 7 = 18 and Kn(planes): 1d20 + 8 ⇒ (20) + 8 = 28, but I assume those are not applicable.

While his unseen servant plays a simple, bludgeoning "tune," the Professor tries flinging a blob of acid at one of the remaining Black Echelon warriors (I'll go for the one facing Telurion if it is not already out of commission).

ranged touch attack: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d3 ⇒ 2

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The Professor continues to fiddle with his string and stick. Keep it up, maestro!

GM:
I searched briefly for an answer to the question of whether I need to make a check for the unseen servant, but did not find anything. It does not have stats (other than a Strength of 2 for encumbrance purposes), but I am happy to make an unmodified roll: 1d20 ⇒ 17 if you think that makes sense.

perform(keyboard): 1d20 + 1 ⇒ (11) + 1 = 12

I believe the servant should be able to keep playing, as it "repeats the same activity over and over again if told to do so as long as you remain within range," so I will start shooting in Round 3.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The wizard rubs his chin for a moment, then announces, I have a way to play the keys!

Loram then rushes toward the organ, drawing a string from his pocket, around which is tied a small piece of wood.

Intention here is to have an unseen servant try to play the keys. Since I can only control it within 25 feet, Loram will move just close enough to allow the servant to play the keys.

Correct me if I am wrong, but he should be able to attempt to play three keys a round, since the servant can only do something that requires up to a DC9 skill check. Does this make sense? If not, I will just shoot some bolts or acid orbs at some things.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Oof - family time takes up much of my weekends as well. I will consider what to do about the organ and try to post either tonight or in the morning.

If you need to run my character for me to move things along, Loram will stay on the ground. He can use mage hand, unseen servant, and his raven familiar to try to help play the organ (although I do not have any applicable perform skill either - where's the bard when you need one!). If others have that covered, he will shoot acid orbs at bad things.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram flinches when Contilo opens the box. When it is time to open the boxes, I can do so from a distance, in case there are any traps.

mage hand woot!

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram nods to Contilo and watches him go to work.

What kind of spellcasting practice is that? he thinks to himself.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The Professor furrows his brows and slowly passes his hand in front of the safes. He stops, gives a quizzical look, then turns to Contilo.

Contilo - it seems that I have not prepared my detect magic spell today. Are you able to scan these objects for signs of arcane tomfoolery?

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The Professor picks up one of the sickles and looks it over. Hmm, interesting... He sticks the weapon in his belt, and then follows Telurion.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram steps up just behind the rogue and sends a blob of acid searing toward the nearer of the creatures.

ranged touch: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d3 ⇒ 2
miss (low bad): 1d100 ⇒ 21

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The professor grumbles before firing off another blob of acid.

touch attack: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d3 ⇒ 3
miss chance (0-20 misses): 1d100 ⇒ 12

The orb hisses harmlessly through the fog.

HA! That'll teach ya!

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram takes a one-square step forward, remaining behind Telurion. He utters the word, splash, and a small orb of acid flies toward the echelon.

ranged touch: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d3 ⇒ 1

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Loram stays toward the back of the group, waiting to see what happens next.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The Professor, who has to this point been following along taking copious notes, stands behind Mandorin and gazes about.

He turns to his raven. Harry, flap up in there and see what you can see.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

No worries. As long as you have a critical mass participating (and you did) I would rather the scenario move along rather than it getting held up because a couple of us don't get to post on a certain day.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The Professor stays just behind Telurion, waiting to see what sort of reaction they get from the thugs.

Do be reasonable, gentlemen. I have seen Mr. Andoren when he is in an ill mood, and it tends to lead to ill health. We mean you no harm yet.

aid telurion (diplomacy): 1d20 + 5 ⇒ (9) + 5 = 14

I don't imagine we are close enough for me to use mage hand to see how to open the chains and to possibly snag the keys to the old men's chains, is it?

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The Professor (and his raven) listens intently. It even seems as though the raven is leaning forward to hear the conversations.

Let us waste no time if this man is in trouble.

knowledge(geography): 1d20 + 7 ⇒ (11) + 7 = 18

I have not been in Absalom long, so I know the general direction, but I do not know the way for certain. Unless one of you knows the way, perhaps we can ask directions from...er...someone, er...helpful.

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Those of you near the door hear a distinct cawing as the door creaks open once again.

In steps a lanky, well-dressed gentleman with a jaunty felt hat atop his head. Doing battle with the hat is a fidgety raven that no doubt was the source of the cawing outside.

His sharp ice-blue eyes pick up the other Pathfinders as he enters the meagre pub. He greets Contilo on the way in the door. Well met, friend! Fine Absalonian weather today, eh? Don't mind Harry here; he's not used to such places. So, where do we find this Gill character?

The Professor orders a pint before joining his new companions in working the room for information.

diplomacy to gather info on Gill: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

The Professor is Done (I think).

Grand Lodge

Human Wizard (teleportation) 1 AC 13 T12 FF11 | HP 11 | Shift uses left 6/6 | Init +6 | Perc +3

Checking in - and excited to get started! I still need to finalize my feat and trait selection, but I will do that today.