Adventurer

Meiri's page

67 posts. Organized Play character for Redelia.


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Grand Lodge

human investigator 12

I'm sorry, guys, but I just can't do this game right now. It's real life stuff that I'd rather not get into. It's early enough that you should be able to find a replacement for full credit.

I hope to game with all of you again soon.

GM, can you please mark me inactive?

Grand Lodge

human investigator 12

"Go home, Olaus. This is not where you belong. If you tell your friends about your adventures with the monsters, they will forget all about the dare."

Grand Lodge

human investigator 12

Meiri wonders about the boy, but her new companions seem to be doing fine talking to him.

Grand Lodge

human investigator 12

I'm getting ready for Origins, which starts tomorrow. I'm not sure how much time I'll have to post, or even if I'll have the energy to post, so please bot me if I'm holding things up. I will return on Sunday if I don't post before then.

I know the timing stinks, it's hard to bot someone who you haven't seen in action. I'm still trying to figure out who Meiri is.

In combat, she would be most likely to use her rapier, and she will gladly use her knowledge skills to help the team out.

Grand Lodge

human investigator 12

Meiri buys a masterwork shortbow and 50 cold iron arrows. I'm assuming that for the 'wave cold iron at it' things she can hold an arrow in her hand.

She also shows her new teammates her emergency healing. CLW extract; can only be used on her, but would be effective if fed to her by someone else

"Can any of you use healing wands? I have one, but am unable to use it."

Grand Lodge

human investigator 12

I'm glad you're OK, GM Elberion. I always worry a little when a GM disappears that something bad may have happened.

Grand Lodge

human investigator 12

At the store, Meiri looks for any of the following that might be available:

cold iron masterwork rapier
cold iron rapier
cold iron dagger (either masterwork or not)
cold iron weapon blanch (2 or 3 uses)

Are any of these available?

Do any of you remember the FAQ not too long ago that related to the cost of a special materials weapon? I only half remember it, but it would have even made some item cost in the CRB wrong.

Grand Lodge

human investigator 12

Taking 10 again on above kn. check
kn. religion: 17 + 1d6 ⇒ 17 + (2) = 19

"Uggh! The hidden references in these letters are nasty! We should look around carefully for a cache of records recording these abominable sacrifices." spoilers are open

"Now that we know what we are up against, I should pick up either a cold iron weapon, or a weapon blanch. Do you know of any good shops in town where I could find one of these?"

Grand Lodge

human investigator 12

kn. engineering, take 10: 17 + 1d6 ⇒ 17 + (1) = 18
linguistics, take 10: 17 + 1d6 ⇒ 17 + (3) = 20

Meiri nods to her new companions; she agrees with their conclusions.

Grand Lodge

human investigator 12

taking ten on knowledge checks, still using inspiration where it is free

linguistics, ward's death: 17 + 1d6 ⇒ 17 + (2) = 19
disable device,19
linguistics, Marcius: 17 + 1d6 ⇒ 17 + (5) = 22
kn. nobility: 17 + 1d6 ⇒ 17 + (4) = 21

Meiri looks carefully at the documents, pointing out the things she notices. She also explains the background of some of the things she reads about. all spoilers open, guys.

Grand Lodge

human investigator 12

Meiri smiles at the cute little scorpion. "I'm Meiri pronounced May'-ree and my job is to know stuff about everything," she introduces herself to the others.

Grand Lodge

human investigator 12

"The Venture Captain sent me here to join a team of Pathfinders, and while I was looking for my team, a note from the mayor arrived, saying I would find my team here."

Grand Lodge

human investigator 12

Meiri looks to the others. They know much more than she does what has been happening recently, so she hopes they ask any relevant questions.

Grand Lodge

human investigator 12

earlier:
A young woman walks into town, a letter held in her hand. She looks back and forth between the letter and people who she sees, perhaps trying to recongnize people described in the letter. The people who she seems most interested in are those who seem to fit less within a small town.

now: "Are the rumors more of undead creatures or demonic beings?"

Grand Lodge

human investigator 12

I think you're safe to assume that I usually won't use it on 'minor' saves. Times when I would think of using it would be fort saves that might be poison, like creature bites, or will saves that might be charm/dominate/compulsion kind of stuff.

Grand Lodge

human investigator 12

Perception it is added to without costing a point, so it is safe for you to always assume I use it there.

It costs two points to add it to saves, and I only get two saves a day. This makes it hard to predict if I would use inspiration on a save or not. I probably would not use it on reflex saves, since they're just damage.

I was also mentioning this in case there were any other skills you roll automatically, like some GMs do for sense motive. It sounds like you don't, though.

Grand Lodge

human investigator 12

Character is up to date.

She has one ability that I want to make sure you're aware of, GM. She has Expanded Inspiration, so she can add her inspiration die to her perception results without using an inspiration point. Please assume that she uses it for all saves that you roll.

If you roll saves or any skill checks for us, I'm not sure what to tell you in terms of whether I'd spend an inspiration point on it. The rule says I have to decide whether to use it after rolling the check but before results are revealed.

Grand Lodge

human investigator 12

Here is my (Redelia's) character. I have to level her up once from the chronicle for part 2 of this game.

I have not played or GMed any parts of this before. I read over the third part briefly when I was trying to determine where you guys were, but remember very little.

Grand Lodge

human investigator 12

Is it OK to check the 'adventure in a nation other than Absalom' faction card box?

Grand Lodge

human investigator 12

This was fun. Thanks for running it.

Grand Lodge

human investigator 12

I added them to my profile. Meiri would like to copy Monkey Fish, Crafter's Fortune, Ant Haul, and Adhesive Spittle if Jack agrees.

inspiration for day job: 1d6 ⇒ 2

Meiri won't know Crafter's Fortune until after the exchange with Jack.

So Meiri's total roll for day job is 11, or 16 if Crafter's Fortune applies.

Grand Lodge

human investigator 12

Am I correct in thinking that Jack and I can exchange formulai for reduced cost?

Grand Lodge

human investigator 12

day job, craft:alchemy: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

human investigator 12

Can craft:alchemy be used as a day job? I didn't build the character with any day job in mind.

Grand Lodge

human investigator 12

Meiri speaks softly enough that it may be hard for any but Lander to hear, although his mother probably does also. "To admit in such a way that one was wrong takes far more courage than wielding a sword in combat. I predict a happy era for those who you lead in the future with such a man at helm."

Grand Lodge

human investigator 12

Meiri hands Sarona the note and the weapon with Marek's makers mark on it, and explains where she acquired it. "There may very well be an innocent explanation for these, but I think Marek should at least be asked to make that explanation."

Grand Lodge

human investigator 12

"He was wounded, but we dealt with his wounds. He fought well, and with bravery. We also discovered that Marek appears to be involved with the bandits."

Grand Lodge

human investigator 12

Meiri looks at Lander. "Are you willing to do what is hard to show yourself a leader to your people? Let us confront him together. If you help deal with him, no one will remember your past association with him."

assist diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9

Grand Lodge

human investigator 12

"Let us take you home. You can get cleaned up there, and a warm meal, and any minor wounds taken care of. We can talk to the authorities about Marek's actions, and make sure he can't fund other bandits to hurt the people who depend on you."

diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Lodge

human investigator 12

Meiri slashes again at the bird monster.

attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 ⇒ 3

Grand Lodge

I posted three posts in a few minute interval in this thread, with this alias. All three are in my post history. However, the middle one is not visible within the gameplay thread. There were no odd warnings or anything when I posted. The posts were made at about 3:45 eastern time.

Grand Lodge

human investigator 12

I'm absolutely mystified. I just posted a bot for Rusa in this thread, but it doesn't show up here. It does show up in Meiri's posting history. Could I ask you to look there, please, GM? If I try to do it again, the rolls are different.

Grand Lodge

human investigator 12

botting by GM request....

Rusa moves up closer and throws her dagger at black.

attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 ⇒ 3

Grand Lodge

human investigator 12

Meiri slashes again at the bird in front of her.

attack: 1d20 + 3 ⇒ (6) + 3 = 9

Grand Lodge

human investigator 12

Meiri moves forward and slashes at the bird with black edges to its beak.

attack: 1d20 + 3 ⇒ (2) + 3 = 5

Grand Lodge

human investigator 12

Meiri moves forward carefully. double move

Grand Lodge

human investigator 12

"A lot of the time, I'm not close to a tavern. I sometimes get really sick of trail rations, but I even more get sick of being hungry because I can't catch anything and I don't have any trail rations. Is it possible that the bandit group was just starting, so that was all there were?"

Grand Lodge

human investigator 12

Meire thanks Angrboda for the food. She happily eats her meal, chatting lightly with the group about how nice it is to travel with those who can find food, and how much harder it is to adventure most of the time. You don't always have such skilled hunters with you. "I can't always catch my own food. Can you, Lander?"

Grand Lodge

human investigator 12

Meiri slashes at the bug again.

attack: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
damage: 1d6 ⇒ 5

"Nice, Lander! I was able to hit it because you were attacking it from the other side."

Grand Lodge

human investigator 12

Meiri cheers as Lander's blade hits.

Edit: I'm hoping that all this encouraging him during combat can work with a diplomacy roll once we're out of combat to improve his attitude towards us, or at least toward Meiri.

Grand Lodge

human investigator 12

Meiri moves slightly and then slashes again at the bug.

attack: 1d20 + 3 ⇒ (8) + 3 = 11

"Lander, come stand opposite of me. It will make both of our attacks better," Meiri coaxes.

Grand Lodge

human investigator 12

Meiri restrains her impulse to sigh at the brat. She charges the big bug, hoping to deal with it before Lander can get to it.

attack: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Grand Lodge

human investigator 12

Meiri grabs one of the weapons from the bandit with the maker's mark on it. For evidence she whispers to her teammates who she can tell without the brat overhearing. She also carries the note.

Grand Lodge

human investigator 12

"Who do you think 'M' is? It's someone who has a shop with a 'lordly pet' hanging around."

Grand Lodge

human investigator 12

Meiri starts to investigate the campsite, seeing what she can find.

perception: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

human investigator 12

Meiri takes a small step over to where she can reach the bandit with the blue necktie. Then she swings her rapier at him.

attack: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d6 ⇒ 4

Grand Lodge

human investigator 12

I'm rather frustrated with Meiri, also. I think it's just a matter of level 1 not being fun for this class, though. I really need studied target, but that's not available yet. I think I'll have to put a bit of GM credit on her rather than start disliking her.

Grand Lodge

human investigator 12

AoO: 1d20 + 3 ⇒ (19) + 3 = 22
crit confirm: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 4
crit damage: 1d6 ⇒ 5

Meiri moves slightly and continues hacking at the wolfish lady.
attack: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 flanking with Jack

Grand Lodge

human investigator 12

I'm also not on the map, or even any of the other pages, despite the fact I was on the map during the last fight. I tried moving a token over, but my internet is too slow this afternoon.

If possible, Meiri moves over to where she can slash at purple and then uses her rapier. If she can't get that far, she double moves instead.

attack, if possible: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d6 ⇒ 5

Grand Lodge

human investigator 12

You left me off the initiative listing...