Nagaji

Nantas Slickskin's page

51 posts. Organized Play character for RyanH.


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Sovereign Court

#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Thanks!

Sovereign Court

#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas Slickskin
#36007-12
No Day Job
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Sovereign Court

#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas moves to within reach of her bardiche and with a blood curdling scream, brings it down.

bardiche With Vow to Self: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

Sovereign Court

#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas double moves 60 ... Should be able to make it to just across the river.

"Oh my gods! We thought you'd died!"

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas Vows, "We will kill you!" vow to self, +4 to one roll

And then rushes forward casting protection from evil.

30' quickest route please.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"Alchamist's fire!", yells Nantas as she rushes forward ...

Aiming at upper left of goo
ranged touch in melee blessed: 1d20 - 4 + 1 ⇒ (10) - 4 + 1 = 7
damang: 1d6 ⇒ 3
if miss: 1d8 ⇒ 3

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nimble leap away: 1d20 ⇒ 4

Nantas tries to leap away ... and just stumbles into the mold.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas Double moves up ...

"They say they own these caves and that we should go away!"

Draconic:

"You're caves ... who did you take them from? And Really, you should lay down arms!

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

That just gave me a character concept of a large dude with a gnome or dwarf strapped on his arm like a shield ... there's got to be a good teamwork feat or two for it ...

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"What's going on ... oh, hey! Kobolds!"

Draconic:
"Hey ... you guys better stand down, this group is brutal ... you should see what just ONE of them did against a minitaur just outside!"

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16
Kendra_1 wrote:
Triblin Runlark wrote:
I'll be away from a computer from the 20th thru the 28th, and won't be able to move tokens during that time. Taking a vacation in Seattle where a certain convention is taking place......
Noooo! What will do without our happy little gnome?

Use him as a shield.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Referee to the ring and bracers, "It's a ring of protection and a bracers of armor" (+1 each)

When Olga takes the stone, Nantas laughs and yells, "Thief! And Not a very good one!"

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

The immediacy of face-to-face does lead to some hilarity at times.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16
Kendra_1 wrote:
I do love the roleplay :) I'll get there some day :)

What I love most about play-by-post is the ability to role play. You have the time to formulate in character answers and think about what your character would say or do. There is no real time constraint so you can say and do as much as you want without bogging down the table. In face to face it's more immediate and more time sensitive, so the role-play is different.

Anyplace with a lot of tables playing simultaneously like at a Con, it's very difficult to hear, and so role play is even more difficult.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16
NJHeart2Heart wrote:
Nikolai Vancaskerkin wrote:
I'd see the reasoning behind why a freshly built 1st level character wouldn't know that he needs a cold iron weapon if we were playing characters that were all village folk turned adventurers. We're not. We're Pathfinder agents. Each one of us has spent three years in character apprenticing at the Grand Lodge. We've learned the basics of what's out there. We've rubbed shoulders with legends, and they (usually) have a vested interest in us coming back alive with the goals accomplished. Don't you think that somewhere down the line, someone mentioned this all to us?
Makes sense except that our characters are depending on our-meaning their creators, the real people- knowledge, and if we are new- like 2 months new- it's difficult for our characters to act like they are graduates of 3 year apprenticeships as agents ;)

Consider these discussion boards that bar-room banter ... "What are you fighting with a steel short sword for ... you need a cold iron bardiche ... gives you greater reach, more damage, and good for some smack down on a demon!"

"And get yer'self some alchemists fire! For some reason the society loves sending us into swarms!"

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

From what I have seen in life with fellow students and such ... some are going to come out of Pathfinder Academy knowing they should buy some cold iron weapons and alchemists fire as soon as they can, and others will have done rather poorly in their studies and not know that a cure light wounds potion or wand is a smart idea.

If I ever dump intelligence maybe I'll play the former.

In all seriousness though ... knowing that cure wounds magics are useful, or that a cold iron weapon may be necessary sometime in the future is general knowledge that a good student would have. Knowing that a Babau demon is

secret stuff:
DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
is specific and requires a roll.

As an aside, I usually increase some skills based off of build goals, and other skills based off of what has happened to the character. If they run into demons, I might do some knowledge planes. If there's alot of swimming, I might bump swim even though I had no intention to.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Still disagree. As a scuba diver I talk about and prepare for things I have not yet seen, I have talked to other scuba divers about creatures they have seen and I have not. Would I recognize it when I see it? Maybe ... Where do those knowledge ranks come from? Do you only up a knowledge skill if you encountered a situation with that knowledge?

I am also a fire fighter, I talk about, train, and prepare for lots of things I hope to never see. Should my rpg fire fighter only know about a backdraft if he's been in one? I have never seen one, but I have been taught what to look for. Will I succeed my knowledge check when it happens? Maybe? But in either case I have the gear for it.

My characters buy the gear because it's the responsible thing for them to do as a contributor to the party and they know about it because they talk to other characters, study, pay attention, train, etc.

Knowing that you may need cold iron, silver, adamantine, etc and thus buying it "in case" is not cheating. Recognizing when to use it is another matter.

season 5 spoiler, though season title says it!:
Reading up on demons during season 5 and using that knowledge in game certainly is cheating. Though, realistically, part way through season 5 EVERY pathfinder would have been told to buy cold iron and other demon fighting equipment ... Even if it they were just out of pathfinder school

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16
Wei Ji the Learner wrote:
Nantas Slickskin wrote:


I would think that as Pathfinders you'd be hanging out with one another, swapping stories, giving suggestions, "You better get yourself a cold iron sword for when you're up against a demon, on my last adventure we encountered a ...", When you're in the adventure you're still going to need to make the knowledge check to know to switch to your cold iron weapon, but it makes sense that you would have one based off of suggestions from your peers.

These characters are not the first ones out there discovering these things.

If I bomb the knowledge check and the party doesn't mention it, it's information I have as a player and not as a character, though?

And in that case I would HAVE all the nifty stuff I bought per Painlord's recommendations, but continue to not know to use it.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16
Wei Ji the Learner wrote:


I would disagree with a couple of the points there in Painlord's document, simply on the fact that it could arguably lead to expensive outlay for material your character cannot afford/has not encountered yet and would smack of metaknowledge/cheating.

I agree that some of the items are expensive, but disagree about the metaknowledge. I presume you're talking about suggestions like, "I expect all characters to begin to formulate a plan to tackle demons and devils, elementals and constructs, blobs and oozes. Each player needs to begin working on ways to bypass various DRs, SRs, and special defenses."

I would think that as Pathfinders you'd be hanging out with one another, swapping stories, giving suggestions, "You better get yourself a cold iron sword for when you're up against a demon, on my last adventure we encountered a ...", When you're in the adventure you're still going to need to make the knowledge check to know to switch to your cold iron weapon, but it makes sense that you would have one based off of suggestions from your peers.

These characters are not the first ones out there discovering these things.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Those spellcrafts work?

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

No, definitely don't read the scenarios, that's no fun. If yo GM and then play that's one thing, but I'd never spoil the surprises if I could help it!

Here's a great post on preparation.

Painlord's Guide to PFS

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Kendra, it has to be prepared, you have Prepared Spells: Zero-Level: 3 -Dancing Lights -Read Magic -Detect Poison 1st Level: 2 (class+1(INT)) -True Strike -Mage Armor

You could use your bonded object to pull up any spellbook spell though

Nantas tries to identify

Detect Magic, Spellcraft Ring: 1d20 + 4 ⇒ (16) + 4 = 20
Detect Magic, Spellcraft Bracesr: 1d20 + 4 ⇒ (20) + 4 = 24

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Surprised by the gnome, Nantas bull-rushes forward as well ...

CMB: 1d20 + 4 ⇒ (15) + 4 = 19

Adjusted Hikage's position ... that's 20' of movement for him I think.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Mustering all the strength she can she brings the bardiche down again ...

attack with reach and soft cover: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d10 + 6 ⇒ (10) + 6 = 16

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

attack with soft cover +4 AC: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d10 + 6 ⇒ (9) + 6 = 15

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

nice rolls all around!

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"Yay team!"

attack with soft cover +4 AC: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d20 + 6 ⇒ (1) + 6 = 7

!

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Mantas steps forward and strikes with reach

attack with soft cover +4 AC: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d20 + 6 ⇒ (2) + 6 = 8

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas takes a swing with her hefty bardiche ... Shonne is startled to see the blade swing by her head.

vs blue with soft cover +4 AC: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d20 + 6 ⇒ (3) + 6 = 9

If blue is already down she will step up blue squared at green if she can.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"Hah ... It's like they are whee little people in the whee little city!"

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

limites availability until tomorrow evening. Not as necessary. Natas will be really really nice from now in

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas stands down, lowering her weapon, "I apologize ... your silence and seeming to ignore our inquiries was threatening. I have heard in the Pathfinder Chronicles of far less suspicious actions leading to battle. We do not mean to intrude ... "

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

@Confirmation: Also, there are some random elements to Confirmation (and a couple of the other level 1-2 scenarios). There are a couple points where the GM rolls to see what's next. So it'd take a few playthroughs to see everything.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

@confirmation: This is play four for me and I actually don't know what happens if this goes bad come to think of it.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Oh ... and I mean everyone else in general, not necessarily here. And yes, many people are typically more friendly. My son always tries to make friends with everyone ... often works.

@Kendra: play-by-post has some advantages over face to face. Role play is much easier in pbp a you have the time to formulate what your going to say for instance.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

no it's good, I felt no pressure. I like others here have played this scenario. I let the new folk call the shots in this scene. Everyone else is oddly timid and more friendly than your typical encounter goes ...

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas Raises he bardiche , and as intimidatingly as possible, "Our patience is wearing thin! We have companions in danger and you need to speak now before we decide our own narrative for your presence!"

intimidate: 1d20 + 8 ⇒ (13) + 8 = 21

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

sense motive: 1d20 ⇒ 11

"What is your intent! Are you casting one of those new fangled mesmurist spells?! stand back he's probably trying to compel us to his will!", yells Natas, holding her glaive at the ready, standing now with bent knee, ready to spring.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"Gillman, stand and speak with us ...", says Natas, ready but not threatening.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

no notifications. They don't want their site getting blocked for spamming ... As it's also their store

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas also inspects the cloak casting detect magic ... spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9

"Slight abjuration ... likely protection of some sort ..."

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"Olga, grab!

Doesn't Olga get a reflex save to grab the other side if she falls?

If Olga falls ...

"Hey Olga?! You Ok? Check the clothes for any goodies while you're down there.", says Nantas leaning over the pit.

While she's looking she scans the pit with detect magic.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Nantas can heal herself, so the CLW potions should go to those that can't.

She can use the wand of CLW
She can take any of the other stuff but has no special skills to use it. Maybe keep it all in one place.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

while ago ...

"Oh ... save those wands, they're expensive ... I'll cast a cure on myself ... thank you ..."

CLW: 1d8 + 1 ⇒ (8) + 1 = 9 and that's full up ...

now ...

"Yes, yes! Into the cave!"

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"let's just run! We gain nothing here!"

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

you'll note mantas missed causing just splash damage of 1 point ... Not enough. Hence using two. If you see someone kill the thing then you would not also throw. Note also that I did it wrong, I used a move action, and pulling it is a second move action, next round I can throw. Also, I had to look up "splash weapon" to see how it works for sure

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

Fort 1: 1d20 ⇒ 19
Fort 2: 1d20 ⇒ 17

HP: 6/12

"Ahhhh ... Get it off me!! Get it off me!", wails Nantas as she flees out of the swarm.

Collecting her thoughts, Nantas turns and lobs his alchemical fire at the closest square of Skeeters ...

Ranged Touch: 1d20 + 0 ⇒ (5) + 0 = 5

miss 1 being the space between Nantas and Mosquito: 1d8 ⇒ 3

1 point splash damage to all four squares.

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"I can't afford antitoxin. .... I do have alchemical fire"

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

"from all the Pathfinder Missions you've read about ... Name one that did not involve bloodshed. I am confident we will be fighting for our lives at some point."

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#36007-12 - Nagaji oracle 1 | 12/12 HP | Spells 1st 3/4 | Fort: +0 (+2 vs Poison) Refex: +0 Will: +3 (+2 vs Mind) | Initiative: +0 | Perception: +5 | AC: 16/10/16

hmm yeah, I guess that is probably a female picture ... was the only Nagaji ... wasn't what I intended, but I'll go with that ... she's female!

"My name is Nantas. I became aware of the society as I was serving Zehameti my master ... a Naga. The society intercepted Aspis infidels intent on taking a great artifact from my master. I was greatly impressed by the prowess and cohesion of the Pathfinder team sent to Master Zehameti's aid, a team that did not even regularly work together, only brought together for this one mission.

"To honor my master and prove myself worthy I offered Zehameti that we may repay the society with my services. As a humble yet formidable member of her personal guard, Master Zehameti agreed that my service to the Pathfinder Society would help belay the burden of her debt."

Nantas says this with unblinking lidless eyes leaving those listening a little unnerved, her forked tongue darting in and out.

"I have since dedicated myself to my Society training, and furthering my skills as a warrior and a healer. I am now humbly at your service, and like you Kendra, I hope to prove myself and live up to expectations in this confirmation."

"I hope to meet our enemies in battle ... this gillman if need be, and support my fellow pathfinders on this mission with the same honor and dedication as the Pathfinder members who inspired me to take this path. May we work as such a cohesive group as those lead by the wondrous sorceress, their leader Seoni."

Sense Motive or knowledge Dungeoneering DC 10:
While Nantas is polite, and speaks with respect to all, It is known that Nagaji typically regard the humans as violent expansionists not to be trusted as political neighbors or allies. They tend to see kitsune and tengus as too capricious and mischievous to trust, but they grudgingly respect the samsarans’ wisdom. Wayangs are mistrusted as well, for their apparent lack of a strong national heritage worries and confounds the nagaji.

Classes/Levels

CotCT GameMaestro

About DM X

Current Battlemap:
http://epicmonsters.blogspot.com/2012/07/temporary-post.html

2d10 PLAYTEST INFO
Under the 2d10 system that I'm working on, you don't roll for damage as typical, you compare your to hit roll to the armor class and do damage accordingly, gone are the 2 HP damage critical hits. You rolled high you do high damage; as it should be.

The standard crit threat ranges are normal in 2d10, so a long sword threatens on a 19+, but with auto crit on doubles.

So the 'margin' of success for an attack is compared like so:

Modified To Hit roll: 22
Armor Class: 16
Weapon damage 1d8
Strength Bonus +2
Multiplier x3
min 1+2
max 8+2
MAX 1d8+2x3

Damage Range Min: 3, Min Crit = min overal+max normal damage Max dmg=max on die+Strength bonuses Absolute max dmg = (1d8+2)x3=30

In this weapons case The Margin is 6. So add 6+min (3) = 9dmg.
If the attack were a critical attack, the damage would be MIN+max+Margin=3+10+6 10 damage.

If the attack had been a critical with a margin of 17, MAX damage would have been 30.

Local Coinage:
"Pinch" copper
"Silver Shield" Silver
"Gold Sail" Gold
"Crown" Platinum

Harrow Point Uses: to draw a card, Roll a d6 followed by a d9.
d6 suit
1: hammers (Str)
2: keys (Dex)
3: shields (Con)
4: books (Int)
5: stars (Wis)
6: crowns (Cha)

d9 Alignment
1: LG
2: NG
3: CG
4: LN
5: neutral
6: CN
7: LE
8: NE
9: CE

Harrow Points:

Reading the harrow is a traditional Varisian method of divination, and most Ustalavs believe to at least a small degree that the mystical forces that flow through a harrow deck influence their fate and control their destiny; thus, including harrow readings adds a wholly Ustalavic feel to the campaign. Presented herein is an optional system you and your GM may wish to add to your campaign as a way of further exploring this flavorful element of Golarion.
Harrow Points combine the fateful elements of the Harrow Deck with the Hero Points system from the Advanced Player’s Guide—or similar systems like that presented in the GameMastery Plot Twist Cards. By drawing from the Harrow Deck, you gain a single-use ability determined by the specific card drawn, which you may play at any time to benefit yourself or a fellow player. The cards’ effects on your campaign represent fate smiling on your party and the heroic destiny that awaits you. Each player begins play with a single card, and draws a new card at the completion of each adventure in the campaign.
In addition to cards automatically gained through progressing in the Adventure Path, your party will have
the opportunity to obtain additional, specific cards by achieving certain plot goals in each adventure. If you wish to use this subsystem, be sure to remove the following cards from the deck before beginning your campaign: The Crows, The Eclipse, The Hidden Truth, The Marriage, The Survivor, and The Uprising.
These specific cards have unique effects when played; see the individual volumes of the Carrion Crown Adventure Path for more information on how to gain these cards and their effects when played. A player may play a card during each of the six adventures, or save them to play in one sweeping mass of fate in the final installment; you may have more than one card in your hand at any given time. Once a card has been played, however, it is removed from play.

Hammers (Str): If used before a roll is made, a
hammers card grants you a +8 luck bonus on any one
d20 roll. If used after a roll is made, this bonus is reduced
to +4. You can also use this card to grant a bonus to
another character, as long as you are in the same location
and your character can reasonably affect the outcome of
the roll (such as by distracting a monster, shouting words
of encouragement, or otherwise aiding another with the
check). Cards of the suit of hammers spent to aid another
character grant only half the listed bonus (+4 before the
roll, +2 after the roll).

Keys (Dex): You can spend a keys card to take your turn
immediately. Treat this as a readied action, moving your
initiative to just before the currently acting creature. You
may only take a move or a standard action on this turn.

Shields (Con): You can spend a shields card on your turn
to gain an additional standard or move action this turn.

Books (Int): You can spend a books card to recall a spell
you have already cast or to gain another use of a special
ability that is otherwise limited. This should only be used
on spells and abilities possessed by your character that
recharge on a daily basis.

Stars (Wis): If you feel stuck at some point in the adventure,
you can spend a card of this suit and petition the GM for a
hint about what to do next. If the GM feels that there is no
information to be gained, the stars card is not spent.

Crowns (Cha): You may spend a crown card to reroll any
one d20 roll you just made. You must take the results of the
second roll, even if it is worse.

Alignments:
Lawful Good: You may smite evil, as the paladin ability, gaining
the benefits until the start of your next turn. If you have levels
in paladin greater than half your total Hit Dice, use your paladin
level to determine bonus damage; otherwise, your bonus damage
equals half your character level, rounded down (minimum 1).

Neutral Good: You channel positive energy that cures a creature
touched of an amount of damage equal to 1d6 × your character level.
This effect damages undead creatures as spells like cure light wounds.

Chaotic Good: You receive a +4 circumstance bonus on one CMB check to
avoid or escape a grapple or on one Escape Artist check.

Lawful Neutral: You gain a +10 bonus on any single Sense Motive check.

True Neutral: You may gain a one-time insight into the future as the spell
augury, using your character level as your caster level. Meditating
on the particular action in question requires 10 minutes and does not
expend material components.

Chaotic Neutral: You gain the effects of rage, as the spell, lasting a
duration of 1 round + an additional round for every 3 Hit Dice you possess
above the first.

Lawful Evil: You can give another creature a command as per the spell
command. This command can affect undead that are normally immune to
mind-affecting effects, but not other creatures that are immune to mind
affecting effects. The DC of this command is equal to 10 + your character
level.

Neutral Evil: You channel negative energy that deals an amount of damage
equal to 1d6 × your character level to a creature touched. This effect
heals undead creatures as spells like inf lict light wounds.

Chaotic Evil: You may instantly force any creature to reroll a saving throw
it has just made, taking the result of the second roll, even if doing so
means the check will fail.

House Rules: Skills: all 2+int classes have 4+int

GM Only:
Blood Veil—contact or injury; Fortitude DC 13; incubation
1 day; damage 1d3 Constitution and 1d3 Charisma.

Infected:
Mai
Drakus
Nik'o

Jeek Valkoor Vampire 1 (L5 Expert...second story man): Str:+3 Dex:+3 Con- Int:+1 Wis:+1 Cha:+3
AC 20(+6 nat,+3dex,+1 dodge), Hp 40 Knowledge (local)DC12: Known in the underground circles as a first rate second story man.

Vladim Marishko Vampire 2 (L6 Commoner) Str: +2 Dex: +3 Int: +1 Wis:+2 Cha:+2 AC 20 (+1 armor, +1 dodge) Hp 35 BAB: +5 MAB: +7 KN(Local)DC12:Known around town for cheap produce, often near spoiler, a layabout, and not missed over the last several weeks.

Borishk Harlouf Vampire 3 (L5 Warrior) Str:+3 Dex:+0
int:+1, Wis:+1 Cha:+1 +1 adamantine chain shirt, AC(+6 nat,+5 armor,+0dex,+1 dodge) An overweight Vampire, 5'10" 250lbs worth. 2 LARGE Silvered Daggers, Masterwork. Warrior Feats: Power Attack, Cleave. HP 36 Kn:local Varisian Known around town by his adamantine chain shirt, which he claims he took off an ork raider. A Competent warrior who often worked muscle jobs.