Adventurer

Pelotita's page

89 posts. Organized Play character for Nefreet.


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Dark Archive

Thanks!

Dark Archive 5/5 5/55/5 ***

I have two questions about the Chronicle for Beyond the Colony:

1) Is *any* type of armor allowed to be made of bone? Or just the regular list? Could I make Fullplate? The language of "choicest dinosaur bones" makes me think it could be any type.

2) Is the cost to magically strengthen the armor (100gp/lb) also discounted? I'm hoping so, but since you can buy bone armor without paying to have it strengthened I'm thinking this extra cost wouldn't be discounted.

Thanks in advance!

Dark Archive

Oh, wow. I thought all of the Goblin Boons had been used up years ago.

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"Howdy, y'all! Name's Pelotita (which she pronounces at length as "pay-low-tee-tuh"). I'm sure lookin' forward ta adventurin' with ya! I hear there's somethin' mysterious goin' on in tha wilderness, and that just happens ta be ma specialty! Hope ta see you soon!"

Level 5 Halfling Feyspeaker Druid who just completed Ire of the Storm in Campaign Mode and needs to be leveled up. Prior to that she did Confirmation PbP.

If we're doing CORE I have several characters level 1-5 to choose from.

If we're doing low tier I have several characters level 1-3 to choose from.

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Can we get this game transitioned to inactive status?

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For purposes of helping Nagagorjo's saves vs. disease:

Heal wrote:
Treat Disease: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.

Since it's a Competence Bonus, it won't stack with Guidance, but it will stack with Resistance, so while Pelotita uses Heal Too-Tuk can use his spell.

DAY 1:
Heal check vs. malaria DC: 1d20 + 5 ⇒ (16) + 5 = 21
Heal check vs. fungal rot DC: 1d20 + 5 ⇒ (10) + 5 = 15

DAY 2:
Heal check vs. malaria DC: 1d20 + 5 ⇒ (4) + 5 = 9
Heal check vs. fungal rot DC: 1d20 + 5 ⇒ (15) + 5 = 20

DAY 3:
Heal check vs. malaria DC: 1d20 + 5 ⇒ (4) + 5 = 9
Heal check vs. fungal rot DC: 1d20 + 5 ⇒ (11) + 5 = 16

DAY 4:
Heal check vs. malaria DC: 1d20 + 5 ⇒ (3) + 5 = 8
Heal check vs. fungal rot DC: 1d20 + 5 ⇒ (7) + 5 = 12

DAY 5:
Heal check vs. malaria DC: 1d20 + 5 ⇒ (2) + 5 = 7
Heal check vs. fungal rot DC: 1d20 + 5 ⇒ (3) + 5 = 8

...hopefully it doesn't take longer than that...

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Thank you all!!

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"Golly gee, Janira, it was about as dangerous down in them tunnels as it was topside with this heifer!"

Pelotita winces as Nagagorjo finishes off the Minotaur.

"Take yourself a breather! Speakin' as someone who's encountered a lot of mud in my life, the silt from this here stream will feel like heaven on those feet!"

She touches on the dangerous encounters they had below ground first before delving into the conversation with Uori, happy to fill in the details as the rest of the party gives their own accounts.

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I think you're missing either the +1 from Inspire or the +1 from Bless.

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Standard action, Acid Dart.

"And this is why we wrestle hogs instead of cattle! Awnry critters, they!"

20% miss chance: 1d100 ⇒ 63
Acid Dart, Inspire, Bless: 1d20 + 3 + 1 + 1 ⇒ (17) + 3 + 1 + 1 = 22 vs. Touch AC
Acid Damage, Inspire: 1d6 + 1 ⇒ (6) + 1 = 7

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I ain't never seen such an epic battle before, let alone be a part of one. Things really do happen in slow motion!

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"Yikes! Tha thing's got mad cow disease! Watch out for its horns!"

Nagagorjo gains +2 AC for 1 round.

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I think Vaetta's gonna need a hug after this...

Pelotita hops next to Too-Tuk and spits in her hand.

"Here you go, you big meanie! Have some more goo!"

Non-action, 5 foot step; Standard action, Acid Dart.

20% miss chance: 1d100 ⇒ 99
Acid Dart, Inspire, Bless: 1d20 + 3 + 1 + 1 ⇒ (13) + 3 + 1 + 1 = 18 vs. Touch AC
Acid Damage, Inspire: 1d6 + 1 ⇒ (4) + 1 = 5

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I can move it just fine at home. I just usually post from my phone.

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Can someone double move me to right behind Too-Tuk? Whatever that template is it doesn't let me target Pelotita to move her.

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Poor Vaetta. Tall folk just ain't good at slingin'! I mean, I wasn't as good as Pappi, or Big Brother Tom, or Little Brother Tom, or Ma, or Little Sissy, or Tiny Tina, or Uncle Casey, or Aunt Casey, or the Twins, but by golly I can't remember a day growin' up that we wasn't slingin'! Maybe I'll practice with her on the way down the hill...

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Oh. Got it. Then I suppose I'll delay ready my Blessing of the Faithful to trigger just before he reaches the water.

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Pelotita tries to keep up with the Nagaji but stops just short (move action, 30 ft.).

"Mind the water, Nagagorjo! It's stronger than it looks!"

Standard action, Blessing of the Faithful, Nagagorjo is +2 on Ability Checks (such as the Strength check to cross the water) for 1 round.

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Sweet!

"Hey, Janira! Hold on! Here comes the cavalry!!"

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Pelotita is momentarily stunned by Vaetta's quick reflexes.

Gosh Ghol-Gan darnit!! Why do tall folk gotta be so speedy?

She then pulls out a scroll of Bless (move action) and reads it (standard action).

Only a 50ft radius burst, though =(

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"No worries! Happens to the most experienced Seekers, even! But yes let's make haste! And here... Let's utter a quick prayer to Benorus as we leave his Domain..."

Pelotita ushers forth a wave of positive energy as she rushes towards the exit.

Channel Energy: 1d6 ⇒ 6 (deselecting the ooze)

4 Channels remaining. This should put everyone back to full!

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"Second verse, same as the first!! Stay with us Nagi!!"

CLW, CL3: 1d8 + 3 ⇒ (5) + 3 = 8

3 charges remaining.

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Since we've already completed 3 encounters he should at least receive 1xp and 1pp if we don't see him again.

I was gone almost two weeks myself so I'm in favor of being as lenient to him as y'all were to me ^^

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Pelotita's eyes well up as she watches her friend slip under the ooze.

"Nooo!"

She hastily drops the Gillman's wand (free action) and pulls out Janira's healing wand (move action) before hopping next to the ooze (5 foot step) and zapping the slime-covered Nagaji (standard action).

Cure Light Wounds, CL3: 1d8 + 3 ⇒ (7) + 3 = 10

I lost track of how many charges it has left. I think that's the 4th we've used.

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"I LOVE fire roasted mushrooms!"

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"I guess this is payback for all the times we took a hog out digging for mushrooms and truffles... I never thought they'd come back for us!"

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"Don't get eaten!"

(helpful, right?)

+2 Sacred Bonus to Saves for 1 round.

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Oh. Hmm. Well. Darn. Guess that +5 AC isn't doing much =\

How do you rule Channel Energy vs someone engulfed? Can they be healed?

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Pelotita squirms through the narrow tunnel (move action) and issues an inspiring word of encouragement to Nagagorjo (standard action).

"Just keep dodging, it's not that smart and can't follow your movements!"

+2 Sacred Bonus to AC (and CMD).

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Vaetta Sciona wrote:
Anybody else miss the days when Kobolds were yipping dog-like monsters and not pseudo-dragonfolk? (Suddenly feels very old when he remembers started playing 2nd edition AD&D 25 years ago...)

I started 23 years ago the same way!

I still remember the terrible art of the furry Kobold in the Monster Manual.

Having them ride weasels back then made sense. Seeing them do it now in Pathfinder seems wrong =\

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A few pages before that:

Page 18 wrote:
Unless noted otherwise, all conditions, including death, gained during an adventure must be resolved before the end of the session. A condition in this context includes an affliction, a negative effect, or an effect that is intended to mechanically affect your character in a negative way. If such a condition isn’t resolved by the end of play, the character should be reported as dead and becomes unplayable. However, a few conditions need not be resolved by the end of play, including permanent negative levels, ability drain that does not reduce an ability score to 0, becoming a fallen member of a class that requires an atonement spell to regain class features or spellcasting abilities, and conditions that impose no mechanical effect.

Disease falls under the first bolded category, not the second.

But it's not a problem. The Adventure doesn't end when (if) we slay the Minotaur. It ends after we've reported back to the Lodge, which isn't a given timeframe.

So we have multiple days for Nagagorjo to clear the condition himself, with Pelotita's assistance.

Unless he consistently rolls terribly, he's assured to overcome it on his own.

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You know your GM is an old soul when they get "Tengu" and "Kenku" mixed up ;-)

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The condition has to be cleared by the end of the scenario; it can't be noted on the Chronicle.

We just take our time walking back to the Lodge and sit in their quarantine room while Pelotita provides long term care.

If the dice roller really hates you, you may have to pay for a Remove Disease, which is expensive compared to the scenario's rewards.

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I'll expend one move action drawing the wand to begin with, one move action for a Perception check, and then my final round thinking about fresh baked bread.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Pelotita's stomach grumbles.

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I think we're in rounds at this point, but so long as Pelotita can reach everyone she'll spend the next three actions zapping everyone.

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"Oh gosh, we'd better hurry! Nagagorjo, here, it's better to be safe than sorry!"

Pelotita zaps Nagagorjo with the Shield of Faith wand.

+3 Deflection bonus to AC (and CMD).

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Pelotita gags a little, and then takes advantage of the silence to wash out her mouth and splash her face.

Well... I don't know if *that* was necessary... I wonder what its name was?

She then joins the Tengu and looks over Nagagorjo's wounds.

"Oh, good. Looks like whatever was on that dart didn't last long. Here, this should help with the injury itself."

She uses another charge of Janira's wand to bring him back to full.

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Pelotita wines at the ineffective sling shot. "Hey now! That wasn't nice..."

She then hurries over to Nagagorjo's side after his cry out. She leaps over the shortest stretch of the river to get to him (move action).

Acrobatics to jump, running start: 1d20 + 2 ⇒ (6) + 2 = 8

Jumping in this game always gives me trouble; is it just DC 5 to jump to M3? If it's DC 10 then forgo the rest of my actions below.

Upon seeing the wound in her friend's belly, Pelotita furrows her brow and purses her lips.

"Alright. Looks like talking time is over!"

Pelotita makes a fist, utters a prayer, and opens her palm to reveal a sling-shaped glob of green goo. She hurls it at the creature (standard action; acid dart).

Ranged Touch Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Acid Damage: 1d6 ⇒ 2

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"Oh, good! He's going to go talk to it now."

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Pelotita picks up a loose rock (move action) and utters a prayer to Benorus (standard action; cast light) before stepping just a little bit forward (5 foot step).

"Oh! It's not an undead at all! Looks more like your little sibling, Nagagorjo. Can you talk to it? Let it know we're not here to hurt it!"

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Heeding Too-Tuk's warning, Pelotita freezes.

"Eep! You were right!"

Total Defense; AC temporarily 17.

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Pelotita gasps.

"I think I hear a river!"

She excitedly moves forward to investigate.

Alright, Pappi, I know and you know that I'm impulsive. So since you knew this'd happen, and I know myself, how about you watch over me *just in case* there's some more o' them Undead up ahead. Hmm?

+2 Sacred Bonus to AC for 1 round.

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There's another tunnel exiting this chamber that we haven't explored, right?

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Pelotita picks up some moss and sand and playfully decorates a few buildings.

"With most tall folk, they think flat-like. They can see so far away, and they like to gaze upon endless fields. But in the Mushfens, space goes to hogs, so if you want to grow anything, you gotta think vertically."

She drapes the longer strands over the rooftops and spires.

"I ain't never lived in a big ol' city before, but if'n I did, I'd try to grow food tha same way. Plus it just looks pretty!"

Perform, untrained: 1d20 + 4 ⇒ (5) + 4 = 9

As the group attempts their rituals, Pelotita sketches a before-and-after rendition of the city so she can report it back to the Society.

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Funny thing. If everyone has already played this, he's not here.

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Would it be socially acceptable to perform the rituals now, in front of him? I was going off the impression that we should let him leave, first, and so was pushing for exploration of the entire cave complex. But if it feels like we can document everything with him here, then she'd be fine with that, too.

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Pelotita's face cannot hide her abundant gratitude.

"Thank you so much, Uori! You're​ an angel! I hope our paths cross again sometime!"

She graciously accepts the gift and wraps it gently in some sack cloth before gingerly stowing it in an outside pouch of Janira's backpack, the bottom tip just barely poking out.

"It looks like there's another tunnel over yonder. We can check it out an' make sure it's all cleaned up while you finish your meditations."

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"Ya know, as much as I love uncoverin' long lost secrets, sometimes they're guarded by more than just earth. We should probably prepare ourselves with Janira's stuff, just in case there's more trouble down here."

Pelotita opens up the backpack to show off its contents.

Who wants what?

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Let's make sure we ain't missin' nothin' before we go back. He might've hid somethin' before he died."

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

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Pelotita pulls out a scroll from Janira's backpack.

"Mayhaps try this one?"

Scroll of Identify.