Poryphanes

Phædro's page

15 posts. Organized Play character for rainzax.


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Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Phaedro to Fortitude vs Poison (DC 17): 1d20 + 17 ⇒ (20) + 17 = 37

"Little spicy, eh?"

Critically critical crit success?

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Phaedro spins around with a gleeful smile "Out the porthole, huh? We'll keep that in mind" he winks at Eigensspace, then grabs purple chef by his apron and collar, and raising him over his head, drops him head-first atop a box of raw fish!

Grapple (Athletics, M) w/ Horns (+1) vs Purple: 1d20 + 21 + 1 ⇒ (10) + 21 + 1 = 32
Head Smash (Athletics, M) w/ MAP (-4 w/ Audacious Combatant) vs Purple (Fort DC): 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
Stunt Damage: 3d6 + 4 ⇒ (1, 4, 4) + 4 = 13

~) ⛨ 26, 27 vs reactions, or 28 mobility / scramble, ♥️ 120/120
◆) Daring Stunt (Decline Stride/Leap but + Grapple)
~) Adrenaline
◆) Head Smash (Roll Athletics vs Grappled foe @ Stunt Damage and Fort Save vs Class DC [27] or Stunned; Incapicitation)
◆) Daring Reversal (Strike + Shove Green; Purple OG to Phaedro 1-rnd)
~) Shoved Foe may take Stunt Damage? (If "prop" in the way?)
↺) Scrambling Retreat (+2 AC; Phaedro will decline the Stride sub-action of this ability to stay Grappling)

Spinning again, he slams back into green chef with his grappling hook, cutting and knocking him back. Then turns once more to tell purple "You're Next!"

Daring Reversal to Strike w/ Thundering Grapnel (1d6 electricity) w/ MAP (-8) vs Green (AC): 1d20 + 20 - 8 ⇒ (15) + 20 - 8 = 272d6 + 6 ⇒ (3, 2) + 6 = 111d6 ⇒ 3
Daring Reversal to Shove w/ MAP (-8) vs Green (Fortitude DC): 1d20 + 21 - 8 ⇒ (10) + 21 - 8 = 23
Stunt Damage: 3d6 + 4 ⇒ (6, 5, 6) + 4 = 21

Ability Text References:

Adrenaline
As you slip past the deadly blades of your opponents and perform stunts that put life and limb on the line, the thrill of danger washes through your veins. This heightened state is called adrenaline. You gain adrenaline by performing actions that have the risky trait. The GM might determine that a particularly dangerous action, such as leaping a deep chasm or sprinting across hazardous terrain, gains the risky trait. Such stunts typically involve at least one action and either automatically deal damage to you or risk dealing damage as the result of a failed skill check or saving throw. You gain adrenaline at the start of the risky action (before you move or attempt any rolls). The adrenaline lasts until the beginning of your next turn, so you must constantly perform risky actions to keep your adrenaline flowing. Normally, you gain and keep adrenaline only in combat encounters, and when an encounter ends, you lose adrenaline. To help you gain adrenaline, you gain the Daring Stunt action. Other daredevil actions, such as certain class feats, require you to have adrenaline.

Audacious Combatant
Your adrenaline fuels you to attack again and again. Whenever you have adrenaline and make an attack as part of an action with the press trait, your multiple attack penalty is –4 (–3 with an agile attack) on your second attack of the turn instead of –5, and –8 (–6 with an agile attack) on your third or subsequent attack of the turn instead of –10.

Daring Reversal (◆)
[flourish, press]
Requirements: You have adrenaline and are flanked by at least two enemies.
You follow up an attack with a punishing shove to give yourself some space. Make a melee Strike against one of the flanking enemies that is within your reach and then attempt an Athletics check to Shove that enemy. You don’t need a hand free to attempt this Shove. This check has the same multiple attack penalty as the initial attack and doesn’t count toward your multiple attack penalty. The other enemy flanking you is then off-guard to you until the end of your next turn.

Daring Stunt (◆)
[risky]
Frequency: once per round
You hurl yourself into the fray and try to maneuver a foe. You Stride or Leap. You can use Daring Stunt while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. You must move at least 10 feet and end your movement adjacent to at least one enemy. At the end of your movement, you can attempt to Grapple, Reposition, Shove, or Trip one enemy within your reach. You must meet all the requirements of that action.

Head Smash (◆)
[attack, press]
Requirements: You have adrenaline, you have a creature grabbed or restrained, and you and the required creature are both adjacent to the same prop.
Fueled by adrenaline, you drive an enemy’s head into a sturdy object. Attempt an Athletics check against the Fortitude DC of the grabbed creature.
Critical Success: You deal stunt damage to your target, who must attempt a Fortitude save against your class DC or become stunned 2; this is an incapacitation effect. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Success: As critical success, but the target is only stunned 1. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Failure: You deal half your stunt damage to the target. Your target is then no longer grabbed or restrained by you.
Critical Failure: Your target is no longer grabbed or restrained by you. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

Scrambling Retreat (↺)
Trigger: You’re targeted by a melee attack.
Requirements: You have adrenaline and you aren’t encumbered.
You slip away from an oncoming attack, though your foe might choose to follow. You gain a +2 circumstance bonus to AC against the attack. After the attack, you can Stride up to half your Speed. If you do, the attacker can Stride to follow you as a free action, keeping you in their reach throughout their movement until you stop moving or they have moved
their full Speed.

Stunt Damage
When you smash your enemy into the scenery, it does real damage. Whenever you have adrenaline and force a target to move, and the movement is interrupted by a prop (see sidebar), the target takes an amount of bludgeoning damage equal 1d6 plus your Strength modifier. This damage increases by 1d6 at 5th, 9th, 13th, and 17th level.

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺
Tokoyo wrote:
Tokoyo looks around below deck. "My thanks, Captain, for getting us access. This ship looks wonderfully maintained. Perhaps we should apply some of the decor here to the Deranged Dingy."

"Perhaps we should relieve these gentlemen of their knives once we've knocked them around?" He leaps across the kitchen towards the other chef, and does just that!

Grapple (Athletics, M) w/ Horns (+1) vs Green: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36

~) ⛨ 26, 27 vs reactions, or 28 mobility / scramble, ♥️ 120/120
◆) Daring Stunt (Leap w/ Propelling Strides [15-ft] + Grapple)
~) Adrenaline
◆) Head Smash (Roll Athletics vs Grappled foe @ Stunt Damage and Fort Save vs Class DC [27] or Stunned; Incapicitation)
◆) Interact to Draw Combat Grapnel (Did we see attack coming?) or Stretching Reach (Stance: Combat Grapnel gains Reach)
↺) Scrambling Retreat (+2 AC; Phaedro will decline the Stride sub-action of this ability to stay Grappling)

Head Smash (Athletics, M) w/ MAP (-4 w/ Audacious Combatant) vs Green (Fort DC): 1d20 + 21 - 4 ⇒ (10) + 21 - 4 = 27
Stunt Damage: 3d6 + 4 ⇒ (5, 5, 2) + 4 = 16

References Ability Text:

Adrenaline
As you slip past the deadly blades of your opponents and perform stunts that put life and limb on the line, the thrill of danger washes through your veins. This heightened state is called adrenaline. You gain adrenaline by performing actions that have the risky trait. The GM might determine that a particularly dangerous action, such as leaping a deep chasm or sprinting across hazardous terrain, gains the risky trait. Such stunts typically involve at least one action and either automatically deal damage to you or risk dealing damage as the result of a failed skill check or saving throw. You gain adrenaline at the start of the risky action (before you move or attempt any rolls). The adrenaline lasts until the beginning of your next turn, so you must constantly perform risky actions to keep your adrenaline flowing. Normally, you gain and keep adrenaline only in combat encounters, and when an encounter ends, you lose adrenaline. To help you gain adrenaline, you gain the Daring Stunt action. Other daredevil actions, such as certain class feats, require you to have adrenaline.

Audacious Combatant
Your adrenaline fuels you to attack again and again. Whenever you have adrenaline and make an attack as part of an action with the press trait, your multiple attack penalty is –4 (–3 with an agile attack) on your second attack of the turn instead of –5, and –8 (–6 with an agile attack) on your third or subsequent attack of the turn instead of –10.

Daring Stunt (◆)
[risky]
Frequency: once per round
You hurl yourself into the fray and try to maneuver a foe. You Stride or Leap. You can use Daring Stunt while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. You must move at least 10 feet and end your movement adjacent to at least one enemy. At the end of your movement, you can attempt to Grapple, Reposition, Shove, or Trip one enemy within your reach. You must meet all the requirements of that action.

Head Smash (◆)
[attack, press]
Requirements: You have adrenaline, you have a creature grabbed or restrained, and you and the required creature are both adjacent to the same prop.
Fueled by adrenaline, you drive an enemy’s head into a sturdy object. Attempt an Athletics check against the Fortitude DC of the grabbed creature.
Critical Success: You deal stunt damage to your target, who must attempt a Fortitude save against your class DC or become stunned 2; this is an incapacitation effect. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Success: As critical success, but the target is only stunned 1. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Failure: You deal half your stunt damage to the target. Your target is then no longer grabbed or restrained by you.
Critical Failure: Your target is no longer grabbed or restrained by you. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

Propelling Strides
You can push yourself off a wall or large creature to gain some speed. If you are adjacent to a prop (see sidebar) at the beginning of a move action, you gain a +10-foot circumstance bonus to your Speeds for that move action.

Scrambling Retreat (↺)
Trigger: You’re targeted by a melee attack.
Requirements: You have adrenaline and you aren’t encumbered.
You slip away from an oncoming attack, though your foe might choose to follow. You gain a +2 circumstance bonus to AC against the attack. After the attack, you can Stride up to half your Speed. If you do, the attacker can Stride to follow you as a free action, keeping you in their reach throughout their movement until you stop moving or they have moved
their full Speed.

Stretching Reach (◆)
You can leverage your size and muscle to extend your reach and attack more distant foes. While in this stance, when you wield a melee weapon that requires two hands and doesn't have reach, the weapon gains a reach of 10 feet.

Stunt Damage
When you smash your enemy into the scenery, it does real damage. Whenever you have adrenaline and force a target to move, and the movement is interrupted by a prop (see sidebar), the target takes an amount of bludgeoning damage equal 1d6 plus your Strength modifier. This damage increases by 1d6 at 5th, 9th, 13th, and 17th level.

CLANGGG

Grabbing his head, he smashes it against the frier pot! "Are you seeing stars, good chef?"

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Gather Information (Diplomacy, T): 1d20 + 15 ⇒ (20) + 15 = 35

"How long have you been here?"
"Is Rui Longlai a good host?"
"What do you know of him?"
"Banjau" and "What do you mean less quiet?"

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

"False alarm"

Phaedro tries to ask them directly why they are on edge...

GM, are the linked spoilers still "in play"?

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Phaedra runs interference on Rui, who, if he be easily pliable, he leaves tied to a post while the party heads down to the hull.

And joins them as quickly as he can, yelling so many ”Sorry”s and ”Pardon me madam”s as needed to make his way!

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Eager to agree to the first idea that sounds legit, Phaedro almost speaks his enthusiastic agreement, volunteering to tackle the major-domo as the party storms the hull.

But he catches himself "Three tries..." and scratches his bearded chin "What do others think? Should we head straight down? Or does someone have another idea?"

Horizon Hunters

1 person marked this as a favorite.
| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺
Tokoyo wrote:
"No, but when am I ever ready to deal with nonsense?" Tokoyo whispers back before turning to the owner. "Yes, we are looking for a good meal. I am a native to Tian Xia, so I know what authentic cuisine tastes like. I hope you won't disappoint." She stares grimly into Rui's eyes.

Phaedro - perhaps accustomed to a sense of deja vu a sequence of benders can elicit - initially shrugs off the sense thay anything strange is afoot...

Tokoyo wrote:
Tokoyo's eyes snap open with horrified alarm. She whispers to everyone with no small amount of urgency in her tone. "This has happened before. We ate the meal, then we all died to to that thing! We have three chances to set things right, and find some way to overcome the overwhelming foe that I know will appear in exactly one hour."

"Always so serious... wait..." he pauses here, at the "new", and scratches his horn "Besmara's parrot, I believe you are right... I... I do remember..." and he shudders reliving his previous horrible moment of death (by stolen future)...

...he turns to Eigensspace "What did you see, um, last time - I noticed you were snooping..."

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Loop 2

Phaedro takes Savannah's hand if she be willing "Pleasure to make acquaintance. It's not so serious as the Illustrious Tokoyo makes it all out to be. But yeah, we got a good ship and a better crew" he wrinkels his snout "You didn't happen to cross that blasted bridge, did you? That bastard K.H.W. has got such a sense of humor" and adds, mysteriously "But, have you ever met him?" curling his eyebrow in mystery.

To Eigensspace "Never sailed there yet. Take your word for it" then turns to his ever-vigilant first mate, aside "You ready for the b#*$@*+$ ride!?" finally to Rui Longlai "You are the captain my good man. I'm Phaedro. This is Tokoyo, Savannah, and Eigensspace. We are looking into having a good experience here" he stretches his legs before presumably stuffing himself into a tiny booth...

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Before the fight

Phaedro makes fast friends around the boat (Opening 2nd spoiler) and keeps his line of questioning subtle and light...

Diplomacy (T) to Gather Info (DC 27): 1d20 + 15 ⇒ (4) + 15 = 19

...but just ends up making friends with a couple of drunks. Which is fine. If off-mission. Hopefully Tokoyo won't notice...

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Sensing a natural "rival" - indeed, our equivalently energetic and handsome hero has grown accustomed to becoming the "life of the party" himself! - Phaedro engages the waiter in conversation the moment he arrives.

"My good man! I appreciate your tending to me and my crew today. Word travels fast around here that the two of you - yourself and the orc lady over there - are quite the duo! Specifically that everyone I've spoken to seems unable to remember having had better service!" he winks at the man, as if he were sharing the "in" of the double entendre with him, and changes subject, providing the man with an "out" as well, lest he blow his own cover at worst, or maintain his innocence as a useful idiot at best "So: What would you recommend for a Hearty Crew such as us tonight?"

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Phaedro takes Savannah's hand if she be willing "Pleasure to make acquaintance. It's not so serious as the Illustrious Tokoyo makes it all out to be. But yeah, we got a good ship and a better crew" he wrinkels his snout "You didn't happen to cross that blasted bridge, did you? That bastard K.H.W. has got such a sense of humor" and adds, mysteriously "But, have you ever met him?" curling his eyebrow in mystery.

To Eigensspace "Never sailed there yet. Take your word for it" then turns to his ever-vigilant first mate, aside "You ready for the bullshit ride!?" finally to Rui Longlai "You are the captain my good man. I'm Phaedro. This is Tokoyo, Savannah, and Eigensspace. We are looking into having a good experience here" he stretches his legs before presumably stuffing himself into a tiny booth...

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Perception (E) vs DC 28: 1d20 + 18 ⇒ (10) + 18 = 28

"Eh, no memory? I know the feeling"

Phædro casts a conspiratoral wink at Tokoyo, trying to already make light of whatever serious condemnation she is about to proclaim.

And shrugging to the others, prepares to enter the Golden Fortune "Think we'll be as lucky?" he jokes at the name, hiding a little bit of worry beneath the thin veneer of humor.

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

"Goka?"

Having sailed into the burgeoning port a week early, Phaedro had known the reputation of the sailors he had met with ties to the new nexus of ne'er-done-betters whose path to prosperity had been recently un-yoked from the oppressive taxation of the Lung Wa.

Having docked his own ship - The Derranged Dingy - nearby a row of pubs old and new, populated by rugged sailors and gentle pleasuremen, our gregarious and handsome hero - built like a bull from hoof to horn! - soaked in the attention afforded to a man a head taller than nearly everyone present, for richer or poorer, and replaced the headache of crossing the somnebulist bridge (against the wishes of "KHW") with that of a sleepless body trying to expunge it's system of a slow and steady introduction of toxic inhibition-lowering drafts, arriving at the Golden Fortune equally lethargic as the rest of the party.

Walking up to the first person to disembark "More than seasickness I reckon by your stagger" the question 'are you okay' merely implied behind the veneer of bravado and free-wheeling association.

Horizon Hunters

1 person marked this as a favorite.

A handsome and gregarious minotaur, Phaedro is a natural leader, and looks to someday captain his own ship. But first? He's gotta learn the ropes. A rough and tumble sort, he uses his braun and agility to leap around any battlefield he finds himself on, strapping down any opposition with his natural wrestling moves.

Same player (rainzax above), but, if we need a melee body, I can bring this guy along instead, who started his career as a Gymnast Swashbuckler, but whose fantasy and mechanical niche might be better served by the Daredevil class. We'll see how the party shapes up?