Shadowcount Sial

Rilmor Kinnon's page

115 posts. Organized Play character for rchiang.


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Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Thanks for running! It looks like it's a good thing we didn't bother searching the rest of the prison area.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Atronia, I think it should stack. The +2 morale bonus to STR from Raging Song and +2 morale bonus to attack from Inspiring Word should stack.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor moves up. Since he is too slow and too far away from the rest of the party, he invokes Inspiring Word again, targeting Grand.

Buff tracking:
- Moment of Greatness (Everyone but Daedin, those affected by Inspiring Word can active for 1 use). 13 rounds left
- Protection from Evil (Gyrand). 14 rounds left
- Magic Weapon (Coetus). 15 rounds left
- Inspiring Word (Coetus). 1 round left
- Inspiring Word (Daedin). 2 rounds left
- Inspiring Word (Gyrand). 3 rounds left

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Sorry for the late reply Daedin. You get +2 to attack/saves/skills/ability checks for 3 rounds and can use Moment of Greatness once to turn that +2 into a +4 bonus.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

I moved Coetis on the map. Double move to circle around and get to the cutoff position without provoking (and leaves Daedin an open shot).

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Daedin. Yes. Even better, it will stack with Divine Vessel for a +6 if the timing is done right. Otherwise, you have to live with a lousy +4 bonus for 3 rounds, assuming I keep refreshing Divine Vessel.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor moves up and activates Inspiring Word on Daedin.

- Moment of Greatness (Everyone, those affected by Inspiring Word can active for 1 use). 14 rounds left
- Protection from Evil (Gyrand). 15 rounds left
- Magic Weapon (Coetus). 16 rounds left
- Inspiring Word (Coetus). 2 rounds left
- Inspiring Word (Daedin). 3 rounds left

Gyrand, did you also add in your Protection from Evil AC bonus? It may or may not apply here.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

By the way, I didn't think we were on position on the map, so I did a best guess starting point for all of us in the stables waiting run out just before the start of the round.

Feel free to move yourself if I didn't put you in a good position.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Before the party heads up the ladder to the stables, he casts three spells (Moment of Greatness on the Party, Protection from Evil on Gyrand, and Magic Weapon on Coetus).

Minor change in plans follows.

At the top of the stairs, Rilmor will activate Inspiring Word on Coetus and whispers to him, "That is almost everything I can do for you. Get the leader by the well."

Current buffs and remaining duration (assuming 3 rounds after casting to climb ladder and get into position):
- Moment of Greatness (Everyone, those affected by Inspiring Word can active for 1 use). 15 rounds left
- Protection from Evil (Gyrand). 16 rounds left
- Magic Weapon (Coetus). 17 rounds left
- Inspiring Word (Coetus). 3 rounds left after Rilmor activates

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor looks around at the party. "It seems like we're in agreement to deal with the enemy quickly. Let me know when you are all ready and I shall begin my protective enchantments on our close fighting types."

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Yup, I'm totally fine with getting the prisoners out safely. I was mostly throwing it out there in case people weren't thinking about it.

If there aren't any other objections, I'll do the buffing as documented above just before we head out.

Tactically, I'd suggest ganging up and taking out the leader first.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

I'm good either way. I was mostly making the "look for loot" argument vs. the "complete the mission right away" argument. Although, I'd guess that if there were loot, it's more likely hidden in the inn than in this area.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Putting up my buffing notes just in case I miss a day. Also can help with people who need to track multiple buffs on their character.

Buffs that last 2 minutes (will do before any short buffs):
- Moment of Greatness (entire party)
- Protection from Evil (Gyrand)
- Magic Weapon (Daedin)

Single target short buffs:
- Inspiring Word (Sp): As std action, inspire 1 creature within 30'. Creature gains +2 morale bonus to attack, skill, ability, and saves for 3 rnds.
-- Daedin before combat, Coetis first round of combat, Gyrand next
-- Note that this combines with Moment of Greatness to give you a +4 on one of those rolls in the 3 round duration. I suggest saving for Will saves or if you have a major, single use striking power.

Group short buffs:
- May do Divine Vessel if enough of the party is grouped up in melee.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor chimes in, "Once we are about ready to go, I can throw up two magical enhancements which will aid us during combat. Who is most likely to close in with the group lying in wait? They will need the most protection."

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor thinks for a moment. "Do you think they have the rest of the dwarves' equipment down here? Some of that stuff may help with scrying them too. We could end up wasting more time, but it could be a good idea."

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor examines the dwarves quickly and says, "They certainly won't be able to aid in any rigorous activity, but they look like they could move ell enough. Beyond that..."

Heal: 1d20 + 8 ⇒ (17) + 8 = 25

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor says "I have some oil. There's no guarantee that it will work, but I'm fine with giving it a try."

For some reason my stat block for equipment is empty, but it's on my linked character sheet.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor volunteers. "I might as well do it." He takes the keys and check out each of the rooms while Daedin remains on guard with his bow.

Perception (Take 10): 10 + 11 = 21

Rilmor unlocks each cell, walks in, and examines each room casually.

If he finds nothing then he will likely try a more careful search. I moved Daedin and Rilmor for now.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor climbs down. Once there, he asks "Where to next?"

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

I moved us all into the stables. Please move yourself back if that wasn't the right thing to do.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor follows the rest of the party. I assume we're all going, otherwise, Rilmor will wait in the inn with whoever stays behind.

Stealth: 1d20 - 2 ⇒ (1) - 2 = -1

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

As the "prisoners" are put in their own room and the searches being completed, Rilmor will quietly whisper individually to each party member over time, "I agree that everyone in this inn is suspect. We need to find a way to covertly scout around the premises again."

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor stands about as still as he can. He thinks to himself, "Well, it's all up to Gwerrmet to sell the story now."

Need a real good straight Bluff roll now...

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor walks in, attempting his best to look desolate.

Sense Motive: 1d20 + 8 ⇒ (9) + 8 = 17

And if applicable

Aid Another (Bluff, looking like a prisoner): 1d20 + 3 ⇒ (8) + 3 = 11

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor looks down at the knots tying his hands. He looks perfectly serene as he looks to the rest of the party, "Let us go in then. I think our best plan is to pretend to be tired from our travels, go to bed soon, and then explore further after everyone is asleep."

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

With that damage roll it may not matter, but if that's a greatsword, then you've got a crit threat.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor casts Guidance on himself, which activates Divine Vessel. He then draws his weapon and moves back a step.

Everyone: +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Yeah, trying to come up with a plausible story that doesn't scream "they could be here to rescue the dwarves" screams Bluff to me.

Anyhow, I figure we should just go with our highest Bluff and tons of buffing and Aid Another to give it a shot.

Or to put it another way, I'm pretty sure slaying everyone at the Inn would be considered an "Evil Act". :D

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

I hate doing do much discussion out of character, but while I have decent Diplomacy, I can't buff myself without being obvious and I only have the default Bluff. Our "disguise" seems to be calling more for Bluff. Anyone else good at it?

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

"While I'm generally happy to communicate with uncooperative people, I'm terrible with telling falsehoods should it come to that. If we're going to pretend to be someone else, we'll need someone more convincing than I."

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor looks a bit uncomfortable as he speaks, "I don't think I could easily pass as a pilgrim of another deity and the idea is a bit repulsive to me. Instead, could we claim to be traveling to somewhere further inland into the River Kingdoms or Numeria?"

"Also, if someone is going to be convincing others of this tale, who would be the best one to keep a straight face while doing so?"

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor continues watching the party. Not sure if I could have done this on my turn or if I have to wait another round.

Sense Motive: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

BTW, Coetis you may get to add the +2 from Divine Vessel for the skill check. I'm not 100% certain of the timing.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor looks slightly shocked at the sudden deaths occurring on the pier. He quickly recovers, moves up, and casts Guidance on himself. From there, he concentrates a moment (swift action) and his nearby allies (except Gyrand) find themselves filled with some magical power.

Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor walks closer to Gwerrmet. "Apologies, good sirs. As my friend here said, there's the six of us traveling together." Assuming I've counted the number of PCs correctly.

Aid Another (Bluff): 1d20 + 2 ⇒ (7) + 2 = 9

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Sense Motive: 1d20 + 8 ⇒ (5) + 8 = 13

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor looks around a bit uncomfortably. "That sounds fine, but the more deceptive arts are generally not my forte. I hope someone here is more skilled can take the lead."

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor listens quietly for a moment as others ask questions.

Knowledge (relgion): 1d20 + 5 ⇒ (4) + 5 = 9

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Buying two scrolls: Pro/Evil, Remove Fear

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Two strategic notes:

1) If we hit any kind of important skill check, Rilmor can give a +4 (2 domain powers over 2 rounds) or a +6 (1 spell+2 domain powers over 3 rounds) via appropriate buffing. If you think you're about to make some kind of check, give Rilmor a moment to move aside and "pray" to set this up.

2) Similarly, Rilmor can buff the party with his domain powers in combat. The group buff has a range of 15', so try to leave Rilmor space to cover as many party members as possible.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Player: Ray Chiang
Character: Rilmor Kinnon
PFS# 40644-1
Faction: Grand Lodge
Day Job: None

Will put up my "before we leave" shopping list later (mostly scrolls).

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

A being enters the lounge. He is clearly not human, with golden hair and golden eyes. "Apologies for running late. I just had to finish acquiring some supplies."

There is a gentleness in his countenance as he looks around the room. "My name is Rilmor. I've done some missions for the Society in the past and I'm always glad to serve."

He sits down and asks for a glass of wine.

Grand Lodge

This is Middleman. With the current party makeup, I'd be bringing Rilmor, a level 2 cleric.

Grand Lodge

I'm interested. I have several characters at level 1.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Go ahead and play without me. I would like to look at different cleric builds and it looks like I'll be very busy with other things starting this week.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

GM Dak, is there a reason you filled out the player bits (like Current Prestige and Items Bought)?

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

I'd rejoin on early Tuesday if possible (doing Part III live on Monday evening and Part II with you guys). Otherwise, go ahead and find a replacement for me.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

From the "Guide to Pathfinder Society Organized Play":

1st-Level Character Retraining

Pathfinder Society is all about player choices and living
with those choices once you’ve made them. However, at the
start of a Pathfinder’s career, you are allowed to adjust your
character before settling in for the long haul. Before you
level up a character for the first time, you may change any
aspect of it except its Pathfinder Society Number. Changes
may only be made between adventures and before playing
as a character above 1st level. Any exceptions will be noted
in the Pathfinder Society FAQ. You are able to keep all
treasure, Prestige Points, special boons, and XP that you
have earned and apply them to the character once you
retrain as long as the character meets the criteria above.

I've seen people play 3 different characters at 1st level in 3 different adventures then decide which one they like for 2nd level.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

I'll be retraining (still doing some tweaking and testing out a few different builds) and I'll likely use 2 PP to get a Wand of Cure Light Wounds, but I can take care of that on the Chronicle Sheet myself.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor speaks, "Well, it's most likely they were opportunistic thieves. Let us return to Pathfinder headquarters and report back in to Venture-Captain Ambrus Valsin." He helps up Polami and walks with her until she can see again.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor says to Polami, "Take heart. I believe you were hit with a spell which knocked you out. And I believe the blindness is temporary."

Rilmor examines Halli as the others examine the other ambushers.

Perception (Take 20): 20 + 10 = 30