Clockwork Snail

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Not quite able to ascend as sharply as Samivashti, Grog goes up at a 45 degree angle tak8ng a sharp turn as he does so.

New height 85’


Grog’s fly check vs DC 20: 1d20 + 10 ⇒ (10) + 10 = 20


Looks like Fran and Clover are the only ones with good out of combat healing other than Stitch.

Botting Fran using her Hex

Fran calls on her witchy lessons to cause Bella to heal up.
Gains Fast Healing 6 for 4 rounds, completely healing her.

Focus point recovers after 10 minutes.

It doesn’t look like either Bella nor Stitch have pearly white aeon stones.


Cross posted the botting, I have deleted mine.


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Seeing how things are going, Fran decides to take on the mysterious dance. She decides to mix her knowledge of wizardry and the occult to create a veiled dance of illusion and grace.

With a veil over her face and lights dancing around her, she begins her dance.
Occultism: 1d20 + 10 ⇒ (6) + 10 = 16
Arcana: 1d20 + 10 ⇒ (10) + 10 = 20

Deciding the wizardry is working better, she uses that for her finish.
Arcana: 1d20 + 10 ⇒ (13) + 10 = 23

I don’t know if she has any hero points.


Fran looks towards the sound of the music as Roark rushes down the other path.

With a sigh, she gets out her tools and starts to improves a ladder to deal with the collapsed temple.

Crafting: 1d20 + 10 ⇒ (8) + 10 = 18


Fran moves up to where she can see more of the action and then Nudges Fate in Roark’s favor.

◆◆ Stride, ◆ cast Nudge Fate


In a quick search I couldn’t find anything.

Is there somewhere that Fran lists what spells they have prepared for the day?


I expect Fran will not be sustaining the Animated Assault since all the bad guys left the area. If Stitch wants to move into the area he could just ask Fran to get rid of it and then take his turn assuming it iis gone.


Botting Fran
Not sure what spells she has memorized, going to assume one was animated assault

Fran points at the huge treasure pile and then makes a swirling motion with the finger. Suddenly the pile of coins starts moving, striking Red and Black.
Animated Assault, Bludgeoning damage DC 20 basic Reflex: 2d10 ⇒ (8, 2) = 10

She also sustains Nudge Fate on Bella.


John stomps through the middle of the pack. A combination of thick soles on his boots and strong stomping allow him to get through without problem.
Fortitude: 1d20 + 3 ⇒ (15) + 3 = 18


Tad loads up his needler with a minor inhibitor and fires at White as well.
tactical needler pistol: 1d20 + 3 ⇒ (12) + 3 = 15 injection, analog; critical injection +2
Piercing damage: 1d4 ⇒ 3


Not wanting to be left behind, Leannah also rushes forward. She gets behind Ursula hoping that will make her less of a target.


Mallycorn moves up to where they can see the creature. Holding his weapon at the ready, he tells everyone that this is an advanced fiendish giant spider. It can fire a glob of webbing to entangle an opponent.

Game Mechanics:

Advanced Fiendish Giant Spider
N Medium vermin

Ranged attack vs Touch AC to entangle. Web monster ability.


Adjusted her position so she has a clear shot and is in range, took out bless.
Probably should have just had her climb the ridge given how much she likes climbing.


Botting Tess

When Tess checks the wishes of her ancestors, she finds them silent in this instance.

What do the ancestors want:
Ancestral Influence: 1d4 ⇒ 4

1=Martial (if moderate curse, your Strikes gain a +1 status bonus to attack rolls and a +2 status bonus to damage.)
2=Skillful (if moderate curse, +1 status bonus to skill checks and perception.)
3=Spellcasting (if moderate curse, non-cantrip spells without a duration gain a status bonus to their damage and healing equal to the spell's level.)
4=Tess’s Choice

She moves to where she has a clear shot at Pink and then shoots at the bugbear.
Short bow+Striking, range (Deadly, Ghost touch): 1d20 + 12 + 1 - 2 ⇒ (11) + 12 + 1 - 2 = 22
Piercing: 2d6 + 1 + 1 ⇒ (4, 1) + 1 + 1 = 7
Deadly: 1d10 ⇒ 10

Short bow+I.C.+Striking, MAP, range (Deadly, Ghost touch): 1d20 + 12 + 1 - 5 - 2 ⇒ (6) + 12 + 1 - 5 - 2 = 12
Piercing: 2d6 + 1 + 1 ⇒ (5, 1) + 1 + 1 = 8
Deadly: 1d10 ⇒ 3


Botting Symeon

Seeing everyone else focusing on the bugbear, Symeon fires evaluates his chances of hitting it. Deciding he has a good shot, he fires an arrow at it.

Devise Stratagem: 1d20 ⇒ 17

Additional Recall Knowledge check:

Secret roll: 1d20 ⇒ 19 [ ooc]+13 for Society, Arcana, Academia Lore, or Surgery Lore; +12 for Medicine and Nature, +11 for Crafting, Occultism, or Pathfinder Society Lore; +10 for Religion; or +9 for Other Lores.[ /ooc]

Short end of the bow, +1 Stirking, Stratagem: 17 + 14 = 31
Damage, Piercing: 2d6 ⇒ (4, 3) = 7
Strategic strike: 2d6 ⇒ (2, 3) = 5

Then he looks at the elf, to try and figure out if they are allied with the bugbear.
Sense Motive (via perception) +12


Botting Leaf

Leaf moves over to the heavily injured Nabi and attempts to fix up the worst of her injuries.
Doctor’s Visitation, one action for movement and treatment
Leaf-on-Wind's Medicine (E) vs DC 20: 1d20 + 14 ⇒ (15) + 14 = 29
Healing: 2d8 + 10 + 5 ⇒ (4, 3) + 10 + 5 = 22

He then uses the Healer’s Glovers to soothe more of the injuries.
Healing: 2d6 + 7 ⇒ (4, 2) + 7 = 13

Finally he sends a flurry of arrows at the wolf-thing.
First Flurry Arrow: 1d20 + 14 ⇒ (12) + 14 = 26
1Damage: 1d6 ⇒ 4
1Fatal: 1d10 ⇒ 7

Second Flurry Arrow (MAP): 1d20 + 14 - 5 ⇒ (4) + 14 - 5 = 13
2Damage: 1d6 ⇒ 4
2Fatal: 1d10 ⇒ 2


Delea moves towards the last of the pillars.

Double move


Delea fires her azimuth laser pistol at Green.
Azimuth Laser Pistol: 1d20 + 5 ⇒ (7) + 5 = 12
Fire damage: 1d4 + 2 ⇒ (4) + 2 = 6


Delea checks the stone plinth, see if there is anything mystical about it.

Mysticism: 1d20 + 16 ⇒ (6) + 16 = 22


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Botting Leaf

Leaf decides it might be time to talk up The Circus of Wayward Wonders.

“There is so much to see in our circus! Eliza and Mr. Tickles have their charming snake act. Mordaine the Magician with her incredible underwater escape act. The Dwarven Throwers really throw themselves into the act, tossing each other with abandon. Few are as light on the wire as the Featherfall Five. Clover and Snowy are always popular with their wrestling demonstrations, and you’ve already seen my sister dance. Are you sure you want to miss out on all of this?”

Circus Lore to Sway: 1d20 + 8 ⇒ (13) + 8 = 21


Botting Slipp

Gesturing with his whole body, Slipp calls out “Vim! Say Narven!

Diplomacy to Communicate from Beyond: 1d20 + 8 ⇒ (15) + 8 = 23

I don’t know what to do with Slipp’s last action.


Botting Slipp

Slipp gives the creature a death stare before unleashing the fires of Slipp on it!
Intimidate, Intimidating Glare: 1d20 + 8 ⇒ (15) + 8 = 23
Spell Arrack, Produce Flame: 1d20 + 8 ⇒ (9) + 8 = 17
Fire damage: 1d4 + 4 ⇒ (1) + 4 = 5


Looni does a quick check and discovers there is a person that is still hurt. They fix that.
Looni healing Alseil: 2d8 ⇒ (5, 1) = 6


Alseil summons Goldirox.


Seeing that Chance is the only one left to treat, Xathel treats their wounds. It goes remarkably well and the swashbuckler is ready for the next fight!

Xathel's Medicine (T): 1d20 + 8 ⇒ (18) + 8 = 26
Success (DC 15) heals: 2d8 ⇒ (5, 7) = 12; Crit (25) additionally heals: 2d8 ⇒ (8, 1) = 9


Grognard quickly grabs a tent and cable before urging Donkey to move towards the exit.


Botting Twitch

Twitch decides the best way is likely to just override the computer controlling the elevator system.

Computers: 1d20 + 18 ⇒ (3) + 18 = 21

I’ll show you cooperation, you bloated piece of unwanted code!


Suddenly another rift opens and you see people in archaic armor firing bows at the creatures!

Red damage: 4d8 ⇒ (1, 3, 4, 3) = 11
Blue damage: 4d8 ⇒ (2, 5, 2, 8) = 17

The rift then closes again, preventing them from firing more arrows.


Teddington goes all out on his attack of Red!

Called, Ghost Killer Red Star Plasma Doshko vs Red EAC: 1d20 + 13 + 1 - 4 ⇒ (1) + 13 + 1 - 4 = 11
Electrical and Fire Magical Damage: 1d10 + 15 ⇒ (5) + 15 = 20

Called, Ghost Killer Red Star Plasma Doshko vs Red EAC: 1d20 + 13 + 1 - 4 ⇒ (11) + 13 + 1 - 4 = 21
Electrical and Fire Magical Damage: 1d10 + 15 ⇒ (3) + 15 = 18


…and now her attack

Persephone swaps her pistol back and forth, disguising where exactly it is as she moves and fires.
Sleight of Hand to Trick, Take 10 vs CR: 10 + 19 - 20 = 9
Called Thunderstrike Sonic Pistol: 1d20 + 12 ⇒ (15) + 12 = 27
Trick Damage: 4d8 ⇒ (1, 5, 1, 1) = 8
Sonic: 1d8 + 4 ⇒ (2) + 4 = 6

Make it off target


Botting Persephone for Aid Felise

Persephone looks for weak spots in the perimeter. She finds several that she reinforces. She has to slap a creature on the nose to make it leave her equipment alone.

Perception: 1d20 + 15 ⇒ (20) + 15 = 35
Reflex: 1d20 + 12 ⇒ (10) + 12 = 22


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Korgaar double moves to get nearer the action.


Red Reverend follows Colleen.


That would make for a spirited meeting!” Truddig notes.


Ginadori wrote:
How do we bot on forums? Just post their actions under our character?

You can either do that leading with an OOC message indicating this is a bot, or you can have an alias that you use specifically for botting. It is still a good idea to lead with a message indicating who you are botting for.


Botting Darlann.

Darlann attempts to sniff out pockets of gas.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8 Failure


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Botting Darlann

You'd think that people would have had enough of silly snake songs
I look around me and I see it isn't so
Some people want to fill the world with silly snake songs
And what's wrong with that?
I'd like to know
'Cause here I go again...

Perform, Untrained: 1d20 + 3 ⇒ (19) + 3 = 22

Success, but unfortunately not the crit success you would have needed to avoid the combat.


Botting Shagrat!

Day 7 Goblin Scrapyard, Petres, Lotte, Avan

Eager to start on his project, Shagrat picks people he thinks would know how to find good scrap! Running an inn, Lotte must know how to find other uses for items! Avan needs the skill if he doesn’t have it yet! Petres is tall and strong, he can reach the stuff others aren’t able to!

Scrapyard, Athletics: 1d20 + 5 ⇒ (4) + 5 = 9

Unfortunately he spends so much time explaining what he wants to the people, he isn’t able to find the bestest stuff yet!

Day 8 Goblin Scrapeyard, Sylvania, Matthild, Braderock

Today Shagrat chooses new people, hoping some of them might understand what he wants! Sylvania knows lots of stuff, she should know what is good! Matthild is always helpful! Braderock helped with repairs, he should know by now what is useful!

Scrapyard, Athletics: 1d20 + 5 ⇒ (18) + 5 = 23


Conrad encourages you to Git Green and enables his suit’s environmental protections.


Gunnz moves up and takes cover in one of the cubicles.


As far as I can determine we did not take any damage. If I missed it, Dr. Mech Coy would work on fixing things and restoring shields between drone waves.

Reseting combat

Starfinder heading: 1d6 ⇒ 4

Blue heading: 1d6 ⇒ 2
Blue distance: 3d6 + 5 ⇒ (2, 1, 4) + 5 = 12

Red heading: 1d6 ⇒ 3
Red distance: 3d6 + 5 ⇒ (3, 6, 2) + 5 = 16

Map ready!


Conrad encourages Orrian yet again.


Srurdez decides that sending extra power to the weapons at the same time as Zargothrax is sending it to the shields might be good.

Chief Mate: Maintenance Panel: 1d20 + 15 ⇒ (14) + 15 = 29 Success


Trusty disguises themselves as a general maintenance drone.

Disguise, Aid from Arratoi: 10 + 17 + 2 = 29 Has skill focus so can always take 10.

Update for Aid from Arratoi


Damiar tries to figure out what approach is most likely to work with Dolm.
Sense Motive: 1d20 + 10 ⇒ (7) + 10 = 17


Trusty levels his gun and says "Your time is up!"

Take 10 Trick for up to CR11

Bang Bang (Semi-Automatic pistol): 1d20 + 12 ⇒ (9) + 12 = 21
Piercing Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Trick Attack: 4d8 ⇒ (8, 1, 5, 3) = 17

If it hits, flat-footed to everyone.


Trusty continues to shoot at Red. “I look forward to cleaning your remains off the upholstery!

Take 10 Trick for up to CR11

Bang Bang (Semi-Automatic pistol): 1d20 + 12 ⇒ (12) + 12 = 24
Piercing Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Trick Attack: 4d8 ⇒ (6, 1, 2, 4) = 13


With these rolls, HMM may not allow me to bot her again... :)

Damiar has fun singing with the band, although she might need to work on harmonizing more.
Perform Sing: 1d20 + 10 ⇒ (6) + 10 = 16

Between sets, Damiar chats with the other Pathfinders in the room. She tries to draw them out in conversation.
Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15

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