Seoni

Sable Władczy's page

24 posts. Organized Play character for Snorter.


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Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

I'm really sorry for being AWOL for a week.

I got one of those nasty emails, threatening me that all my systems had been taken over, and all my 'secrets' be shared.
Which, upon asking around, has apparently been received by a lot of people.

I'd normally have deleted, blocked, and forgotten, but they quoted my Paizo password at me, so I needed to be sure they'd not got any others, by installing new security, and methodically going through every site I use, changing passwords.

The new security seemed to not like an existing program, and I'd be frozen up a few web pages in. I think I've sorted it now; Dropbox churning out reams of error messages, which I've now uninstalled.

I couldn't post on Paizo without freezing up, and I'd taken on a new role at work, which meant I was in training and being micromanaged all day.

I'd like to continue, but accept if I've been replaced.
I should be able to get back into a normal posting routine now.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

"Magic Missiles! They have a mage of some sort. Well they'll not do that twice."

Sable casts Shield, then takes a double move, to running jump over the filthy water,

Athletics: 1d20 - 3 ⇒ (2) - 3 = -1

but skids on the wet stone, and has to climb out, soaked and furious, ending up in front of Baltorus.

Don't have enough actions left for a Ready, sorry. Unlike PF1, I believe Shield gives no passive immunity to MM.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Perception for me, since I'm trained (+2).


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Is Track (Survival, trained) usable down here?
My score is the same as for Perception, so could use the same roll.
But it may help to have successes in multiple tactics, than repeat what someone else did.
If possible, I'd use Track, over Perception. As well as a +2 bonus, I have the ability to accept a 10 result with no roll, not quite the same as the old take 10.

"So, these so-called Dragon Sharks. Do they have any distinctive dress, or appearance. So we don't confuse them, or their footprints, for any trustworthy Sewer Dragons."

Society: 1d20 + 2 ⇒ (4) + 2 = 6

Track: 1d20 + 2 ⇒ (20) + 2 = 22


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Still on 6 damage? Well, thank goodness for that!


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Yes, I looked through all the Rogue feats, and couldn't find anything similar to the old Evasion, that would negate all damage. Closest is a feat that could add a +2 to a save, potentially making a success a crit success, but nothing to treat a success differently.
It's going to take a while to get over some of the old assumptions, and their resulting tactics.

I'm a bit lost in the initiative here, but since they've had two stabs at me, I must be up.

Action 1: cantrip Shield, verbal. +1 circ to AC.

Action 2: Stride to flanking position another slight change, target loses AC, instead of attacker gains bonus...hmmm. Interesting.
Hope he doesn't have a reaction against movement...

Action 3: Attack with staff, two-handed.
Staff: 1d20 + 2 ⇒ (13) + 2 = 15 vs Blue's lowered AC.
damage: 1d8 + 1 ⇒ (4) + 1 = 5

"I can tell you've never learned to deal with A LADY!"

Right in the jewels. Hope that takes the wind out of his sails.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Did Black appear to take any damage at all? I'm curious if Rogues have the equivalent of the old Evasion ability, or can count a success as a crit success. And it may affect my future tactics.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

"Get BACK from me, you peasants!"

Time for a shield cantrip
(verbal, +1 item AC for one round),
then electric arc on both Blue and Black.
(verbal and somatic, 1d6 damage, DC15 reflex, half damage on a success, no damage on a critical success, or double damage on a critical failure)

Blue: 1d6 ⇒ 2
Black: 1d6 ⇒ 4


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

If there's nothing immediately obvious incriminating the barber with the gang, upon hearing Snips' confession, I was going to leave by the front door, and swing round the block, to join Midnight.

No sense in walking into an ambush I've been told about.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

I haven't read a recent update; I'll have to download it later.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Any update on that side room? I'm suspicious that it may not be the barber snoring, or she's left an illusory sound to mask her escape.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

If the barber sounds to have not headed for the back exit, that's promising, but she will still take a look, to be sure it's her snoring, or she's not faking.
There may also be evidence of involvement with the Barbers in that room.

As the others appear to be heading for the back as well, Sable will also check the assistant for signs of trustworthiness.

Are these checks open, or made secretly by the GM?
If open, I'll roll below.

Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

I think I need to see what she's doing in the back room.
Could be going for help, or raising an alarm.
Did we notice a rear exit, on the way in?

Sable crosses the room, from the front door, to look and listen around the doorframe of the rear room. If the barber isn't present, she'll step on through, to tail her.
(Stealth +1, Perception +2)

If the barber appears to be trying to send a signal to the Barbers, or other suspect activity, such as hurriedly packing,

Spoiler:
she'll let her tattoos crackle with electricity, as she readies a shocking cantrip.
'I would think again, before you do that'
Intimidate result 22 above.

If there is another person with the barber, looking combat-capable, and they are discussing us,

Spoiler:
she will prepare for combat, leading with an electric arc, as it has two targets.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Did we get a description of Nelfurhin Zor from the Captain?


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Sorry, been glued to the phone on complex workload, and then had to do a training package for having my PC replaced with a Surface Pro.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

I'll be using Conversation, via Intimidation, if and when it becomes necessary. Can't post fully now, due to work, but I'll try to drop in on a PC later, to provide detail. If required, I'll use their fear of magic, backed up with some relevant cantrips.

Intimidation: 1d20 + 5 ⇒ (17) + 5 = 22


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3
Kuch Crisnor wrote:
I only have Intimidate out of that skill list

I believe most, if not all can be used untrained, and the Aid action still exists, though they've changed the rule so the standard DC is higher, and it penalises the total effort on a critical fail.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

'And I thought I'd get a ladies shopping day. Oh, well.'


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

'While splitting five ways may maximise our efforts, the danger inherent in asking questions of the wrong people would suggest we guard each other, in two groups of two or three each.'

'It appears we have some subtle and knowledgeable members here, whereas I am maybe more used to unnerving superstitious fools, to get what I want.
I'll happily go with whichever group feels they could benefit from that.'


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Before we go, I'll ask for a good description of Nelfurhin Zor, and his last known address.

If he's Varisian, I may be able to bluff a family connection.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Updated the GM tracker.
And I've added the other avatar icons.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

'I assume you suspect the Barbers, due to the mode of death.
But do you have any other reason to suspect them?
In case a rival organisation is simply trying to throw the scent their way?'


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

A woman enters the bar, evidently Varisian, from the tattoos on her exposed flesh. She has the white hair that people associate with witches, and a expression that conveys she is used to being listened to.

A drunk approaches her, most likely to make her an indecent proposal, but she stares him in the eye until he slinks away, apologising.

She buys a wine, and sips it, while watching the patrons.
After about a minute, she approaches the others, and introduces herself.

'I am Sable. I believe you are to be my companions, this evening.'


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Posting, to dot the thread.
Though I'm aware there's been a change to the skill rules, so I'll get those changed tonight.