Monk

Sera Vasara's page

168 posts. Alias of ginganinja.


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Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Ok so they want us to do something we don’t want to do. Apparently they are too strong to fight, so we basically need to say yes here - definition of a railroad right there. Like, no matter how this gets spun, it’s bad. In addition, none of this helps us feel better about ‘save the tiefling slums’.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

In addition, 2 further points in response to the GM above.

Firstly, we rolled fine on diplomacy - remember that we are level
2. If you want to set an unrealistic DC - by all means, but then you limit the options a PC has. Furthermore saying ‘It’s not me, it’s the dice’ is a pointless arguement. This is home brewed as GM you decide what options are left. If low percentage options are left then that is on you. Saying ‘it’s the dice’ is a cop out since this situation was designed in this way.

Lastly - this entire character situation is needlessly antagonistic. We were already going to help. Free of charge. Clear to anybody. If you left it alone we probably have this solved. Instead, random NPCs get introduced with the goal of discouraging help- and yet they ask for it. I assume their bargain is for us to do exactly what we were doing anyway in exchange for the cards. It’s pointless and silly. This is like me asking a friend for help, having my friend agree and then randomly punching him in the face and asking again and expecting the same level of assistance. It’s utterly illogical,


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Oh right, yes just making it clear I left this as well after my previously posted concerns.

The biggest problem right now are the clash of things run ‘by the book’ vs home brew.

Here was the situation as I read it.

A serial killer was killing and creating unrest. Thrune would then use the excuse to move agents in and crush the slum. Therefore send an NPC to enlist PCs aid, find the killer, therefore removing thrunes excuse to move in. Simple.

Enter the home brew element.

Zel gets her significant item stolen the moment she enters. A PC almost died from an ambush set had she failed a reflex save. Talking doesn’t work, fighting doesn’t work.

So a further two points. Why are we here? If these people are capable enough then why where we called in? Let them do it if they are extremely strong.
Second, the IC response is ‘screw you solve your own problems’. This home brew element has needlessly antagonised this situation - we were already going to help until this homebrew element got introduced - it’s at cross purposes with what the book intends.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera taps her food impatients.

"This is a waste of time. You base yourselves here and still don't know who is killing tieflings. In fact, they had to get outside help, thats us by the way, to figure out what precisely is wrong. If you want to sabotage us, thats perfectly fine but in the long term, thats really only going to hurt everyone present."


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Let's recap.

Firstly the cards are gone. Period. Even if we fight our way through, the thief is long gone.

That said, I really don't get the aim of this encounter unless it was engineered with the sole purpose of taking the cards away.

Recapping, we are here because a tiefling asked us to help. No one else would. Upon arrival, no one has been particularly helpful, Zel has her cards targeted (instead of like, money or food) and we are promptly drawn into a lethal ambush and are given no information. We don't know where they are, what they look like, what weapons they use etc. Even if we recover the cards (unlikely) why the heck would we help the tiefling a with their problem, when they almost killed two of us with an hour of arriving.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

I guess we run over to her then?


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Climb: 1d20 + 2 ⇒ (14) + 2 = 16


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Yep I'm not going to be the only person climbing after her, splitting the party is bad, she is also too far away at this point for a viable chase even if we did want to risk it.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Anything for me GM?


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera easily steps forward and blocks the creatures way, reaching from her pouch and drinking her Mutagen, form swelling as muscles ripple underneath her skin. "Leave"

CON Mutagen giving her 23hp and 16AC at present.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera grips the child's shoulder sternly, stopping the child in her tracks. "Don't run from something when you face it down courageously" she mutters, before releasing the shoulder and peering into the alleyway.

"You want to take your frustrations out on someone, why don't you take it out on me" she challenges.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

I dont really have anything further to add. Do we get a knowledge check to learn more or?


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera follows down the street, making no further comments


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Clever Wordplay makes a CHA skill INT focused. Yeah, yeah Intimidate would be more optimal but I feel like Diplomacy is better in this campaign overall.

Sera frowns slightly at the tiefling. "Why don't you show us then?" she remarks.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

"Well, the idea was to ask about the murders to prevent them continuing to happen - which eventually probably leaves to a riot or something should everything continue unchecked. Since no-one currently wants to talk to us though, except you just now, my hopes are not particularly high this will be successful", Sera responds, irritated about the situation.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

"We should be careful, it could be something innocent - recent events have shown we are not exactly welcome here" Sera responds


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Diplomacy (Gather Information): 1d20 + 9 ⇒ (3) + 9 = 12


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Nothing further to add, happy heading to the Nursery


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

I'll wear it if the coat looks nice on me :)


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sounds good.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera tries to keep her cool, but is privately irritated someone would approach for assistance but not know any relevant information.

"I guess we can go and ask around, although it begs the question as to why people would even talk to us. We are not law enforcement, and can hardly announce ourselves as something else. Why would any of them talk to us?"


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Judging from previous costs in discussion, Sera takes Spymaster,
Zeldana takes Strategist, Sholti takes a CHA role and I think
Stricia is up in the air


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera frowns "So nobody saw what the bodies looked like before they were cremated? Should their be a further murder, I'd like an opportunity to briefly look before cremation. In the meantime, I'd still like to know roughly what the bodies looked like when found, as well as where the bodies were found - it might be a clue."


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera comes to a sudden decision, firmly wresting control over the situation.

"We can help if you provide to us some of the standard information you need to catch a serial killer. For instance, we might need to see the bodies of the people who were murdered, or alternatively speak to someone who saw the victim,s to learn how they died. Also, if you could let us know precisely where people went missing, we can figure out if there is a pattern as to how the killer picks its victims. We might need more information, but for now, this should help us get onto the right path."


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera glances at the tiefling, thinking but not speaking, still not entirely interested in his ghost story. She wasn't sure how this impacted her, surely the authorities would establish order if a serial killer was running about - but she was prepared enough to lend assistance if required.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

ABP is meant to make up for the big 5 items, cloak, headband, belt, amulet, rings, as well as everyone enchanting weapons and armor.
So, instead of asking players to spend wealth on these items, it gives them to you for free via ABP so you can spend it on other funds - but frequently then encourages lower or less wealth to compensate for the free stats you are getting under ABP

For many characters, this works best. Stricia for instance, is better off because she has 1 weapon to enchant and therefore gets the maximum out of ABP. Sera on the other hand, has no weapons to enchant, until she drinks her Mutagen, in which case she technically has three weapons to enchant (Bite/Claw/Claw). As ABP doesn't account for this, Sera is worse off since Stricia can get her weapon (unarmed strike) to +5, whereas technically Sera gets +4/+3/+0, compared with +5/+5/+5 under standard wealth rules with AoMF.

Like, assuming standard WBL then I know at the end of the AP I'll probably have Headband, Belt, AoMF, Cloak, and probably 50,000gp to spend on rings / armor. I also know, the party fighter is going to do much the same thing (but with weapon instead of AoMF) and we end up roughly equal.

Chuck in ABP instead, that fighter is still sitting pretty, but Sera gets punished because it wasn't designed with respect to natural attackers / polymorphing (which are uncommon). So in this case, I don't like it, but if I was playing an entirely different class, then I wouldn't mind.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Automatic Bonus Progression is ok (used it before), but kinda screws Sera pretty hard since her standard attack would be Bite/Claw/Claw. Under ABP she gets lower bonuses than just buying an AoMF without Automatic Bonus Progression


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Wait nevermind I can still take mutagen as a discovery and build from there, still works. Might still be able to stay in Toxicant.

O.k this is Sera

Sera:

Sera Vasara #2
Female half-orc alchemist (internal alchemist, toxicant, vivisectionist) 2 (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18, 20)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +5 (+7 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 19 (2d8+6)
Fort +5, Ref +3, Will +0; +2 bonus vs. poison
Defensive Abilities ferocity, orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
Alchemist (Internal Alchemist, Toxicant, Vivisectionist) Extracts Prepared (CL 2nd; concentration +5)
1st—heightened awareness[ACG], shield (2)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Brew Potion, Endurance, Ferocious Resolve[ARG]
Traits clever wordplay, historian of the rebellion, world traveler
Skills Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +9, Disable Device +3, Intimidate +0 (+2 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +5 (+7 while benefit from concealment or full concealment due to darkness or dim light), Sleight of Hand +3, Spellcraft +8, Stealth +4 (+6 while benefit from concealment or full concealment due to darkness or dim light)
Languages Abyssal, Common, Draconic, Giant, Orc
SQ alchemy (alchemy crafting +2), breath mastery, dimdweller, discovery (mutagen[UM]), mutagen (+4/-2, +2 natural armor, 20 minutes), orc blood, poison use, toxic secretion (3 dmg, 1 round, DC 14), weapon secretion
Other Gear lamellar (leather) armor[UC], alchemist starting formula book, 90 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toxic Secretion (1/day, DC 14) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Weapon Secretion (5/day, DC 14) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretion

Cannot keep Clone Master but I can go Vivisectionist and keep my beloved Toxicant archtype and basically stay in Melee all the time and can still take all the punishment I want to. I'm much happier with this variant.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Just a heads up Sholti but I don't think you can Battle Dance + have Lingering Performance.

Don't worry about your damage, I'm not concerned about this. I'm more worried about being in a mob situation or in a situation where something really has to die now and I cannot "draw threat" or make it die quick enough.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

I like the concept of Toxiciant / Clone. The goals was someone that obviously takes a heck of a lot of punishment and debuffs you all the while. The problem though is that it doesn't actually do any damage (I don't count bombs as Sera really wants to be in melee), which means we rely heavily on Stricia and Sholti to do_all_of our damage. Thats kinda of a tough ask.

Also, Sera might as well take the Spymaster role.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Ya just mentioning that Security is actually better for us based on composition.

Basically: If we are doing actual actions and stuff, optimization wise Security Rebellion is 100% best

If its: Just running the game and not the rebellion and why type of rebellion do you want it to be flavor wise: then Secrecy is best.

This is also what Sera looks like adjusted to be more martial

Sera:

Sera Vasara #2
Female half-orc alchemist (beastmorph, vivisectionist) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24, Pathfinder RPG Ultimate Magic 20)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +5 (+7 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 19 (2d8+6)
Fort +5, Ref +3, Will +0
Defensive Abilities ferocity, orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
Alchemist (Beastmorph, Vivisectionist) Extracts Prepared (CL 2nd; concentration +5)
1st—heightened awareness[ACG], shield (2)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Brew Potion, Endurance, Ferocious Resolve[ARG], Throw Anything
Traits clever wordplay, historian of the rebellion, world traveler
Skills Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +9, Disable Device +3, Intimidate +0 (+2 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +5 (+7 while benefit from concealment or full concealment due to darkness or dim light), Sleight of Hand +3, Spellcraft +8, Stealth +4 (+6 while benefit from concealment or full concealment due to darkness or dim light)
Languages Abyssal, Common, Draconic, Giant, Orc
SQ alchemy (alchemy crafting +2), dimdweller, discovery (feral mutagen), mutagen (+4/-2, +2 natural armor, 20 minutes), orc blood, poison use
Other Gear lamellar (leather) armor[UC], alchemist starting formula book, 90 gp
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

I prefer Secret Rebellion - it's safer.
I'm thinking shifting Sera to like a beast morph vivisectionist instead of Toxicant / Clone. Should still be able to tank but going to be able to do more consistent damage. I think.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

I'm 25pb.

I might need to rework Sera though in light of the fact that damage is still a minor problem for us,


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

"Excellent points Sholti" Sera remarks thoughtfully, turning her mind to the problem. "I think its likely someone has a grudge against us, although I wouldn't necessarily jump to the conclusion such a person would know nothing - perhaps they wanted to keep the info to themselves."


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

I don't mind much either way, I'm just bad at bookkeeping.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Might as well roll this, since I think its impossible to actually stop the search via the diplomacy skill.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera rolls her eyes "This isn't a tavern darling, this is a coffee house, surely someone isn't going to call it unprofessional of you have something to drink while on duty. Look, its hot outside, and you are all in dressed in full dress uniform, let me get you a glass of water each, at the very least."

Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

GM you and I posted at the exact same time, did you see it?


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

"I'll accompany you all, since as you may have noticed, we are rather busy at present." the alchemist remarks.

Sera thinks quietly for a moment, before murmuring to the dottari present. "This much be such a drag for you actually, in hindsight. I don't mean having to search businesses, but having to follow up on such an vague document. Surely a serious, or even a more common or standard notification contains details as to what it is that we might have done wrong. Can we get you a drink anyway?'

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

I'm just trying to get into good graces as much as possible really, even though my modifiers are not really up for this.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera swiftly intercedes herself between the dottari. "Now really, I'm sure we can be as accommodating as possible, but you make it sound like this is a gambling den or gentlemen's club. 'Questionable Activity' indeed" Sera titters for a moment, busying herself around the shop.

"Maam, sirs, couldn't we discuss or postpone this for some other time, as you can see, we are in the middle of a sensitive business deal and well, we wouldn't want our loyal customers, patrons, or possible financial backers to be scared off over what I am sure is merely a simply misunderstanding. Its tricky enough to run a small business without having to turf out any customers during a search. If we could come to a sort of agreement or arrangement I would be ever so grateful." the alchemist responds.

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Depends on what you really want to do Sholti.

In general, I don't see us /requiring/ a lot of buff spells. Remember that Sera isn't really built for damage, but rather endurance (although I can shift my build around if we wanted to change priorities) which means that a buff spell, on her for instance, doesn't get a lot of value. I'd prefer damage > buff so that we don't get caught short on actually dealing damage, although if we really want to focus on buffing I could switch Sera around as required.


I don't mind that interpretation, but worth noting that Sera isn't especially religious, just opportunistically worships a god(ess) that supports her ideals.

I don't mind much about her DBR since she should be "hopefully" debuffing and tanking. We will see though.


Yup, NZ

I should probably relook at her deity - more tying into her revenge thing, although upon reflection its more of like an undying resistance / rage / persistence.

Sera is meant to kinda take a ton of hits. Technically, going Non Toxicant would have helped her more for this (since Mutagen) but there is no aggro mechanic in Pathfinder - at least with Toxicant if no-one hits her then she debuffs them.
Same story with the Clone Master thing. She isn't really a typical bomb throwing DPR machine, just kinda there to wade into a fight and be annoying / disruptive.


Hey I'm a tank as well :/


I'm here, no issues with anything that you have mentioned.
I'm GMT +13 which means I'm probably ahead of everyone timezone wise.
I'm good with this and ready to go


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

No problem Shadow, look after yourself.

I'm happy keeping this going if we can find someone


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Sera has still been struggling along with 'assisting' in the business but privately thinks she is just getting in the way, has no idea really in how to handle customers and promote goods, but does what she can and helps with what she comes naturally to her.

Its with a little bit of relief then when a distraction in the form of Tal comes by, with Sera observing with a look of interest in the problem.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

Thank you Shadow for updating us, and please, you don't need to apologies. You are a great GM, take the time and make the decisions you need to, in order to make things right with where you are at.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

"Nothing too expensive, in that I can punch someone if I need to without ruining it, but ideally something that makes me look attractive and fashionable. I don't even mind much if it draws the eye, I'm capable at handling myself fairly easily, and I'm not particularly married to a color". Sera rattles off, trying to help Zeldana out.


Female Half-Orc Alchemist 2 HP 19/19 | AC 14 T 10 FF 14 | Fort +5 Reflex +3 WIll +0 | Init +0 | Per +5

"No no, enjoy yourselves shopping, and I'll hold down the flowership but if you see something nice, would you get something for me as well?" Sera remarks hopefully,