Simulacrum of Vraxeris the Illusionist

Sir Tarquin's page

94 posts. Organized Play character for Christopher Wasko (RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16).


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Male Human Magus 4
Amsheagar wrote:

This will be the last fight of this part. Please get me your numbers, factions and dayjobs.

Also, let me know if you are interested in the next part.

125136-3

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Dayjob: 1d20 + 9 ⇒ (19) + 9 = 28

Work just started for me too, so I can't do the next part :(

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Male Human Magus 4

Tarquin can't help but feel unnerved by a group of strangers seeking a powerful weapon. He remains invisible and tails the group.

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Male Human Magus 4

Tarquin moves to the side of the door, using his scroll of invisibility on himself before casting shocking grasp on his falcata, holding the charge.

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Male Human Magus 4

"Thanks, Auriea, I owe you one!"

Perception: 1d20 ⇒ 2

Tarquin, still with falcata drawn, peers around the room, moving toward the collapsed stairs to look for clues.

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Male Human Magus 4

Reflex save: 1d20 + 3 ⇒ (11) + 3 = 14

Tarquin shields himself from most of the fire, then brushes the cinders from his jerkin. "Any chance for a heal here before we proceed? This mission is getting a little hot for me."

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Male Human Magus 4

Tarquin draws his falcata and clears the bridge, making sure Eldon isn't left alone in the wake of the haunt's assault.
Did something happen to the tokens on the map? I can't see them

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Male Human Magus 4

I'll go third, since I'm not looking for traps.

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Male Human Magus 4

Perception: 1d20 ⇒ 4

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Male Human Magus 4

Awesome, thanks IronHelixx!

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Male Human Magus 4

Amsheagar is right on this. When a rules question boils up, the GM always has the final call. If the GM were taking huge liberties with the rules as written it would pose a problem, but I don't think he is in this case since sound arguments can be made for both sides. This strikes me as an issue of semantics, in which case we should defer to the GM's ruling.

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Male Human Magus 4

Ah well, missed the boat :P well, needless to say I'm back from Con!

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Male Human Magus 4

I'd be game to give it a shot

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Male Human Magus 4

Tarquin smiles at the two creatures. "I must say it's a welcome change to meet individuals with some charm in this barren place."

Diplomacy (aid Sidney): 1d20 ⇒ 14

Tarquin looks upon the corpse, and asks the two women, "What happened to this poor chap?"

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Male Human Magus 4

Running events at a con this weekend, might take me a while to respond. Just a heads up

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Male Human Magus 4
Auriea wrote:
Light, for those who can't see in the dark! I really need to look at my spells more often, haha!

Much obliged!

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Male Human Magus 4

If no one else wants the oil of greater magic weapon, I'll take it. I vote door A.

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Male Human Magus 4

Tarquin wipes the gore from his blade, then begins supporting Eldon's investigation of area D.
Perception (Aid Another): 1d20 ⇒ 2

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Male Human Magus 4

Tarquin closes in on the panicked zombie and gives it another two-handed swing.
Falcata Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Falcata Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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Male Human Magus 4

I don't think I did:
Fort DC 14: 1d20 + 5 ⇒ (3) + 5 = 8
Uh oh

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Male Human Magus 4

With one chill touch remaining, Tarquin rounds on the remaining zombie with a single, two handed Falcata attack.
Falcata Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Falcata Damage: 1d8 + 3 ⇒ (2) + 3 = 5 plus Will DC 14 or panicked
If the attack finishes the zombie off, Tarquin then moves around Eldon to flank the golem from the east, trying to avoid exposing himself to attacks.

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Male Human Magus 4
Amsheagar wrote:

Didn't see you roll the extra damage. Go ahead an roll them next time/.

** spoiler omitted **

the first zombie saves his will save and the second one takes 1d6 more points of cold damage.

Before his missed attack, the west zombie burst into gore, causing those around it to make a fort save, 13 DC.

I didn't roll cold damage because I thought they were undead, so they would have to flee if they failed their saves instead. Check the PM I sent you and let me know how you want this to play out. Thanks, and sorry for the confusion!

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Male Human Magus 4
Amsheagar wrote:

Thyriel's missiles impact the carrion golem, barely even staggering him.

I'll let you keep the spell and have it cast since i remember it going off last time.
Sir once again steps up and attacks the two zombies and is able to hit both, dealing damage to both.
** spoiler omitted **

The two zombies slam into Sir
The first one misses.
But the second one hits, dealing 1d6+6 points of damage, causing Sir to make another Fort save DC 13

Thanks GM!

Hm, if they're not powered by negative energy, then they should have taken an extra 1d6 cold damage each. Either that or they made their saves.

Knowledge (religion): 1d20 + 3 ⇒ (1) + 3 = 4
Fort DC 13: 1d20 + 5 ⇒ (12) + 5 = 17
Tarquin gets bludgeoned by the zombie, but grits his teeth agains the pain and filth.

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Male Human Magus 4

Damn, I had some good rolls too (11, 15, 7, 18, 7 to be specific). Let's see if it sticks this time...
Tarquin combines his chill touch spell with a falcata attack for each adjacent zombie, hoping to repel each of them from mobbing him.
Spell Combat Concentration DC 17: 1d20 + 10 ⇒ (2) + 10 = 12
Spell Combat Falcata Attack - West Zombie: 1d20 + 4 ⇒ (14) + 4 = 18
Spell Combat Falcata Damage: 1d8 + 2 ⇒ (1) + 2 = 3 plus Will DC 14 or panicked
Normal Falcata Attack - East Zombie: 1d20 + 4 ⇒ (13) + 4 = 17
Normal Falcata Damage: 1d8 + 2 ⇒ (5) + 2 = 7 plus Will DC 14 or panicked
Naturally all my rolls are lower with the redo, so my 11 on the concentration roll drops to a 2 and my two 7s on damage become a 1 and a 5. So ignore the first three rolls and the panic risk since I lost the spell.

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Male Human Magus 4

Yep

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Male Human Magus 4

Tarquin steps up toward one of the shambling corpses and takes a two-handed swing with his falcata.
Falcata attack: 1d20 + 6 ⇒ (7) + 6 = 13
Falcata damage: 1d8 + 3 ⇒ (5) + 3 = 8
What Knowledge checks would be relevant to learn about the creatures here and the wind inside the room?

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Male Human Magus 4

"The door seems as good a route as any. If we have no reason to conceal our entrance, then let's just go in."

I'll take the two alchy fires if no one else wants them. Eldon would probably benefit from haste the most, since it helps to set up flanks. Anyone who doesn't already have an antitoxin should drink that now.

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Male Human Magus 4

"Much obliged, Auriea!" Tarquin gives the entranceway a cursory glance, stowing his wand but keeping his falcata drawn. He tries helping Eldon examine the area for traps.
Aid Another (Perception): 1d20 ⇒ 17

Eldon, I don't think you can take 20 when searching for traps, since there is a consequence for failure

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Male Human Magus 4

Lost power and Internet due to a storm.

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Male Human Magus 4

Tarquin abandons the corpse of the felled gnoll, returning to Sidney and trying again to activate his wand.
Use Magic Device DC 20: 1d20 + 6 ⇒ (16) + 6 = 22
Cure Light Wounds CL 3rd: 1d8 + 3 ⇒ (2) + 3 = 5

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Male Human Magus 4

Not wanting to compromise Sidney's bluff, Tarquin closes the distance around the nearest humanoid, taking a swipe with his falcata.
Falcata attack: 1d20 + 6 ⇒ (1) + 6 = 7
Falcata damage: 1d8 + 2 ⇒ (7) + 2 = 9

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Male Human Magus 4

Grateful for Sidney's finishing blow against the monster, Tarquin uses his free hand to draw a CL 3rd wand of cure light wounds and attempts to heal his bloodied ally.
Use Magic Device DC 20: 1d20 + 6 ⇒ (5) + 6 = 11
The attempt is unsuccessful.

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Male Human Magus 4

No flanking opportunities present themselves to Tarquin, so he simply assumes a fighting stance and tears into the monster before him.
Spell Combat: Falcata attack: 1d20 + 4 ⇒ (8) + 4 = 12
Falcata damage: 1d8 + 2 ⇒ (1) + 2 = 3
Spell Combat: Defensive casting concentration DC 17: 1d20 + 10 ⇒ (8) + 10 = 18
Spell Combat: Falcata spell attack: 1d20 + 4 ⇒ (18) + 4 = 22
Spell Combat: Falcata damage: 1d8 + 2 ⇒ (7) + 2 = 9
Spell Combat: Shocking Grasp damage: 3d6 ⇒ (6, 2, 4) = 12

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Male Human Magus 4

Reflex: 1d20 + 3 ⇒ (14) + 3 = 17
Tarquin's surprise opens him up to a tentacle attack, but he maintains his footing as he descends into the sand pit.

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Male Human Magus 4

Seeing Eldon in trouble, Tarquin rips his falcata out of its sheathe while darting around the pool, barely closing the gap between himself and the creature and taking a swing with his weapon.
Falcata attack: 1d20 + 6 ⇒ (4) + 6 = 10
Falcata damage: 1d8 + 2 ⇒ (2) + 2 = 4

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Male Human Magus 4

Tarquin walks gradually toward the oasis, interested in the freestanding brick hearth.
Perception: 1d20 ⇒ 19
I did not specifically state it earlier because I wasn't sure when we were leaving, but I still have 3 scrolls of endure elements from the last session that I want to use for protection from the heat now if necessary. Shall I have cast one of them before we departed, or is the heat not that bad yet?

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Male Human Magus 4

Diplomacy: 1d20 ⇒ 13
Tarquin asks around but receives little useful information from the Eto locals. He looks at the map and asks his comrades, "How long will it take us to get there following this trail?"

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Male Human Magus 4

According to the Guide to Organized Play, a group of 5 PCs with an APL of 3.8 playing a season 5 scenario should play up. I'm excited!

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Male Human Magus 4

Me too!

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Male Human Magus 4

Thanks for running, Amsheagar! Looking forward to part II

Eldon, I'm happy to swap spells with you (my PFS# is 125136-3). Looking at your book, I'd like to scribe your frostbite and ray of enfeeblement for 10gp each (Amsheagar, if you could mark that on my Chronicle as well that'd be most appreciated!). The rest of my spellbook is below (I see you're also looking for shield, which I have):

Tarquin's Spellbook:
All magus cantrips
1st—chill touch, enlarge person, grease, shocking grasp, magic weapon, shield, true strike, feather fall, vanish, hydraulic push, magic missile; adding frostbite and ray of enfeeblement

Amsheagar, I'd also like to spend 1,000 gp enhancing my masterwork chain shirt to a +1 chain shirt. I'd also like to purchase a scroll of invisibility

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Male Human Magus 4

Christopher Wasko
Sir Tarquin
125136-3
Day Job: 1d20 + 9 ⇒ (20) + 9 = 29
Sovereign Court
cjwasko@gmail.com

I'll update my character stats as soon as I can, likely tomorrow morning.

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Male Human Magus 4
Amsheagar wrote:
Sidney, when did you cast Alter Self?
Friday, 2:17pm
Sidney Moncrief wrote:

Sidney cast enlarge. If Tarquin wants it, he grows big.

Then Sidney turns into a reptileman.

Although players, we should probably stick to acting in order to make life easier for the GM. He's already juggling quite a bit, and now even I'm confused. @Amsheagar, my earlier post was my intended action for the first round, but if that happened prior to combat then I'll do the action detailed below.

Tarquin steps 10 feet over the northern corner of the pool and attacks the snake with his falcata, channeling his first chill touch via the strike.
Falcata Attack: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
Falcata Damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Chill Touch Damage: 1d6 ⇒ 1 10 damage total; Fort DC 14 or 1 Strength damage

If my earlier action was my turn for this round, then I'll move my token left 10 feet since I haven't had a chance to take that move yet.

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Male Human Magus 4

Love the snake token :)

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Male Human Magus 4

Increasing in size from Sidney's spell, Tarquin steps to the northern side of the pool and casts chill touch, transferring the held charge to his falcata.

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Male Human Magus 4

Tarquin enters before Sidney, knowing the sorcerer can reach past him with his glaive. He draws his falcata as he enters the eerie sanctuary.

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Male Human Magus 4

Stay safe, take your time

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Male Human Magus 4

I'm calling shotty on two of the potions to heal up from that fight. I'll snag a tanglefoot bag too, if no one objects.
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Tarquin downs two of the recovered potions to heal his wounds, taking a tanglefoot bag as well. He follows Tyriel into the well, peering around for enemies or hazards.

Perception: 1d20 + 0 ⇒ (2) + 0 = 2

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Male Human Magus 4

So will I, though I'll keep my bow drawn.

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Male Human Magus 4

Tarquin remains inside the building, sheathing his falcata and retrieving his bow once again.

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Male Human Magus 4
Amsheagar wrote:
Red's down. forgot to remove him from the map. sorry.

Okay, then we'll go with my second described action. Dang, though, those were some good rolls on the attacks :/

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Male Human Magus 4

If Red is still up: Before Auriea drops his melee weapons, Tarquin presses his attack on the thug.
Spell Combat Falcata Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Falcata Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Defensive Casting Concentration: 1d20 + 10 ⇒ (14) + 10 = 24 I forgot to add my Combat Casting bonus last time, oops!
Spell Combat Falcata Attack with Touch of Fatigue: 1d20 + 6 ⇒ (9) + 6 = 15 Save DC 13
Spell Combat Falcata Damage: 1d8 + 2 ⇒ (5) + 2 = 7

If Red has dropped: Tarquin retreats inside the building upon which the womans stands with a 5-foot step, draws his wand of cure light wounds, and attempts to use it on himself.
Use Magic Device: 1d20 + 6 ⇒ (7) + 6 = 13

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