Jakaw Razorbeak

Soguchi's page

55 posts. Organized Play character for Merisal The Risen.


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Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Thanks for running Soguchi is done with rp just wants to go home.

With the ancestor curse now making him clumsy and thus lowering his ac this oracle monk is beginning to feel stuck in no mans land as I was leaning in to the melee/skill spell style but now melee feels dangerous due to the lower ac.

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi unlkeashes his focus spell at the ball
Casts ancestral touch Emotion fear mental)
mental damage: 4d4 ⇒ (4, 2, 2, 2) = 10
dc21 will basic save with frightened 1 on fail frightened 2 on crit fail

Soguchi Slashes at the ball with his claws
slash: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
slashing plus d6 cold: 1d4 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10

Then applies his daily healing from his gloves to Folmyr
healing: 2d6 + 7 ⇒ (2, 4) + 7 = 13

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi uses his last rank 2 spell on Folmyr

heal: 16 + 2d8 ⇒ 16 + (2, 8) = 26

before stepping into the flank with Hepcut

2 action heal stride

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi strides up to just short of the yellow ball and launces a heal at Hepcut

Stride
2 action rank 1 heal heal: 8 + 1d8 ⇒ 8 + (6) = 14

Down to 1 2nd level spell healers gloves and battle medicine for healing

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

* the moot discussion since spell attack was a 1

Flaming star (the item from which I am casting produce flame/ignition
according to archives of Nethys only allows base spell attack of +7 spell dc17. The generic spellheart rules says you use your own spellatack

In any event the power is just a second rank cantrip as it is a rank 3 item

There is a reason I just keep it attached to my armour to give +2 fire resist with a rarely useful fire spell

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Being Clumsy 1 I believe i was crit by the orb of light ac20

Spirits? what of the yellow skull?

Whispers of Weakness vs ball of light

Vulnerabilities and weakest save with +2 status bonus on my next attack against it (does not stack with bless)

Advancing to clumsy 2

Then if vulnerable to fire or spirit spell attack

spell attack: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Either
divine lance spirit damage: 4d4 ⇒ (4, 3, 3, 4) = 14
or
produce flame from flaming star*: 3d6 ⇒ (5, 5, 4) = 14
*notes on flaming star in discussion

Otherwise claw attack: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
slashing and d6 cold damage: 1d4 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8

then cast shield

ac19 or 20 if I have cast shield

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Don't mind me

Soguchi Don't mind getting caught up in a spell that damages lots of enemies

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
Soguchi wrote:

No you can't

Sustain the bless

2 action 2nd rank heal on Hepcut Folmyr

[dice=folmyr healing]2d8+16

After careful inspection my 10 burst dealing 2d4 damage- Yeah everyone can take that

Obviously I mean Folmyr as target of healing

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

No you can't

Sustain the bless

2 action 2nd rank heal on Hepcut

folmyr healing: 2d8 + 16 ⇒ (7, 4) + 16 = 27

After careful inspection my 10 burst dealing 2d4 damage- Yeah everyone can take that

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Folmyr look out

Just a heads up soguchi would like to drop a ten foot burst catching as mnany enemies as possible

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Ow my ears

what do you mean lightning bolt doesnt also do sonic damage

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Burn the mists they are not that tough physically

they are weak to fire and poor in fortitude

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi casts Bless and listens to the spirits about the red mist

Whispers of weakness

Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.

Soguchi will speak what she learns as she becomes clumsy

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

the diplomacy option probably fits this party better

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

We want to do come out quietly and noone get hurt the stage aint coming whispers Soguchi to the others

intimidate roll if we go that route:
intimidate: 1d20 + 11 ⇒ (2) + 11 = 13

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi casts a couple of prepartory spells Darkvision and claws of the otter both last 1 hour (claws give 1d4 slashing plus 1d6 cold agile unarmed attack

We dont have the skills to pretend to be aspis Kick the door open ?

Having burned through my third level spells i cant give anyone else darkvision. I have 2 second 2 1st reamining so will probably kick off with bless when action starts also Folmyr is immune my battle medicine Healers gloves charge unused

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Well a map would be handy

treat wounds hesput dc 15: 1d20 + 13 ⇒ (1) + 13 = 14
treat wounds Folmyr dc 15: 1d20 + 13 ⇒ (3) + 13 = 16
folmyr heals: 2d8 ⇒ (1, 6) = 7

We could try track Otto down but I say we head straight to the farm and meet him there

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

So he was wanting you to go to the farm but ran off before you could, You still have passengers?. Take the passengers back to town. If you see the constable tell him the pathfinders have gone after Otto and to meet us at the farm. Keep yourself and your paassengers safe we will deal with this

Please dont tell me the constables name is Otto

Also happy to treat wounds at dc 15 with +13 modifier in addition to the fruit

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Cast heal Hepcut rank 3 heal: 3d8 + 24 ⇒ (6, 6, 7) + 24 = 43

Battle medicine Folmyr battle medicine dc15: 1d20 + 13 ⇒ (15) + 13 = 28
folmyr heals: 4d8 ⇒ (8, 2, 3, 6) = 19

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi dashes in No enough thinking more fighting

Stride to far side of Red
2Action cast vampiric feast

vampiric spell attack: 1d20 + 12 ⇒ (9) + 12 = 21
void damage: 6d6 ⇒ (5, 3, 5, 3, 5, 3) = 24

Soguchi gains half the damage in temporary hit points

side note 3rd level Seoni does 3d4 on frostbite 5th 4d4

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

no I know nothing Spirits what about you just an aide memoirs to me to cast whispers of weakness at the start of Soduchis next turn

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

What have we here

recall knowledge:
1d20 + 10 ⇒ (2) + 10 = 12 -1 if nature or religion is appropriate skill -8 if crafting

Soguchi shares what he knows and then casts bless

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

It doesn't. I haven't got any better leads sometimes preventing trouble leads us back to the original problem Soguchi shrugs

Or tell me you are meta gaming without telling me your meta gaming

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

My gut feeling is the riled up undead may try and attack the stage so we should lend the constable a hand

Just to his fellow pathfinders Also any one else want to try and identify this ring this strange aura has me baffled but you may have better luck

+2 bonus to identify from the earlier read aura

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

fruit for Soguchi: 2d4 + 6 ⇒ (2, 4) + 6 = 12

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
Seoni by Redelia wrote:

if I'm the one who responds I'm going to be bluntly honest, so if any of you want to try lying, please do so now... [/QUOTE[

No we were trying to track what happened to those who took the maid. What can you tell us about that? This fruit is good is it available to these Aspis I’m about to treat

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

treat wound hepcut dc 15: 1d20 + 12 ⇒ (16) + 12 = 28

wounds healed: 4d8 ⇒ (7, 3, 6, 4) = 20

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

expert treat wounds dc20 Folmyr: 1d20 + 12 ⇒ (1) + 12 = 13

Annika was known to be speaking to Aspis Tempted to say yes to ask if you need help transporting the maid but then realised deception only +3

my final hero point expert treat wounds dc20 Folmyr: 1d20 + 12 ⇒ (18) + 12 = 30folmyr healed for: 20 + 4d8 ⇒ 20 + (5, 5, 5, 5) = 40

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

fort: 1d20 + 10 ⇒ (18) + 10 = 28

Well met what brings you to this part of the swamp A good tale and I will sort your wounds as well as my companions

with ward medic I can treat wounds for Hepcut and Folmyr at the same time not sure a if both want to be treated and b is that two rolls (one for each character) or one roll with same results for both

recall knowledge about Harp society +10:
society: 1d20 + 10 ⇒ (2) + 10 = 12

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

fort save: 1d20 + 10 ⇒ (14) + 10 = 24

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Tell me spirits what is the deal with thesecreatures

<>Whispers of weakness target black

Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.

Then stride and punch Black eith unarmed strike

attack black: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
bludgeon damage: 1d6 + 3 ⇒ (3) + 3 = 6

Soguchi is clumsy 1 so ac 20 and reflex +9

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguch strides forwards and tries to bring some holy light to black

spell attack: 1d20 + 11 ⇒ (20) + 11 = 31
fire damage: 5d6 ⇒ (3, 2, 6, 6, 6) = 23
extra spirit damage to unholy: 5d6 ⇒ (3, 6, 3, 2, 5) = 19

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Cut me you will bleed... never mind

blood vendetta won't work on skeletons

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi strides forward and blasts some holy light at yellow

holy light: 1d20 + 11 ⇒ (5) + 11 = 16
fire damage: 5d6 ⇒ (6, 4, 6, 6, 3) = 25
extra spirit damage if unholy: 5d6 ⇒ (5, 1, 6, 4, 2) = 18

Using hero point
holy light: 1d20 + 11 ⇒ (4) + 11 = 15

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

I am fine with remastered read Aura Soguchi is slowly coming to terms with being remastered oracle and thinks hes been listening to his crazy ancestors for too long!

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi shakes hi head that's odd He then tries to understand the occult? nature of the item occult +10 +2 from aura Read Aura does not give me the school of magic does it

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Looking for the big guns that stole one of those bog bodies biguns have weird tastes

Soguchi then decides this is a good time to try and get a read on the aura of the key

(Cast read aura on key is it magical or just some strange artifact that archaeologists would like to see)

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi will check the bodies of the aspis to confirm they died from physical trauma rather than some strange energy damage and try put the bodies in respectful state for later collection. Once he's done that will take the key if no one else wants it

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi runs his medically trained eyes over the bodies medicine: 1d20 + 12 ⇒ (4) + 12 = 16

Can anyone identify these grey alloyblobs are

See medicine check for dc of crafting check

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

The trail is good if we have a tracker

I no longer wish to visit mother belascu

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

I get the feeling this is an inside job to the village no Aspis involvement at all but we take the next logical step

radical idea it is going to be mother Belascu all along who has not liked the idea of a body being on display for years and has called in the aspis and the pathfinders society to take the blame for the maids disappearance within the village when she gives it proper last rites

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Soguchi conspires with his fellow pathfinders This has all the hallmarks of an inside job. No Forced entry. The parents made sleepy by a meal they prepared themselves and young son who seems inordinately keen to delay or even shut down any investigation. I suspect he has come to some arrangement with the aspis. Do we want to go with Seoni sweeet talking him into revealing what he knows or do we insist he tells us what he knows or else

Of course we could go good cop bad cop on him too

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Are pathfinder hand signals to share insights a thing If so Soguchi will use them otherwise I dont want to be putting Egevni on the spot in front of his parents

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

My concern if the Aspis have poisoned your parent who else might have been caught in the plot and youngsters tend to be full of vigor but their small size can lead them to be overwhelmed by some poisons Soguchi seeks out the kitchen for clues

medicine: 1d20 + 11 ⇒ (13) + 11 = 24

He returns to ask the parents

You look after the kitchen very well. Were there any special ingredients unusual gifts for the meal last night? Saffron is very tasty but can induce a very deep rest

perception whats eating Evgeni: 1d20 + 9 ⇒ (20) + 9 = 29

I will try to be more careful with my words we don't want to be making rash accusations

Soguchi wants to keep his insights to himself for now but happy to share when we are alone

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

medicine hero point: 1d20 + 11 ⇒ (17) + 11 = 28

Your hands look a weird shade of yellow. What have you been handling recently. May I remove the coating to both reduce the effects and possibly gain a sample of the poison you have been exposed to

medicine treat poison pietro: 1d20 + 11 ⇒ (9) + 11 = 20
medicine treat poison Solace: 1d20 + 11 ⇒ (16) + 11 = 27

Is Oleana well at the moment?

Not sure if medicine is the right skill for identifying the poison and I dont want to hog all the skill checks and Soguchi the medic is worried about poison having been inadvertently passed on to the child

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

tempted to hero point that medicine roll but I dont like hero pointing when I know the dc

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

medicine: 1d20 + 11 ⇒ (4) + 11 = 15
perception doors: 1d20 + 9 ⇒ (13) + 9 = 22
perception glass: 1d20 + 9 ⇒ (20) + 9 = 29

There is some finesse to this No forced entry and they oiled the hinges before opening the case

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Although I think speaking to the son might be easier Soguchi's instincts are to speak to the elders first and ask their permission to search for clues that might lead to the recovery of the maid. But then again his instincts are to let the more polite lead the way

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Agreed let us see the scene of the crime, I struggle to keep a civil tongue when my ancestors are keen to make their insights known

ie intimidation I can do diplomacy not so much

Sovereign Court

Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu

Mother Belchescu had the sense to send for some Pathfinders to deal with your snake problem. Where is she? Soguchi brandishes the letter

intimidate: 1d20 + 11 ⇒ (10) + 11 = 21