Ssythar Nahazir

Ss'alat's page

315 posts. Organized Play character for Xunal.


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Scarab Sages

Male Nagaji (inactive) Sorcerer

I got mine as well too.
Thanks for that, GM Rusteg!

Scarab Sages

Male Nagaji (inactive) Sorcerer

I'm sure he will.
But he's got that "job" stuff in real life to worry about too.

That sort of thing gets in the way of all the fun! :o

Scarab Sages

Male Nagaji (inactive) Sorcerer

Glad the demons disappeared, Ss'alat does what he can to help anyone hurt during the scuffle with the shadow demon.

Thanks for the game, GM Rusteg. That was fun.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Round 8

if Khouri did dispatch the shadow-dretch:

Ss'alat will pull out his wand of Cure Light Wounds and try to heal himself a bit:
use magic device: 1d20 + 8 ⇒ (8) + 8 = 16
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5 (wand)

if Khouri did not dispatch the shadow-dretch:

Ss'alat attacks the shadow dretch again:
1 to 50% miss: 1d100 ⇒ 14
sickle: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Including Corella's Inspire Courage, if it's still happening

Uninspiring results in either case! :P

Scarab Sages

Male Nagaji (inactive) Sorcerer

Will: 1d20 + 5 ⇒ (9) + 5 = 14

Ss'alat yelps in pain, being taken unawares by the Scorching Ray.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ooops! I missed that part about the darkness!

Round 5 (revised)
Ss'alat tries moving as best he can back to the entrance of the pavillion:
perception: 1d20 + 10 ⇒ (7) + 10 = 17 ... trying to avoid obstacles

--------------------

Round 6 (revised)
Once there, will try attacking the new dretch
Will: 1d20 + 5 ⇒ (12) + 5 = 17 ... trying to disbelieve its solidness, since the lightning bolt was also a fake
sickle: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Including Corella's Inspire Courage, if it's still happening

Scarab Sages

Male Nagaji (inactive) Sorcerer

Round 5
Cursing the shadow demon under his breath, Ss'alat does the only thing he can think of:

« կախարդական հրթիռ » . . "magic missile", in nagaji
magic missile: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6

--------------------

Round 6
And again:
« جادو ميزايل » . . "magic missile", in osiriani
magic missile: 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11

Scarab Sages

Male Nagaji (inactive) Sorcerer

Round 4
No kn (planes); yet

"You wouldn't need to say that if we couldn't really defeat you. Whatever you are!"

Ss'alat says to the odd creature that emerged from Araxtrax.
And then casts a spell at it:

« կախարդական հրթիռ » . . "magic missile", in nagaji
magic missile: 3d4 + 3 ⇒ (3, 3, 2) + 3 = 11

Scarab Sages

Male Nagaji (inactive) Sorcerer

Round 2
Reflex: 1d20 + 2 ⇒ (20) + 2 = 22
spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19

Ss'alat makes an amazing jump out of the way of Araxtrax's lightning bolt.
But realizes that it lacked the power it should have had.

"Giladref is right; his magic isn't entirely real!"

He then steps back (5 ft, to avoid AoO) and casts a spell at Araxtrax:
« կախարդական հրթիռ » . . "magic missile", in nagaji
magic missile: 3d4 + 3 ⇒ (1, 4, 2) + 3 = 10

--------------------

Round 3
Ss'alat moves along the wall to get closer to the stage, and casts the same spell again:
« جادو ميزايل » . . "magic missile", in osiriani
magic missile: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13

--------------------

At least I'm doing half-decent damage to Araxtrax. I hope.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Sorry I didn't post yesterday; I just couldn't seem to log on to Paizo last night.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Got it!

Scarab Sages

Male Nagaji (inactive) Sorcerer
GM Rusteg wrote:

Round 1: Arastrax, Corella, Khouri, Giladref, Xunal -> Ss'alat, actually. But you're close! :D

spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13

Round 1
Not wanting to waste time fishing for a weapon, Ss'alat casts a spell at Arastrax
« خندا خندا » . . "hideous laughter (dc 18)", in osiriani
Ranged Touch, hideous laughter: 1d20 + 9 ⇒ (16) + 9 = 25

Scarab Sages

Male Nagaji (inactive) Sorcerer

"Everything is as it should be!"

Scarab Sages

Male Nagaji (inactive) Sorcerer

"I'm not a witch, actually, but I wish you well", Ss'alat says to Olaf.

bluff: 1d20 + 11 ⇒ (8) + 11 = 19

"Strong like ox, smart like ox." Ss'alat thinks to himself.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Well, this is a fantasy setting, after all.

Logic gets tossed aside at times.

Scarab Sages

Male Nagaji (inactive) Sorcerer

As another Chaotic sort of person, Ss'alat doesn't mind going along with this little scheme of theirs.

I mean! If we save the world [u]and[/u] get our pay packet as if nothing is amiss, then Ss'alat is all for it!

IF all this is on the up and up, that is.

So just working on trying to make sure that they're not leading us on (much).

Hopefully that horrid diplomacy roll of mine doesn't mess things up.
[color=blue](sigh)[/color]

Scarab Sages

1 person marked this as a favorite.
Male Nagaji (inactive) Sorcerer

"Like Khouri here, I'm not fond of Hellknights. They're stodgy."
"But is Michaella willing to take part in this little scheme?"

Pointing to Michaella, Ss'alat says "I rather doubt it."

"I'd feel better, Elianor or Olaf, if one of you would willingly allow me to charm you, as I did this one fellow here", he says pointing to the guard he charmed earlier.

"The spell won't last long, nor will it do any harm."
"I just want to be absolutely sure that you're telling us the truth."
"If that is the case, I for one don't mind helping this little charade along to save the world."

"On the other hand, we ourselves also have a pay packet riding on this wedding lark."
"I'm sure you can all appreciate that. Everyone likes being paid for a job well done!"
"I certainly do!"

diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10 ... oh, bugger! :p

Scarab Sages

Male Nagaji (inactive) Sorcerer

If they're identical twin sisters [u]and[/u] this prophecy business is true, it might be worthwhile doing the swap.

Damian could be a hard sell on it, I'm sure.

In the mean time, Ss'alat is just playing for time with a load of BS.
Just so we can have a bit more time to figure out what's going on.

Scarab Sages

Male Nagaji (inactive) Sorcerer

"Your friend is unharmed. A simple trick to avoid needless blood letting" Ss'alat tells the standing Ulfen.

"So tell us; what exactly is this 'doom' that's being prophesied?"
"In any event, this little swap, even if it does fool Damien, most certainly not fool the gods!"
"Especially if Michaella is married two times in as many days."
"Bigamy is taboo with the gods!"

bluff: 1d20 + 11 ⇒ (7) + 11 = 18
Ss'alat is grasping at straws and playing for time here, for us to make sense of all this

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ss'alat scoops up Aashsaa, his familiar, as they approach the beach and puts her back into the pouch in his jacket.

sense motive: 1d20 + 4 ⇒ (5) + 4 = 9

"She seems sincere. But with four Ulfen warriors who just happened to be here and now -- I doubt it!"
Ss'alat thinks to himself.
"Better not take any chances, though."

Ss'alat then casts a spell quickly: « հմայքը անձ » . . "charm person (dc 17)", in nagaji
Directed at the nearest Ulfen warrior

"Please put your weapons away", says Ss'lat to the warriors; especially the one he's trying to charm,
"Just sit and listen to us. We are your friends and allies, after all."
bluff: 1d20 + 11 ⇒ (11) + 11 = 22

Scarab Sages

Male Nagaji (inactive) Sorcerer

"We'd be happy to try finding her, sir", Ss'alat says to Damain

Ss'alat will quickly ask anyone if they've seen the blushing [u]missing[/u] bride,
on the pretense of offering her congratulations on her new union
diplomacy, to gather information: 1d20 + 9 ⇒ (8) + 9 = 17 ... if needed
And then wait for the others to follow her, to the summer house.
If he's unable get any more information on where she might have gone.

Once together with the others: "I can get Aashsaa to try find Michaella."
He'll then pull his viper familiar out of her resting place in his tunic and get her to try following Michaella, discreetly:
perception (aashsaa): 1d20 + 13 ⇒ (2) + 13 = 15
stealth (aashsaa): 1d20 + 15 ⇒ (4) + 15 = 19

@ GM Rusteg: Aashsaa's speed is 20

Scarab Sages

Male Nagaji (inactive) Sorcerer

Satisfied that Giladref and Khouri seem to have Bedard calmed down, for now at least, Ss'alat approaches Damian Blackros.

"Good evening, sir. And congratulations, I'm sure."
"You wished to speak to me and my associates perhaps?"
"I'm sure we'd all be delighted and honoured to speak to you."

diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ss'alat just watches the proceedings.

"Bedard isn't shy, at least.", Ss'alat thinks with some amusement.

"Sorry, Giladref, I know nothing about that priest."

Scarab Sages

Male Nagaji (inactive) Sorcerer

Of course the rules that get used are up to the 'big boss' (a.k.a. the GM).

I kind of like having all those options.
But I can also see how they would get overwhelming.

Scarab Sages

Male Nagaji (inactive) Sorcerer

"I was told the groom to be is a reformed Hellknight", Ss'alat says to Bedard.
"You doubt that, perhaps? I myself have only heard of them by name only."
diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12 ... just in case

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ss'alat will try to approach (and influence) Bedard:
"Hello! My name is Ss'alat, from Sothis."
"Seems as if we're both outsiders here. You less so."
"What do you think of all this wedding business?"

bluff: 1d20 + 11 ⇒ (9) + 11 = 20

Sorry for the delay. The Paizo site kept crashing on me last time I tried posting.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ss'alat introduces himself to the Tian Merchant:
"I'm rather interested in trade. I was raised in Sothis, a trading city if ever there was one."

bluff: 1d20 + 11 ⇒ (12) + 11 = 23 ... Influence check

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ss'alat just listens on the conversations around him to learn what he can.

Read: no knowledge(nobility) skill

Scarab Sages

Male Nagaji (inactive) Sorcerer

After finishing with the guards:
Ss'alat has one want of CLW, but uses one charge, as requested.
"I agree with you, Giladref. That was rather a waste."

... Later, on the main deck:
After his colleagues introduce themselves to Nigel and the Taldan, Ss'alat will also introduce himself:
"Greetings", he says with a courteous bow.
"I am Ss'alat, from Sothis, in Osirian."
diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

Scarab Sages

Male Nagaji (inactive) Sorcerer

"I wear no armour. And only light arms, as you can see", Ss'alat says to the guards with a polite bow.
diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24
He shows them his modest collection of arms: a dagger, a sickle, and a light crossbow.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ss'alat won't buy a fancy outfit. Being a Nagaji, he's going to stick out like a sore thumb.

Scarab Sages

Male Nagaji (inactive) Sorcerer

"Myself, I'd prefer to go on the first boat."
"A little more time to prepare and get to know the surroundings first."
"Every advantage, no matter how small, is worth seeking."

Scarab Sages

Male Nagaji (inactive) Sorcerer

"How many guests are there likely to be on the second boat?"

Scarab Sages

Male Nagaji (inactive) Sorcerer

A lightly armed male Nagaji bows to the group.
His skin is banded dark and light green.
His serpentine eyes are bight yellow, almost metallic looking.

"My name is Ss'alat. And this is Aashsaa."
A small viper pokes her head out of Ss'alat's shirt and nods to everyone else in the room.
And then slithers back into her hiding place.
"She is rather shy. But intelligent."

He speaks with a pronounced Osiriani accent.

"Forgive me for asking, honoured Captain, but what dangers would a wedding pose?"
"I doubt we would be called upon if it was pure routine."
"I know nothing about the name Blakros, I must admit."

Scarab Sages

Male Nagaji (inactive) Sorcerer
GM Rutseg wrote:
Xunal, I think you will find much more fun in this scenario while playing Ss'alat.

Got it, thanks!

Required info
Player name: Xunal (a.k.a Malcolm Maynard in that boring real world place)
Character name: Ss'alat
Character level: 5
PFS id: 146423-2
Advancement pace: [color=blue]Normal[/color]
Day job roll: profession (scribe): 1d20 + 5 ⇒ (10) + 5 = 15

Scarab Sages

Male Nagaji (inactive) Sorcerer

Fair enough. I'll keep my eyes open if you have a chance to carry on with this one for us!

It's been good fun so far!

Scarab Sages

Male Nagaji (inactive) Sorcerer

I've levelled up Ss'alat. I realized I forgot to add the Alertness feat as a bonus for his familiar. Corrected that (and his Perception is now through the roof).

I also spent most of this last pay packet on one of those handy Belts of Mighty Constitution, which should boost his normal HP from 27 to 32 as long as he's wearing that one.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Ooops!

I noticed what might just be two typos on mine; XP shows as 4 and the date showed as Sept 9. Not a big deal in either case.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Day Job check:
profession (scribe): 1d20 + 5 ⇒ (13) + 5 = 18

No worries with the computer problems; those do happen from time to time.

Scarab Sages

Male Nagaji (inactive) Sorcerer

"It doesn't look like there's anything to keep us here. We should go down those stairs in the far room (D7)."

Scarab Sages

Male Nagaji (inactive) Sorcerer

@ Revvy: Sorry, which room number has the stairs going down? Is it D5, where that blue outline is now?

"I would rather go down those stairs. But, if we do check other rooms before going down, we should be wary of the Troglodytes and not do anything to further antagonize them. And hide or disguise the items we took from Godbox, in case any of them recognize those items."

Scarab Sages

Male Nagaji (inactive) Sorcerer

Should probably leave the less useful stuff by Godbox, so the Troglodytes can see it's working again later. But, yeah, we should be bereft of our own metal gear when removing those doors.

Scarab Sages

Male Nagaji (inactive) Sorcerer

I'm willing to put my back into helping pull one or both of those doors out. The only items Ss'alat can use out of that loot would be a light mace, the mastwerwork cold iron dagger (both simple weapons) and a lantern.

Scarab Sages

Male Nagaji (inactive) Sorcerer

"Once we've taken what we need, and have them at a safe distance, take those door things out of Godbox to see if that will turn it back on again. That should calm them down considerably when they come back in, I should think.

"Better be careful when we remove those doors, though, so we aren't close enough to get stuck to it.

Best not to take too much, though. Most of those objects are bric-a-brac anyway. It also won't do us too much good to try and carry too many heavy metal items anyway.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Sounds like the Troglodytes are hoofing it. We could take a few useful things from that room and then remove those door thingies to reactivate Godbox as we leave. That would go a long way to placating the troglodytes behind us, rather than needlessly killing them all.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Just keeping in character, I don't like the idea of killing any of the Troglodytes. They are reptilian, like Ss'alat, and didn't pose any threat until we accidentally turned off Godbox.

Besides, Ss'alat would want to come back and make them friendly again, instead of having nought but enemies everywhere we turn in the complex. Since he does have the charismata skills to pull it off. With a bit of luck later.

Scarab Sages

Male Nagaji (inactive) Sorcerer

"I think we should carry on and leave them. They were never a threat to us until we accidentally tampered with that Godbox of theirs. I wouldn't get any satisfaction fighting them now that they're helpless."

I'd prefer to leave the Troglodytes, instead of wiping them out. They weren't a threat from the start as Ss'alat sees it. And being reptilian himself, he's more likely to be sympathetic to them anyway.

Scarab Sages

Male Nagaji (inactive) Sorcerer

Eladrian and Gunar both made it out of the Godbox room, did they?

Scarab Sages

Male Nagaji (inactive) Sorcerer

@ Gunnar: I think you should be able to just walk past that Troglodyte in the door. He's incapacitated with my Hideous Laughter spell and I don't think he should be able to do AoO until that wears of in 1 to 2 rounds.

Scarab Sages

Male Nagaji (inactive) Sorcerer

@ Revvy; I'll skip Burning Hands. For now. Playing it safe instead.

Ss'alat will cast another Hideous Laughter the Troglodyte directly in front of him (thin black; DC 18, Will save negates).

He will then take a 5 ft step back, to give room for Eladrian and Gunar to get out of the Godbox room.
And to avoid becoming part of the front line himself, of course.

Full Name

Brandon Harcroft (RETIRED)

Race

Human

Classes/Levels

Alchemist 6 | HP 57 | AC 18 FF 16 T13 | Saves +7/+7/+6 (+4 disease, +2 poison) | Init + 2 | Percep +10

Gender

(RETIRED)

Size

Medium

Age

24

Alignment

LG

Deity

Atheist

Location

Cheliax

Languages

Common, Varisian, Elven

Occupation

Doctor

Strength 19
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 7

About Brandon Harcroft

Brandon Harcroft
Male Human (Varisian) Alchemist (Chirurgeon, Internal Alchemist, Vivisectionist) 5
LG Medium Humanoid (human)
Hero Points 1
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 48 (5d8+20)
Fort +6, Ref +6, Will +4; +4 vs. disease, +2 bonus vs. poison
Resist disease resistance +4, poison resistance +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Club +7 (1d6+7/x2) and
Dagger +7 (1d4+7/19-20/x2) and
Masterwork Morningstar +8 (1d8+7/x2)
Ranged Sling +5 (1d4+5/x2)
Special Attacks sneak attack +3d6
Alchemist (Chirurgeon, Internal Alchemist, Vivisectionist) Spells Prepared (CL 5):
2 (2/day) Bull's Strength
1 (5/day) Shield (x2), Cure Light Wounds (x2)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 15, Int 13, Wis 12, Cha 7
Base Atk +3; CMB +8; CMD 20
Feats Athletic, Brew Potion, Cleave, Iron Will, Power Attack -1/+2, Skill Focus (Heal), Toughness +5
Traits Dirty Fighter, The Pathfinder's Exile
Skills Acrobatics +0, Climb +7, Craft (alchemy) +6 (+11 to create alchemical items), Escape Artist +0, Fly +6, Heal +9, Knowledge (arcana) +8, Knowledge (nature) +9, Perception +9, Ride +0, Spellcraft +9, Stealth +0, Survival +6, Swim +6 Modifiers alchemy +5
Languages Common, Elven, Varisian
SQ anaesthetic, breath mastery, discoveries (feral mutagen, lingering spirit), fast poisoning (move action), hero points, infused curative, mutagen (dc 13)
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Potion of cure light wounds, Potion of heroism, Alchemist's kindness (4), Oil (5); Other Gear Lamellar (leather) armor, Club, Dagger, Masterwork Morningstar, Sling, Sling bullets (20), Amulet of mighty fists +1, Belt of giant strength +2, Animal glue, Animal glue, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Chalk (3), Earplugs, Flint and steel, Formula book, Ink, black, Inkpen, Mug/tankard, Paper (3), Scroll case (empty), Shaving kit, Soap (4), Surgeon's tools, Thieves' tools, Tindertwig (5), Torch (2), Traveler's outfit, Whetstone, 173 GP, 12 SP
--------------------
TRACKED RESOURCES
--------------------
Club - 0/1
Dagger - 0/1
Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1
Potion of cure light wounds - 0/3
Potion of heroism - 0/1
Shaving kit - 0/50
Sling bullets - 0/20
Tindertwig - 0/5
Torch - 0/2
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.

He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only
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
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Dirty Fighter +1 damage when flanking.
Disease Resistance +4 (Ex) +4 to save vs. Disease.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Lingering Spirit The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damag
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)