Soveliss

Taleath Oakbough's page

45 posts. Organized Play character for hustonj.


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M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Well, the elf will try yet again . . ..

1) Attack

Curved Elven Blade: 1d20 + 5 ⇒ (9) + 5 = 14 Prone help?
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

2) Attack

Curved Elven Blade: 1d20 ⇒ 12
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

3) Attack - with basically no expectation of hitting the barn wall.

Curved Elven Blade: 1d20 - 5 ⇒ (19) - 5 = 14
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

The ranger moves up into melee range and swings at the skeleton-thing.

1) Stride (5')
2) Attack
Curved Elven Blade: 1d20 + 5 ⇒ (1) + 5 = 6 :facepalm:
3) Attack
Curved Elven Blade: 1d20 + 0 ⇒ (16) + 0 = 16
Potential Damage: 1d8 + 1 ⇒ (3) + 1 = 4


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

1) Hunted Shot (Red)

First Attack Short Bow: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 ⇒ 3
Second Attack Short Bow: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d6 ⇒ 4

2) Interact (Stow Bow)
3) Interact (Ready Elven Curved Blade)


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Not knowing much about the undead, the ranger chooses to just treat them as deadly threats and move on from there.

1) Hunt Target (Red)
2) Hunted Shot
3) Stride

First Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Dmage: 1d6 ⇒ 1
Second Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Dmage: 1d6 ⇒ 5

:facepalm:


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Taleath leaps with the others, searching for whatever might be revealed once across.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Glad you didn't need to wait on me to resolve that!

Taleath tries to mark the extent of the sinking mud, probing with a stick found in the area, or his blade if he can't find one, to make it easier for everyone (self included) to avoid.

Survival: 1d20 + 4 ⇒ (6) + 4 = 10 Or not.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Athletics (Aid Another): 1d20 + 2 ⇒ (3) + 2 = 5 Yeah, not so much. Second try like Val?

Athletics (Aid Another): 1d20 + 2 ⇒ (16) + 2 = 18 Woo-hoo!


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

The elf worries less about a bridge and more about helping Siv.

Lacking anything obviously better, he takes off his pack, holding on to one strap, and tries to get the other strap in Siv's reach. "Let's see if we can't pull him out. If anyone's got something better than my pack, I think we would both appreciate using it . . .."


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Siv should have healed 2 from Taleath's check. If he wants to spend ANOTHER 10 minutes, he can duplicate the healing around!


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Okay, so it is a 10 minute Medicine check against a Medium DC for your level to heal up to 6 people their Con Bonus + Level in HP (or my level in HP, whichever is better), right? Teleath will give it a go. Worst I can do is waste 10 minutes, right?

Medicine (Treat Wounds) DC 13: 1d20 + 4 ⇒ (18) + 4 = 22

Missed a Critical Success by ONE.

Abishek would heal 3.
Valeros would heal 2.

Right?


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Athletics: 1d20 + 2 ⇒ (17) + 2 = 19

Scanning the area a the top of the hole, Taleath sees nothing special. As the others start climbing down into the fog, he grumbles, but follows, thinking to himself "Down's the easy part."


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Seeing his companions bleeding, Taleath moves to provide some basic First Aid.

"Mavis? Let me bind that, if you would."

Medicine: 1d20 + 4 ⇒ (5) + 4 = 9 :facepalm:

"Abishek? Your turn."

Medicine: 1d20 + 4 ⇒ (2) + 4 = 6

I'm starting to wonder why I bother to try to have useful skills.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

"The bats are mostly scared. We might be able to calm them down. The slimy thing over there is going to be much harder to stop. Just punish it!"

Taking his own advice, the young elf tries to calm the bats before taking a shot at the ooze and working to avoid any other debris.

1) Interact (Calm the bats) Nature: 1d20 + 4 ⇒ (11) + 4 = 15
2) Strike (ooze) Shortbow: 1d20 + 5 ⇒ (4) + 5 = 9 Frown Damage (yeah, right!): 1d6 ⇒ 4
3) Avoid splash zone Perception: 1d20 + 5 ⇒ (12) + 5 = 17


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

The Ranger decides to try to take stock of the situation as best he can before acting as hastily as humans are wont . . ..

Nature (Recall about Ooze): 1d20 + 4 ⇒ (8) + 4 = 12
Nature (Recall about Bat Swarm): 1d20 + 4 ⇒ (10) + 4 = 14
Perception (avoid splash zone): 1d20 + 5 ⇒ (5) + 5 = 10

And it doesn't look like he got much for his time.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

The ranger also bends to examine the club, though he doesn't add any tools to do so.

Medicine: 1d20 + 4 ⇒ (11) + 4 = 15

He skips over the holy symbol, not so worried about it, specifically, focusing instead on the insects . . ..

Nature: 1d20 + 4 ⇒ (8) + 4 = 12
Religion: 1d20 + 0 ⇒ (7) + 0 = 7


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Acrobatics w/ Bonus: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

:facepalm:

Taleath attempts to bounce up the stairs, working to avoid the most termite-eaten portions as he goes.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

The ranger is happy the cook shared her information so quickly and easily. He hopes it might be a sign of how hard it will be to find the killer.

Nature (Recall Knowledge): 1d20 + 4 ⇒ (4) + 4 = 8
Nature (Recall Knowledge): 1d20 + 4 ⇒ (8) + 4 = 12

<sigh> Well, I had good rolls when we needed in the last combat.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

"How will we know Dahlia?"


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

"Well, honestly, we're looking for someplace a serial killer would hide, here in the puddles." He looks at his companions. "What? You have a better way of putting it?"


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

And 35 SP is enough for me to purchase an Elven Curved Blade (using the new ability) flat out without having to sell the redundant weaponry.

So, I'm swapping out on the character.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

No effective change to Taleath for the heritage, as he took the heritage ancestry feat anyway, and I chose the Weapon Familiarity feat (for the later feat options, honestly) but don't have the coin to do anything about it for now.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

1) Hunt Target (Yellow)
2) Hunted Shot (Both vs Yellow combine as single hit if both strike true)
3) Strike (Yellow if still up, Red if not)

Bow: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 ⇒ 4
Bow: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Damage: 1d6 ⇒ 3
Bow: 1d20 + 5 - 4 - 4 ⇒ (17) + 5 - 4 - 4 = 14
Damage: 1d6 ⇒ 2

22? Maybe. Dice in case (but not expected).
potential crit damage: 1d6 + 1d10 ⇒ (5) + (6) = 11

Well, the dice certainly smiled on me this round!


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Taleath howls in pain as the magic missiles tear through his body. He takes this as a sign, though, that he needs to drop the caster even quicker than he had thought.

1) Stride
2) Hunt Target (Black)
3) Hunted Shot

Bow: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 ⇒ 4
Bow: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
Damage: 1d6 ⇒ 4

In the unlikely event that the 24 is high enough for a critical success . . .. I think I have to roll a 20 to critically succeed against this guy.

Deadly: 1d10 ⇒ 6

Those 3 action magic missile spells will kill us all, quickly.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Taleath calls out "Company forward and right! Be ready!" as he moves through the sewage and to the opposite wall, picking out the kobold in the back as probably being the biggest threat.

Bow attack @ Black: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 ⇒ 4

1) Point out
2) Stride
3) Attack (Bow)

I was explicit that I was walking with the bow ready . . .. If GM rules I need to interact with an item (ready) instead, so be it.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Goal is unchanged. Seek.

"Yes, some light will be necessary."

Perception (Seek): 1d20 + 5 ⇒ (2) + 5 = 7 Low-Light, Expert, Keen Hearing

And back down go the numbers.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

"Searching for traps it is, then."

Perception (Seek): 1d20 + 5 ⇒ (15) + 5 = 20 Low-Light, Expert, Keen Hearing


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

"One of your allies decided to wander off? Who left?"


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

I thought I read that you were not required to meet the pre-reqs for background feat assignments?

If you follow the character creation steps, you are picking a background before you have selected ANY trained skills, after all.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Really only two changes that mattered to Taleath's build:

Doubling the penalty on untrained skills.

Having a ranged combatant feat available as a class item at first level.

So, done, I guess.

The First Aid feature combined with the altered skill DC table looks interesting. 10 minutes to get up to 6 people (including self) mundane HP healing? Makes me even happier to have the Medicine skill. Taleath has to roll a 9 or better on the die to succeed, so a 19 will net a critical success.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Reaching into his gear, the Ranger produces a healer's kit, and tends to one of the Barbers at Abishek's request.

Medicine (First Aid): 1d20 + 4 ⇒ (7) + 4 = 11

But his ministrations don't seem to be productive.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Okay. Big stuff is moved. Probably 11 or 12 trips of loose "things" from our storage garage to get, yet, plus whatever's still in the apartment.

Have my bed set up, the entertainment center set up and configured, my computer set up (and a wireless NIC added because it is too far from the router to wire !), and I've found my clean underwear!

So, now I can type on a keyboard instead of trying to cram my fingers on the fake keyboard on my phone. Time to try to catch up, after I share the post across my games.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Shifting position over to deal with another one of the thugs, Taleath unleashes against another flanked target (Green).

Rapier: 1d20 + 5 ⇒ (14) + 5 = 19
Rapier Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Main-Gauche: 1d20 + 5 ⇒ (14) + 5 = 19
Main-Gauche Damage: 1d4 + 1 ⇒ (1) + 1 = 2

1: Move
2 & 3: Double Slice


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

1.3 will make a huge difference for Taleath, as Rangers lose Double Slice, and the replacement (whether for melee or archery) includes the penalty for multiple attacks on the second attack.

At a quick glance, though, it appears those double attacks are a single action versus Double Slice's two.

Oh, and Taleath was intended as a ranged build, but there were no ranged selection at Level 1.

Obviously going to make a difference.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

With black presenting such a ready, flanked, target, The ranger tries to stop him where he stands.

Rapier: 1d20 + 5 ⇒ (11) + 5 = 16
Rapier Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Main-Gauche: 1d20 + 5 ⇒ (9) + 5 = 14
Main-Gauche Damage: 1d4 + 1 ⇒ (2) + 1 = 3

If the black Barber is still standing, Taleath will try for a pure bonus strike.

Main-Gauche (third strike): 1d20 + 5 - 8 ⇒ (3) + 5 - 8 = 0 Heh.
Main-Gauche Damage: 1d4 + 1 ⇒ (1) + 1 = 2

If the black Barber is not still standing, the Ranger will reposition himself in an attempt to help his companion. He will loop up and past Liranna and around into flank with green.

1 & 2: Double Slice
3: Attack or Move, depending


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Hunh. Well, okay, my options are to delay, or to actively seek them out. Guess I'll try Seek . . ..

Perception (Seek): 1d20 + 5 ⇒ (19) + 5 = 24

He'll move up to the closest spotted target and attack with his primary weapon.

Rapier: 1d20 + 5 ⇒ (6) + 5 = 11 Ouch. Probably not.
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

1: Seek
2: Move
3: Attack


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

My apologies. Been doing some preparation work, but it is time to knuckle down and focus.

Moving from my apartment to a rented home. Movers arrive Wednesday.

I hope to be reach a new normal schedule by Monday.

I'm not supposed to be without internet except while moving my home network, but . . ..


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

The scout readies both of his blades as he tries to fade into the background and be unseen . . ..

Stealth: 1d20 + 5 ⇒ (6) + 5 = 11

Not moving that average far, still about a 5.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Perception (Sense Motive): 1d20 + 5 ⇒ (1) + 5 = 6 18, 4, 1, 3, 1 rolled so far. Average of about 5. WOW.

So, they've REALLY made Perception a super skill, then. Way more important for all characters, more so than any other skill.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

I don't see an equivalent skill check listed in the summary of Page 143.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

He just shakes his head and continues watching for trouble. "Of course it isn't the actual barber. That would have been too literal. Something tells me this is not going to go as expected."

Perception (Looking Out): 1d20 + 5 ⇒ (3) + 5 = 8

Hopefully I'm getting all the bad rolls out of the way before anything important happens.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Taleath will also be Looking Out.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6 :facepalm:


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Lore: Merchant (Recall Knowledge): 1d20 ⇒ 4

Okay, somebody else's turn!


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Religion: 1d20 + 2 ⇒ (18) + 2 = 20

"Thinking about it, there is something familiar about that name . . .."

No idea what the DC is, but hopefully that's enough for me to remember something.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

An elf shorter than normal, wearing leathers, dirt, and dust stands well away from the overly neat Venture-Captain. "I'm not that comfortable in the streets. I had never heard of the 'Band of the Palm' before, nor the Blood Barbers. Are you willing to share the evidence that linked the murders to this band?"


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Salutations!

Last minute addition. Stereotypical elven Scout Ranger, really.

Got more to do to transfer info from the fillable sheet to the profile, but, gotta get started somewhere . . .. Has really empty pockets, but both a healer's kit and a repair kit.

PFS 15864-1501

Not sure what the "best" marching order might be. Taleath is a switch-hitter Ranger at this point, with the Double Slice ability to use both weapons for now. I dropped in 3rd, because, well, I needed to go somewhere.

EDIT: To be clear, given the below response, I'm more worried about who we're going to leave in the back than I am about being up front. Unless I draw weapons before the combat starts, I can't even attempt the Double Slice until the second round. (1 action to draw 1 weapon. 1 action to move. 1 action to attack with the 1 weapon. THEN 1 action to draw the second weapon. 2 actions to attempt Double Slice. Versus 1 action to draw bow. 1 action to set Target for Hunt Target. 1 action to shoot bow. THEN up to 3 attacks (last would be foolish, but possible) in the second round.) Quick Draw is very important for two-weapon fighting in this engine, if I am reading it right.