Jakaw Razorbeak

Tchucko's page

74 posts. Organized Play character for HisProf217.


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The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko spits and draws his crossbow, leveling it at the townsfolk.

"Good to know that the kindhearted townsfolk we're trying to help are brave enough to beat an innocent child to death. You all best run away as fast as you can, or our paladin friend reporting you to the authorities will be the least of your concerns."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko looks disappointed when the sheriff dismisses his findings as insufficient. He turns to the constables and asks them if they have access to any hounds or other animals good at tracking.

"If we're going to follow the trail of the real murderers, we need to act soon!"

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

"We've uncovered considerable evidence that the Sphinx, and thus the circus, is being framed. We've shared most of this information with the Constable - the rest we just uncovered now."

"The most damning evidence was discovered at the original murder scene - we found that humanoid tracks had been intentionally obscured around the body and that the animal tracks that were found were actually incompatible with those of a sphinx."

"This lead us to believe that a group of unknown humanoids were really behind the murder and robbery. This suspicion was confirmed when we stumbled across two skulks trapped in the Locked Box' vault. They eventually told us that they were working for a gang of humans who were behind the robbery. They revealed the names of the two skulks who serve as intermediaries between the human gang and the skulk community, but unfortunately, they managed to escape after the recent commotion."

Tchucko gives a knowing look to his companions after telling that slight lie.

Bluff: 1d20 + 9 ⇒ (11) + 9 = 20

"When we investigated the most recent murder, we found a number of eyewitnesses who reported three clowns acting suspiciously at the tent near the murder scene. We investigated and discovered humanoid tracks leading out of the back of the tent, and when we followed those tracks we discovered three discarded clown costumes."

Tchucko beams a bit before stating this next part.

"It is my contention that there is a gang of humans who have used the circus' arrival as an opportunity to kill Archivin, rob the Locked Box and frame the circus for the crime. All of the evidence points away from the Sphinx' involvement and towards a plot to frame the circus and it's star!"

Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

After circulating among the crowd for a while, Tchucko returns to his companions and shares what he has learned.

"It sounds like Sister Esrelda had made public plans to speak to Jherizhana the Sphinx today. If someone was looking for frame the Sphinx, this would have provided a perfect opportunity."

"There also was an upsurge in pickpocketing around the time of Sister Esrelda's murder. Considering that whatever group is behind this appears to be made up thieves (they robbed the Locked Box, they hire skulks to commit petty crimes for them), they would be more than capable of sending out a crowd of thieves to attempt to make the circus look even worse."

"There appear to have been three people dressed as clowns hanging around Jherizhana's cage. We found their costumes at the end of a trail leading out of the tent. We need to figure out who was wearing those costumes and what they were up to. My gut tells me that they were the ones who killed Sister Esrelda."

Tchucko turns to Mistress Almara and shows her the clown costumes that the group just found.

"I think that who ever is behind this murder was wearing one of these clown costumes. Witnesses saw three clowns loitering around Jherizhana's cage around the time of the murder. Do these costumes belong to any clowns that work for the circus?"

"Also, is there any chance that the circus has any dogs or other animals trained at tracking? If we could sniff out the trail of the people wearing these clown costumes, we'd be much closer to cracking this case."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

I did a diplomacy check in my last post to gather information about what happened and whether there were any witnesses. I ended up with a 26, so hopefully we'll get some good information. :-)

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Perception (Body): 1d20 + 7 ⇒ (2) + 7 = 9
Survival: 1d20 + 1 ⇒ (2) + 1 = 3
Perception (Tent): 1d20 + 7 ⇒ (2) + 7 = 9

Tchucko doesn't notice anything out of place (other than the fact that there's a dead body), but he starts to circulate in the crowd trying to gather any information he can about what happened and if there were any witnesses.

Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26

After gathering some information, Tchucko hears Andoliesa mention a set of tracks leading out of the tent.

"We should definitely check those out."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

When the skulks spill their guts, Tchucko mumbles under his breath. "Harmless junkies..."

He looks around at his companions to see what they want to do, but if no one objects he kicks the rope back down into the pit.

"We're going to be heading out of here. When we do, wait a few moments before you sneak out - the constable is upstairs and probably would have more questions for you if she saw you."

He also hands the skulks a small bag of coins (25 gp worth). "We don't have any shiver, but we do have gold. If you'd rather work for our tribe, we'll do what we can to help you out. If you think of anything more about Nisku, Kymeth or Onamea that you think we would be interested in knowing, look for us at the Two Water's Inn."

Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19

Tchuko is impressed by Pazacku's speech outside, and pats his companion on his wing after his speech disarms the crowds.

"Well, here's what we know so far, at least as much as I've been able to put together:"

"First, Jerizhana the Gynosphinx is being framed. The tracks found at the murder site were poorly camouflaged. Archivin was murdered by humanoids, who then erased their tracks and attempted to give the impression that the act had been done by the gynosphinx."

"To me, that suggests that a group that's not associated with the circus is behind the murder and theft - I have a hard time imagining a scenario where the circus frames itself."

"Second, whoever robbed the Locked Box is probably the same group that killed Archivin. The two skulks in the vault named Nisku as the person who was giving them orders. They seemed to imply that he was human (though I don't know how well skulks differentiate between half-elves, elves, humans and other similar groups). Nisku is apparently the leader of a group - the skulks called it his tribe - and at least two skulks named Kymeth and Onamea seem to be important members of this group, serving as intermediaries between Nisku's group and the other skulks."

"I have a feeling that skulks are hard to track down, so I think we should focus our attention on Nisku. Let's see if the constable or the sheriff have heard of him. If they have, I think he's our number one suspect for the murder and the robbery."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Sense Motive: 1d20 + 5 ⇒ (4) + 5 = 9
Heal (untrained): 1d20 + 1 ⇒ (1) + 1 = 2

Tchucko lowers himself to the edge of the pit and leans over to give the impression that he is speaking conspiratorially with the two skulks.

"Look, we've all ended up trapped in a pit inside a secure vault in a building that was recently robbed and whose owner was murdered before. It could happen to the best of us. Unfortunately, my companions are a bit more attuned to the straight and narrow than average, and they are probably pretty suspicious about what's going on here."

"Assuming you had nothing to do with the murder of this fine establishment's owner, and you return any objects you accidentally picked up while you were down here, I'll do my best to convince my fellow Tengu to let you go. But you need to cooperate and tell us what you know and why you are here."

Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Hope you had a good time at GenCon! :-)

The Exchange

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Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Just for good measure, Tchucko levels his Hypnotic Stare at the woman, but does so without revealing that he is the source of her mental discomfort.

This gives her a -2 on Will saves, and she isn't aware that it is happening.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko nods at Takashi. In Tengu, he says, "Takashi's right. There is clearly something suspicious going on. I don't think they mean us any harm, but they also shouldn't have been here."

After Chack-Qetchack and Pazacku make their way up the rope, Tchucko moves over to Andoliesa and motions for her to pull the rope out of the reach of the two strangers.

"We'll be happy to help you out... but after you explain what you were doing in this vault. And, sorry about the stabbing bit. You just caught us a bit by surprise."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko looks surprised and gets the impression that the creatures in the vault aren't necessarily trying to kill them after all.

"Sorry for assuming the worst and stabbing at you, um, miss."

The tengu rummages around in his pack for a hammer and a iron piton, and wedges the spike into the open pit in an attempt to keep it open long enough for everyone to climb out.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko calls out to his allies: "There's something in here, coming at us! It's camouflaged but I can just see it!"

He doesn't have enough time to draw his crossbow, but luckily he keeps a sword inside of his walking stick. He draws the sword cane and lunges at the approaching creature!

Sword Cane: 1d20 ⇒ 1
Damage: 1d6 ⇒ 5

Unfortunately his aim is off and he stumbles and completely misses his target.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko looks around the room, searching for anything that looks different from when the party was here the day before.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko casts a sidelong glance at Dekarin, and then shakes his head.

"Thank you for your help," he says to the sheriff, and then begins to nudge the rest of the group towards the door.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

"I guess a hundred gold's nothing to shake a stick at."

Tchucko smiles at Mistress Delisen. "Looks like you've got a flock of tengu Pathfinders at your service."

Before they leave, he has one last question for the circus' leader. "Do you know if they suspect any particular member of the circus? Cause if so, we'd definitely want to speak with them to help establish an alibi."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko mumbles to himself... "Six hundred gold..."

He then looks up at Mistress Delisen. "Is that 600 gold apiece? Or total? And how much do we get if we find conclusive proof that someone from the circus was involved?"

"Cause we wouldn't want to be 'unduly influenced', after all."

Tchucko caws a little to himself and looks at his fellow Tengus with a knowing nod.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko mutters to himself... "This is a turning into a real mess..."

He walks over and puts a talon on Takashi's wing. "Don't beat yourself up, kid. You didn't do anything wrong."

He then says quietly so that only his fellow Pathfinders can hear, "Besides, I think Takashi's right. I've never been one to believe in coincidences. The 'dragon' attack is too convenient, and the lady who doesn't mind being mugged is off, too. Something weird is going on."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko pulls out a wand from his belt and rushes to Pazacku's side.

"I can't use this, but if any of you can activate this wand we should be able to heal Pazacku and Wrecker."

I'm happy to use my Wand of CLW, but I can't activate it.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko curses as his attempt to put the creature to sleep fails. He reaches back and grabs his crossbow, realizing that he's going to have to get physically involved in this fight.

He takes a small step to the side and looses a bolt at the "baby dragon".

Five foot step and draws crossbow with a move action.

I'm not sure if I have a clear shot at the dragon, so just to be on the safe side I'm taking a -4 penalty for cover. If I'm wrong to do that, please ignore it. :-)

Crossbow: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
Damage: 1d8 ⇒ 3

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko hears the worried man calling out to not injure the creature, and he stops reaching for his crossbow and instead dips his talons into his spell component pouch and removes a live cricket. He turns his thoughts to rest and tries to calm his inner emotional state, calling upon his magic to put the "baby dragon" to sleep.

Casting Sleep so that it only targets the "baby dragon". He'll need to make a DC 14 Will save (at a -2 penalty because of my Hypnotic Stare) or fall asleep.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko pushes through the crowds to get closer to the creature that's gotten loose. He fixes the "dragon" with his stare and begins working to lower its mental defenses.

Double move to make it through the crowds. Swift action to active Hypnotic Stare. The "dragon" takes a -2 penalty to its Will saves, and is not aware that it is being affected by the stare. I have the Painful Stare ability which allows me to use a free action to add 1 to any attack damage against the subject of my stare. I can only do it once per round, and I'll trigger it on the first successful attack against the "dragon".

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko stands back and watches as Hajeck performs a reading for Dekarin. He watches her work and tries to determine if she's a genuine seer or just a con-artist like he is when he reads people's "fortunes" back in Absalom.

He's going to Take 10 on his Profession (Fortune-Teller) check (if that's OK), so with a +5 modifier his skill check would be a 15.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

"From the look of his crown, Dekarin is already King of the Carnival and I doubt I could top him in terms of brawn. I wouldn't mind giving the Madame Masque game a try and I definitely want to visit the Harrower - professional curiosity and all that."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko chuckles when he hears the sphinx' reply to Andoliesa's question.

He tries to flatter the sphinx a bit to butter her up.

"I'm sure you are here by your own accord. I can't imagine that anyone in this carnival would be able to restrain as fierce, powerful and intelligent a creature as yourself if you wanted to leave."

Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Did Takashi share his concerns about the Sphinx being an illusion to the group? I'm really intrigued by the idea, and want to try and disbelieve the illusion or lock the Sphinx with my Hypnotic Stare, but Tchucko definitely didn't think of that idea on his own. :-)

Tchucko stands and watches the Sphinx intently from a distance. He allows his eyes to go out of focus slightly, to try and tease out the creature's aura.

Tchucko is going to use his Read Aura's ability. It takes 10 minutes, and then he can attempt to read the Sphinx's "emotion aura" by making a Perception check with a DC of 20 + the target's HD. If it works, the Sphinx' emotional state is revealed and Tchucko gets a temporary bonus on social interactions with her. This is a once per day ability.

Read Aura (Perception): 1d20 + 7 ⇒ (1) + 7 = 8

I should really have done that roll before I wrote out a whole description of an ability that clearly failed. :-)

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

"I agree. We might as well see it all. As long as we get to stop by the midway at some point - I'm itching to sink my talons into some of those games."

Tchucko happily follows Pazacku towards the Big Top, keeping his eyes peeled for anything interesting or particularly shiny.

After a short while, he turns towards his companions. "And remember, you can't always trust your eyes, especially in a place like this. Carnivals are full of tricks."

Speaking of Tricks, I think that Mesmerist Tricks work until they are triggered, so Pazacku should still be implanted with my Shadow Splinter trick until it gets triggered. I'd forgotten about it since we arrived at the carnival.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko walks around the inside of the pawn shop, poking and prodding various things that catch his eye. He keeps a special watch out for anything particularly shiny. He keeps one eye on the owner of the shop.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

After watching the workers unload the cage, Tchucko hurries to catch up to his fellow Pathfinders. Luckily, a group of tengus is fairly easy to spot.

"I got a good look at what they were doing, though I don't know what it means. They moved a big empty cage, and it was full of pillows, and they jumped on the pillows after moving it. They were talking to each other in a language I didn't recognize, probably Varisian, so I didn't catch what they were saying."

"Any luck finding the pawn shop? If not, I don't mind asking around."

If Tchucko sees any locals that look non-hostile, he'll try and get some directions to the pawn shop.

Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko wanders back to the "flock", surreptitiously examining his new treasure as he walks back. He

Tengu:
"Good ear, Andliesa. You all head down to the pawn shop - I'll try and get a peek at the cage and then I'll catch up to you."

Tchucko wanders off a short distance, attempting to look inconspicuous, all while keeping an eye on the carnival workers.

Stealth: 1d20 + 4 ⇒ (17) + 4 = 21

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

"Crow's feet" lol

"I'm always looking for the break that will make me rich." Tchucko chuckles at the woman. "Why? Do you have something special?"

Tchucko looks around at the woman's wares, trying to spot anything particularly valuable, shiny and small.

Tchucko checks out the items she's selling with Appraise to try and find something valuable. If he sees anything that looks promising he'll bump the table or drop something from his belt to create a distraction and try and pilfer it with his Sleight of Hand skill.

Appraise: 1d20 + 1 ⇒ (1) + 1 = 2
Sleight of Hand: 1d20 + 7 ⇒ (8) + 7 = 15

Poor tengu - if he ends up stealing anything it'll probably be worthless considering that Appraise roll. :-)

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko looks greedily towards the barker calling out about potions and curiosities and heads over in her direction.

"Good day, madam." Tchucko smiles and bows low, doffing his hat in the process. "What sort of wondrous curiosities does your shop have to offer, if I may ask?"

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

I rolled a d4, and Pazacku is the lucky one.

1d4 ⇒ 2

Tchucko stares deeply in Pazacku's eyes, silently implanting his Mesmerist Trick into the Paladin's psyche. After a few moments, he breaks the gaze and laughs chirpily.

"That should do it. Hopefully we won't need it."

The Exchange

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Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko chuckles a little uncomfortably, realizing that his companions are all far more faithful than he has ever claimed to be.

"Don't worry, Andoliesa, I've learned my lesson. I got hurt pretty bad the last time I walked on the wrong side of the law - being a Pathfinder is much less nerve-wracking than always having to watch my back."

Changing the subject a little bit, Tchucko says, "I don't think I've ever traveled with a cleric, two warpriests and a paladin before. I'm more of a mentalist than a spell-slinger or a sell-sword. But I do have some special tricks up my sleeve. I don't know which of you is likely to be in the front lines if a battle breaks out, but I can stare into your eyes and work some of my magic to protect you, if you'd like."

I can implant one character with my "Shadow Splinter" Mesmerist Trick. As long as you're within 110 ft. of me when you get hit by an attack, I can reduce the damage by 6 and create an illusion of another target within range getting hit by the attack instead. If they fail a Will save, they take the damage and think the first creature attacked them instead of you. It only works if there is another eligible target within striking range, though.

It probably makes sense to implant the Trick in a front-line fighter, so whoever is willing to stare into Tchucko's eyes can have it. :-)

The Exchange

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Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

"I've seen a lot of strange things in my days, but I've never seen a winged lion with a human head. Takes all kinds, I guess..."

Tchucko, a garishly dressed tengu with a nervous habit of fidgeting with a "lucky" coin, chuckles to himself. As the party leaves Sheila's office, he turns to his companions:

"Watch yourselves at this carnival, though - the only thing you can trust about carnival folks is that you can't trust them. I should know - I've run my share of cons over the years."

The Exchange

Tchucko's Application

Player's forum handle: HisProf217
Character name: Tchucko
PFS# 74209-2
Race/Class(es)/Level(s): Tengu Mersmerist 1
Faction: Exchange
Day Job Roll, if any: Profession (Fortune Teller): 1d20 + 5 ⇒ (18) + 5 = 23

____

1) Any special rules, boons, or corner cases you need to let me know about: Nope.

2) A few sentences about your character and his or her previous adventures, both out of character and in character as your character would describe him or herself. Why are you in the society?

Tchucko spent most of his young adulthood on the streets of Absalom, working as a fortune-teller, conman and occasional smuggler. After a smuggling assignment went wrong and Tchucko ended up spending a short time in jail, he decided to try a slightly less criminal path - joining the Pathfinder Society. So far he's only been on one mission (01-55 The Infernal Vault), which was a lot more dangerous and deadly than he had expected. He's still interested in being a Pathfinder, but hope that he gets beaten up less on his next mission.

3) Why do you want to be in a wacky all-Tengu game? What makes you want to be part of the flock?

I really enjoyed playing Tchucko in my last game (he's my second PFS character), and am hoping to pick up some good Tengu RP tips from watching my fellow bird folks in action.

4) May I bot you in combat or for an occasional skill check to ensure a fast moving game?

Sure, although I'm a pretty fast and frequent poster, so hopefully it won't come up.

5) What are your go-to combat tactics for botting purposes?
(Feel free to also include this on your character sheet, where you can even have your dice rolls ready to go.)

I have a Tactics section on my character sheet, but Tchucko's go to attack at this point is to use his Painful Stare on an opponent and shoot them with his crossbow.

6) Will you be able to post 2-3 times a day on average, barring occasional days off (Cons, Work, Short Vacations, etc?)

I look forward to a game with frequent posts. :-)

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Thanks, everyone!

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

I had full faith and confidence in Smiley. :-)

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko staggers to his feet and begins to straighten his feathers.

He turns to Jadger with a look of some surprise when the gnome suggests that Celeena join the Pathfinder Society.

"You're a kinder bird... I mean man... I mean gnome than I am. But I guess you're right - on the scale of evil scheming, this one has to rank pretty low. And she certainly would be more welcome fighting on my side than against it in the future."

He then turns to Smiley and pats him on the shoulder.

"Thanks for pulling our feathers out of the fire there, my lucky dwarf."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Will: 1d20 + 3 ⇒ (1) + 3 = 4

Tchucko falls unconscious as Celeena's spray of colors washes over him.

Good luck, guys!

The Exchange

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Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Here goes nothing.

Heal: 1d20 + 1 ⇒ (15) + 1 = 16

Well, I'll be.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

I'm going to give it a college try. Hopefully the dice will be with us! I would have tried grabbing the wand, but CLW isn't on my class spell list and I'm not trained in UMD.

Seeing Argazhon fall, Tchucko breaks away from his attempts to skewer Celeena and rushes to the fallen summoner's side.

"You foul witch! You know you can not defeat us all. Why didn't you just surrender when you had a chance!"

Tchucko tries his best to apply first aid to his fallen ally.

Heal: 1d20 + 1 ⇒ (1) + 1 = 2

Sadly, he's never dealt with burns like this before, and his knowledge of human (or aasimar) anatomy is a bit light.

Sorry! I tried!

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Can I still use the move I posted earlier? It was posted on Saturday night. If not, I can reroll.]

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

@GM: That was my Round 3 move. I go before the Lemure this fight. :-)

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko steps out from behind cover to take a shot at Celeena.

Crossbow: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7 +1 damage from Painful Stare, +2 damage from Seance Boon

"Take that!"

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko sneaks past the devil and closes with Celeena. He fixes her with his Hypnotic Stare.

Double move. Painful Stare will give the next successful attack against Celeena a +1 damage bonus.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Sadly, there is no second creature within the lemure's range to divert the damage onto, so the trick can't be triggered. :-(

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko sees the devil and moves to the opposite edge of the doorway and takes a shot at it with his crossbow.

Crossbow: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4 -4 from cover
Damage: 1d8 ⇒ 6
Broken % for a Missed Bolt = +50% is Broken: 1d100 ⇒ 71

His shot clearly misses, however.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

"Before you go - is Ceelena Deckland still down here? And are there any other mercs with her?"

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Realizing that his crossbow won't do much good against skeletons, Tchucko drops his weapon and jumps directly into the fray. He squawks loudly as he attempts to bite the nearest Orange undead.

Bite: 1d20 ⇒ 9
Damage: 1d3 + 2 ⇒ (3) + 2 = 5 +2 from Seance Boon

His inexperience with close combat, however, means that he ends up biting at thin air.

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