CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
"You need to cool off!"
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Magic weapons can hit an Incorporeal Creature right? So because the alchemical weapon was shot by a magical crossbow the argument would be that it would contact against him and deal damage, except the bolt doesn't deal damage and just coats him with a ton of ink. Basically if glitterdust could affect an incorporeal creature, so could the dyeing ink. That's the argument I will give at least. Your call in the end. "Suck on this, Ara... Whatever!" Terrance shouts as he takes two shots at the demon with his magical crossbow. First bolt is a raining bolt, second is a standard bolt. First Shot Raining Bolt: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24
Bad news that was my only Raining Bolt I had on hand. I should carry like 7 of these bad boys at a time.
Raining Bolt: This thick-shafted arrow contains a reservoir of holy water and is designed to burst upon impact. A raining arrow damages the target as normal, and also treats the target as though it had been struck by a direct hit from a thrown vial of holy water; adjacent creatures take splash damage from this effect. A raining arrow imparts a –2 penalty on attack rolls because of its weight. Alchemy Handbook Page 21
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
"Trigger finger's all itchy." Terrance says, as he pulls out his Dye Bolts.
Dye Bolts: This arrow ends in a crystalline bubble filled with a viscous alchemical dyeing agent. Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with enough black, blue, green, or red marker dye (Pathfinder RPG Ultimate Equipment 104) to coat about 1 square foot. The stain caused by marker dye cannot be washed off except with magic for the first 72 hours, but fades completely after 2 weeks. Source: Alchemy Handbook
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Hamish the Bard wrote:
If anything, you just put out his fire so that works. Umbrato Shawart wrote:
Talk about bad timing for good damage! Oof!
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Edit : Terrance actually pulls out a tangleshot bolt and shoots the man with it. Attack Roll VS Touch AC: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
Tangleshot Bolt: This arrow is tipped with a tiny vial of tanglefoot goo. Firing a tangleshot arrow is a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. This effect is similar to that of a tanglefoot bag, but with the following adjustments: Reflex DC 10, Strength DC 12 to break, 10 points of slashing damage to cut through, concentration DC 10 to cast spells. A tangleshot arrow imposes a –1 penalty on attack rolls because of its weight.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Fortitude Save DC13: 1d20 + 6 ⇒ (18) + 6 = 24 Terrance is able to resist the strange magic. Either this guy is possessed or is really a demon in disguise!
Either way, Terrance has no real means of being able to stop a demonic possession if he knew what was going on. The crowd is more important anyways, he busted his tail singing for these people! An alchemist fire is going to have to do. Maybe he can burn up some of the cloud. Throw the Alchemist Fire: 1d20 + 11 ⇒ (6) + 11 = 17
Upon a Direct Hit: On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
We check the boat for any additional gear, but any loot no one specifically claims Terrance will put in his handy haversack. Unless someone else has rope or cuffs, or there is some in the boat, Terrance proceeds with JUST the Alchemical Glue to bound the last guy.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
"So Michellia, shall we get back to the wedding?" He looks over at Eleanir. "And what exactly do we do about her? If we take her back who knows what will go down." Feel free to patch up off my wand everyone who got injured during the fight. I'll mark off my charges.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Also apologies for starting the combat, as a player not a character, but my ability to pick up on some roleplay things in PBP is not the best :( Its why I like the discussion section so things can be made clear. Admittedly if I knew Terrance in real life, I would think he's a complete a!&@$ also.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
"Fine. Next time someone gets kidnapped, you can deal with the consequences." But seriously, Hamish. Some of our allies are still unconscious, you should probably get them back on their feet since you are the only one who can competently cast Cure Light Wounds or use a wand D: Also no, not angry at Hamish's player, but roleplay makes us look like jerks. @GM Nowruz, Are you enjoying the wedding drama? :3
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Same Hamish. Perhaps the gel was a bit too much, but I think our characters conflicting matches the tone of what a wedding is like LOL XD True, there I did fail sense motive, but that does not automatically mean the character believes what its being said. If so, then there are a few GM's I need to discuss how they handle that skill.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance looks up at Hamish. "I've been almost cut in half, most of us are broken or dying. If this guy gets back up and wants to kill us, how much of a fight do we have left?" "Since Olaf is dead, we have only Eleanir's story to go off of. What if there is more to it? Who is going to tell us? The guy who might be able to chop the rest of us up and leave us as corpses?" "The glue will keep him still until he can explain whats going on. Incase you haven't noticed, we have one side of a story. Killing him outright gives no answers, so letting him sober up and finding out if he is willing to tell us what is going on is our only way to know what these barbarians are about." "As for the explosives? They are far more visible to see that the situation is not in his control, and he should cooperate with providing details when that poison wears off." He then points to the boat. "As for why I tossed the bomb? That was a kidnapping. Entirely. One-Hundred percent. Unwilling, unconscious victim being hauled away by four neck beards with anger issues?" He shakes his head. "No, I won't just let that mistake happen again." He points at Eleanir, "We could be out a bride and in with a doppleganger who could stab the groom in the throat for all we know. Then where would we be?" He flicks the alchemist fire away into his bag and offers up the cure light wounds. "I can remove the gel if it makes you feel better, but I am keeping the glue on. Mostly cause my rope is gone. If you want, you can use my wand to heal them after they are restrained. And as an apology to everyone else, you can use my wand to recover the party's health." Yeah the explosive gel is probably a bit much, but when his poison wears off he could just go back into a rage and take at least most of us down. Also had to use the rope to keep Tibbens tied away. The glue is all I got, and my intimidate is lousy. Anyone else got an intimidate good enough to coerce the barbarian into saying what he knows? :( -2.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance looks over at the last remaining barbarian who was just poisoned, but not beaten unconscious. "Alright, best to do something about this dweeb." He pulls from his handy haversack a vial of Alchemical Glue. He then carefully applies it to the Barbarian's hands and puts them together, as well as his feet. To thoroughly make sure the Barbarian understands the situation when he wakes up, Terrance also applies a firm helping of another Alchemical Agent, Blasting Jelly, "If he doesn't cooperate, then this is going to be an interesting mess." Then lighting up a cigar, Terrance looks towards where he assumes the invisible Umbrato is. "Help get our people out of the way." Alchemical Glue:
This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC 20 Strength check for tacky glue or DC 25 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 15 Strength check for tacky glue or DC 20 for cured glue. Blasting Jelly:
This volatile gray paste sticks to solid surfaces and creates a concentrated blast when exposed to fire, making it a valuable excavation tool. You can apply 1 dose of blasting jelly to a 5-foot square as a standard action. The paste can be ignited with another standard action by striking it from an adjacent square with a metal weapon or object. When thus ignited or otherwise exposed to fire, the jelly explodes, dealing 2d6 points of fire damage to creatures and unattended objects within the treated square. If the ignited square is adjacent to another square containing blasting jelly, that square ignites as well. Blasting jelly deals full damage to objects made of stone or softer material. Blasting jelly decays relatively quickly when exposed to air, becoming inert after 4 hours if not ignited. Heroes of the Darklands EDIT Terrance applies the Blasting Jelly to the Barbarian's armor.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
So my apologies to the GM. When I updated Terrance after giving him another chronicle, I purchased a prestige wand but forgot to update it into the sheet by the start of the Game Day. I sincerely hope this instance can be forgiven.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance Price wrote:
Seeing as Syl'las is the only one still bleeding out, I will administer the alchemical treatments to her. She is now conscious, negative hitpoints, but not bleeding out or dying. Take that rules!
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance limps over to his allies. He will help to stabilize whoever looks like they have enough magical potential to use Cure Light Wounds. Firstly, he applies the alchemical curative known as Troll Oil to stop the bleeding. Troll Oil:
This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round. Heal to Feed someone Troll Oil without choking them: 1d20 + 1 ⇒ (18) + 1 = 19 After the Troll Oil stabilizes them, he will wake them up with Smelling Salts. Smelling Salts:
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left open. "Hey Michellia. So, is this really your sister, or are we being pulled a fast one?" After some time, when Hamish returns, Terrance tosses him his Wand of Cure Light Wounds. "Best we patch ourselves up before going back to the wedding."
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance takes a side step, then launches another two bolts at the raging barbarian.
Shot 1: 1d20 + 13 ⇒ (5) + 13 = 18
From Hell's heart, I stab at thee. Take this 3 Star reroll and drop!
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance moves out of the bushes and takes aim...
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance wakes up and sees a raging barbarian still on the loose, and a forest behind him. If he can have a moment to sneak into the brush he can start taking shots at the big guy under the cover of foliage.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
GM, I stabilized. Result was 17.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Umbrato Shawart wrote:
Ah. Alright thats fair. Forgive me for thinking that; I have some autism and think people get upset if I interpret things incorrectly.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Its a bit late for Diplomacy after two of us attack, and when it was asked in discussion if we wanted to do combat with these guys we had 1 for yes, two say its probably going to happen, and then no one saying no.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Umbrato I think the time for Diplomacy has gone; I threw sand and Syl'las attacked with her kukri. Also if we wanted to go non-combat with this encounter, more people should have spoken up in discussion. I asked if we wanted combat and said I was in favor, and two people saying that it will most likely happen.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Lucky rolls.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
GM Nowruz wrote:
Hey GM, I don't believe Eleanir was near the blast radius when my bomb went off. The map showed her by the rest of the party.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
"Easy for you to say, Kolris! There are two axe mongers right next to me and myself alone!" Terrance is clearly agitated. "You want peace, Eleanir?! Tell them to step away from the rat!"
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
"Just what the hell are they saying anyways? I don't know this mumbo-jumbo. If the fight is going to end then tell them to drop the weapons or I am sending us all three to hell."
The Languages I have:
Common Draconic Dwarven Goblin Orc Undercommon Osiriani Infernal Which fairly enough, two large ulfen men with axes in front of him would provoke this kind of reaction from Terrance. And he has no understanding of Aklo or Skald either. It was all an escalating situation that sounded like lies anyways.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance sees that the Ulfen men are mad at him. Which is common in his line of work. He grabs a handful of sand and throws it into the lesser of the Ulfen men's eyes. Improved Dirty Trick: 1d20 + 6 + 2 - 2 ⇒ (15) + 6 + 2 - 2 = 21 Dirty Trick:
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.
In this particular instance, I would be attempting to blind the Red Ulfen. If I beat his CMD by 5 he gets blinded for 2 rounds. If I beat his CMD but not by 5, he is blinded for 1 round. Then Terrance steps quickly out of the bushes and around the Ulfen. 5ft Step. Terrance has Improved Dirty Trick so it will not provoke an Attack of Opportunity. Underhanded: Underhanded (Ex): An opportunist gains Improved Dirty TrickAPG as a bonus feat at 1st level even if he does not meet the prerequisites. This ability replaces the bonus feat gained at 1st level. Blood of the Beast Pg20
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
GM I think with it having a timer result of 0, it would just explode before anyone could grab it. The fortitude Save is against Sonic Damage. This yellow ball of volatile resin has a hemp wick. Lighting the fuse is a move action; 1d3–1 rounds later (a result of 0 rounds takes place at the end of your turn), the shriek bomb explodes, dealing 2d6 points of sonic damage to creatures in a 10-footradius burst (Fortitude DC 15 half). A shriek bomb can be thrown as a splash weapon with a range of 10 feet.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
What a load of crap. Terrance thinks to himself. May as well get the drop now. From his hiding spot, heMove Action lights the Shriek Bomb.
Alchemical Onslaught:
Alchemical Onslaught (Ex): At 5th level, an opportunist gains a +1 bonus on attack rolls with alchemical weapons and bombs and can add his Intelligence modifier to damage rolls for splash weapons. He can draw an alchemical weapon as a free action once per round. This ability replaces weapon training 1. Blood of the Beast Pg20 Shriek Bomb: This yellow ball of volatile resin has a hemp wick. Lighting the fuse is a move action; 1d3–1 rounds later (a result of 0 rounds takes place at the end of your turn), the shriek bomb explodes, dealing 2d6 points of sonic damage to creatures in a 10-footradius burst (Fortitude DC 15 half). A shriek bomb can be thrown as a splash weapon with a range of 10 feet.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Terrance, still listening in on all this, decides perhaps it is best after all to prepare a separate kind of explosive. Carefully he extracts from his Handy Haversack a Shriek Bomb.
Shriek Bomb:
This yellow ball of volatile resin has a hemp wick. Lighting the fuse is a move action; 1d3–1 rounds later (a result of 0 rounds takes place at the end of your turn), the shriek bomb explodes, dealing 2d6 points of sonic damage to creatures in a 10-footradius burst (Fortitude DC 15 half). A shriek bomb can be thrown as a splash weapon with a range of 10 feet. Alchemy Handbook Pg 7 About 16 or 17 yards until the best possible target zone... That should be reasonable to get.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Well so far we have had no combat, and I would welcome it if we want to beat up some ulfen. What does everyone else think?
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
From his hidden post, Terrance really can't make out what she is saying. He's far more focused on the Ulfen who just cast a defensive spell. He whispers his command word to the Explosion Pocket.
Turning the Alchemist Fire into a Super Alchemist Fire.
CN Ratfolk Opportunist 6 Grenadier 2| HP58/58 | AC20 T15 FF16| CMD 19 | Fort 8 Ref 7 Will 2 | Speed 20ft | Initiative +4|
Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18
Free Action Terrance draws an Alchemist fire and stuffs it into his Explosion Pocket.
Alchemical Onslaught:
Alchemical Onslaught (Ex): At 5th level, an opportunist gains a +1 bonus on attack rolls with alchemical weapons and bombs and can add his Intelligence modifier to damage rolls for splash weapons. He can draw an alchemical weapon as a free action once per round. This ability replaces weapon training 1. Blood of the Beast Pg20 Explosion Pocket: An explosion pocket looks like a cloth pouch just large enough to contain a Small or Medium humanoid’s hand. When placed against a shirt, vest, jacket, trousers, or similar piece of clothing, this ragged green patch attaches to the clothing, creating a loose pocket. The pocket functions as a normal pocket, but once per day the pocket’s wearer can, as a standard action by speaking a command word while his hand is in the pocket, cause the pocket to create a single vial of alchemist’s fire. If a vial of alchemist’s fire is in the explosion pocket when it is commanded to create a vial of alchemist’s fire, the pocket instead supercharges the existing vial within so that it deals double the normal fire damage a vial of alchemist’s fire would normally inflict. An explosion pocket can be removed as a full-round action, allowing it to be placed on a different piece of clothing as the owner wishes. A vial of alchemist’s fire created or supercharged by an explosion pocket reverts to a vial of inert, bitter-tasting water 1 minute after it is created or supercharged. Source: Chronicle 8-22, Wrath of the Fleshwarped Queen
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