Zolan Ulivestra

Victor.'s page

119 posts. Organized Play character for Mike...R.


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Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Chronicle looks good to me. Thanks for running!

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"I would be happy to advocate for him." says Victor "At the end of the day no one died and I'm sure everyone has made foolish mistakes in their youths which they regret later. As Vreekka says, it could have happened to anyone, Gellion just got unlucky."

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"All of the demon bile we found has been destroyed and all of it was in places that Gellion appeared to have visited. So if we can get him back to his senses, it may be worth checking if there is anywhere else he has been just to double check it for demon bile." suggests Victor.

"As for Gellion's current condition, I am familiar with certain esoteric techniques which could be used to hasten his recovery if that is any help? Although such treatment would still take a number of hours." adds the varisian. (He can use to Remove Affliction option from the Faith Healing occult skill unlock to give Gellion another save vs the disease, but it takes 8 hours to do)

Victor is also happy not to withhold any information from the mayor or Father Ruvarra.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"Yes, we managed to find them all." confirms Victor "They are alive, but very much in need of medical attention. From what I can tell, all but Gellion are suffering from the aftermath of a giant hook fly feeding on them. We have managed to patch up some of the basic injuries, but need your help dealing with the draining effect of the feeding. Gellion on the other hand seems to be suffering form some sort of disease caused by the demon bile we found. I may be able to do something about that, but again your expertise could be required."

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"I can go with you Guardian. I can maybe help give Farther Ruvarra some insight into the current condition of the apprentices."

If the journey to the temple takes them anywhere near the inn he will also stop off there to pick up his more esoteric healing equipment.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"I have no issues with the spell." says Victor thanking Daegon "Although I'm not too badly wounded if you wanted to use it on the apprentices instead.".

"It may be best if we can get Farther Ruvarra to come here rather than carry the apprentices to the temple." he ponders "Carrying all these unconscious bodies through the streets could lead to unwanted concern from the local population, plus it's also logistically easier if we can bring the priest here. It may also be worth swinging by the inn to pick up my sweat lodge, as that could be useful for the healing."

Victor will use his last remaining spell to cast cure light wounds on the apprentice who looks most likely to be the priests apprentice on the off chance she can be woken up and has some healing ability herself.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield
GM Shadow Dragon wrote:
So Victor also gets an AoO.

With Gellion already tripped and disarmed, Victor tries physical violence to discourage the apprentice from getting back up...

AoO cestus: 1d20 + 1 ⇒ (7) + 1 = 8

If Gellion is still up on Victor's turn:
Stepping back, Victor attempts to trip Gellion up again with his whip...

whip trip: 1d20 + 6 ⇒ (17) + 6 = 23

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor takes advantage of Gellion's current lack of weapons to duck behind him and then try to trip the lad again using his whip...

whip trip: 1d20 + 6 ⇒ (17) + 6 = 23

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Seeing Gellion shake off Jakeric's magic, Victor tries to at least limit what the rogue apprentice can do by attempting to trip him up...

whip trip: 1d20 + 6 ⇒ (12) + 6 = 18

"I'd drop that weapon and surrender if I were you lad. You've got yourself in a bit of a tricky situation here, but I'm sure it's nothing which can't be fixed so long as you are willing to cooperate."

Victor will move over to Gellion and try to use his whip to trip the apprentice. If Gellion tries to do anything (like standing up or using his crossbow next to Victor) which would provoke, Victor will try to disarm him as an attack of opportunity...

AoO to disarm:
disarm: 1d20 + 1 ⇒ (20) + 1 = 21

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

As it may have an impact on what Victor does, is the slime covered human currently armed after throwing the alchemist's fire at Victor? If he is what sort of weapon is he holding?

Daegon Marketti wrote:
who has a non lethal way to do damage...maybe save Gellion....

Victor's whip does non-leathal damage and he also has the stabilize cantrip if that is needed. There is also that sap we found, I'm guessing Guardian probably has that as it's a martial weapon.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

His plan is to move behind the giant hook fly, if he spots anything from there he will let the rest of the party know.

Victor moves around behind the hook fly and attempts to distract it with his whip...

He will move around behind the hook fly and get ready to aid Grizzlebin's attack (assuming he attacks the giant hook fly). As before the aid will give a +4 to the attack (and potentially also a bonus for flank).

whip aid another: 1d20 + 6 ⇒ (5) + 6 = 11

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

As Victor may change his plan once he has moved far south enough to spot the cloud (as he would still have some movement left), would it be possible to know what he sees when he moves there? If it's a potential foe it would also be good to know if it is carrying any sort of weapon?

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

I assume that white cloud on the map isn't visible to the party as its behind the crates? As Victor is planning on moving south would he be able to see what it is once he starts moving?

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield
Guardian XI wrote:
You sure about that Victor?

"Oh yes 100% sure!" Despite probably having inspected a section of wall rather than the door itself.

"I can open it once everyone is ready."

Victor is happy to open the door once the party are ready, he will re-cast shield on himself just before doing that.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Was Victor able to investigate the door before the centipedes attacked, or did the centipedes jump out before he had a chance?

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Noting that these foes can't be tripped or disarmed Victor realises his best option is to aid his allies attacks (As a few of the party's melee combatants have already gone I'll let our GM decide which attack Victor aids. I assume the centipedes are all flat-footed so it's safe to use his whip, if not he will use his cestus which only has a 5 foot range and a +1 attack bonus instead of the whip's +6)...

whip: 1d20 + 6 ⇒ (11) + 6 = 17 (Victor gives a +4 aid another bonus if he successfully aids another)

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

As the rest of the party clear away the demon bile Victor checks the door leading further into the warehouse for traps...

perception: 1d20 + 11 ⇒ (1) + 11 = 12

"We should probably check the rest of the warehouse while our various magic protections are still active." he suggests.

(if it helps at all Victor can also assist with clearing the demon bile as he has a cold iron cestus)

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Out of interest (as we are fighting a swarm), who has the acid and alchemist's fire we found here.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

One thing which may be worth checking is if it has ended up in your spam folder for your email. If not, its worth letting one of the VOs know that you are missing your GM boon so they can look into it.

Cannoli Jones wrote:
No race boons.

It definitely looks like you only got sent your player boons in that case.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor focuses, seemingly casting a spell (he casts shield but as the shield is invisible not much appears to happen) and then follows the other party members towards the door.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Those both sound like player boons as there are fewer types of GM boon so the numbers don't tend to go that high (All of the GM boons I've seen recently have been B1, B2, A1 and A2). That said, were either of them boons which gave access to additional races? Usually GM boons are boons which give you access to more races, so that would be a good indicator that a boon is a GM boon.

The GM boon I got was 'GM Boon #B1' which gives access to grippli, skinwalker or catfork.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Standard Paizo GM boon policy is one GM boon per event you run games at rather than one per game.

On the second question, I got my GM boon for Gameday XIII on the 12th of December, sent by Bigrin.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"This definitely looks like the right place." says Victor eyeing the pulsing strands.

He listens trying to determine if there is any sort of noise coming from the direction of the warehouse or other clues as to the current situation...

perception + guidance: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30

...and then scans the area for magic auras (with detect magic).

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

I'm also interested in continuing.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

I guess where I was going with the idea of bartering for the service was to provide some extra in game rational for Farther Ruvarra to not charge us for casting the spell. Essentially Victor got injured helping look for the priest's missing daughter and also helped him out earlier, so perhaps he may be open to not charging us for the service given the nature of our mission, especially if Victor offered to help him out later.

From the point of view of the PFS rules discussion, personally I would say that whether or not an NPC spellcaster charges a party for spellcasting services is one of those things which comes down to GM discretion. The one exception to that being where an adventure explicitly calls out that the NPC in question will always charge for their services or that they are happy to cast spells on the party for free.

As far as I'm aware I don't think the general Pathfinder rules specify that NPCs will always charge a spellcasting services charge for casting spells on PCs, it just lists the standard cost for such a service when PCs are looking to pay for them. From a PFS specific rules point of view the Guild Guide says that adventures should be 'run as written' and in line with the overall Pathfinder rules, but do don't think those cover whether or not a spellcaster will charge for there services unless the adventure in question specifically calls that out.

One thing that the Guild Guide is at pains to point out is that, so long as an adventure is 'run as written' and within the Pathfinder rules, there is also plenty of flexibility in there for GM interpretation (see the sections in the Guild Guide on Table Variation and Creative Solutions). This is particularly true for modules and APs, as they were not written for PFS so require a greater degree of GM interpretation to run in a PFS context. So in my view whether or not an NPC charges for spellcasting services depends on if it makes sense to the GM within the context of the adventure. If the PCs are going to a temple that they have no relationship with within the context of the current adventure, then the priest will almost definitely charge them for spellcasting services. On the other hand if they have just rescued a wizard who has remove curse memorised and one of the PCs was cursed as part of rescuing him, then there may be a good argument for having the wizard use that spell to help out the party rather than charging them for casting it.

I know I've personally had NPCs cast spells on players for free where it made sense that they would within the context of the scenario and it's definitely something I've seen plenty of other GMs do.

So my personal interpretation would be that I don't think there is anything in the PFS rules that says that players should always pay for all spells cast on them by NPCs, and that the decision on if the NPC charges the party for casting the spell is up to the GM based on the context in which the spell is being cast.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor heads to the Temple of Erastil and enquires if Farther Ruvarra would be open to the idea of Victor covering the remaining 10 gp for lesser restoration by providing his own spell casting services to the temple (ideally once the party have dealt with the current situation). After all, Victor did heal all of those ill towns people earlier, is looking for Father Ruvarra's apprentice and the party did save him one casting of lesser restoration earlier by using their potion on Altius Vazarro.

diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26 I assume the conversation would be far to long to use guidance.

He will also heal himself (using a couple of the potions that the party found earlier if everyone is good with that)

cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor could swear he was being attacked by a small angry creature with teeth and claws, but it must have been some sort of trick of the light playing off of this fine red mist! That said it would explain all of the bleeding.

Victor tries to fix himself...

heal + healers kit: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
heal + healers kit: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

...while thanking his allies for there help in dealing with whatever it was that just happened.

Are other party members allowed to aid another on those roles?

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor is good with going to the warehouse if everyone else is ready.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor thanks the Mayor as the party head out of the office.

"Did anyone have anything they needed to do before we head to the warehouse, or are we good to go straight there?"

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor takes out the party's map (I think I'm correct in remembering that the mayor provided us with one?). "We have this map. Hopefully it's got enough detail to show the location of the warehouse?"

Once Altius has provided the directions to the warehouse Victor packs away the map ready to go with the guard to find the Mayor.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor listens to the tale with a concerned look on his face. "Would you be able to give us directions to the warehouse?"

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Either is good with me.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"Given enough time they should be able to self repair, but it will take a while." Victor explains. "If we want to save the potion I am familiar with various esoteric techniques which could temporarily restore strength to one of them, although the ritual will take a bit of time to perform."

(Victor can use faith healing from the occult skill unlocks. The ritual takes an hour and requires a heal check with a DC equal to the DC of the poison. If successful it will temporarily restore 1 point of strength damage + 1 for every 5 by which the check passed the DC.)

faith healing check if we go with that option:
heal: 1d20 + 8 ⇒ (11) + 8 = 19 +2 if he has time to go and fetch his portable sweat lodge from the inn.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor also takes a look at the two people in the webs...

Heal + guidance: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Heal + guidance: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Looking to draw the creatures attacks in order to allow more of his allies into the room Victor tries to punch it with his cestus (fighting defensively) and then moves past the creature to the far side of the room...

cestus attack - frightening defensively: 1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17
B/P cold iron damage + fire: 1d4 + 1 + 1d4 ⇒ (4) + 1 + (4) = 9
crit confirm - frightening defensively: 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"Shall we try the last door." suggests Victor, as he walks over to the door in question and checks it for traps and any sounds beyond...

Perception to listen at the door + guidance: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Perception to check for traps + guidance: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield
Guardian XI wrote:
Ah, sorry about that Victor. I thought you wouldn't be able to post.

No worries, it’s what I would have done anyway plus it reduced the amount of time I needed to spend squinting at my phone after I forgot to bring my glasses with me on my travels!

Victor waits in the corridor behind Guardian, ready to deal with any dangers in the room.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor also listens at the door to see if he can hear anything behind it.

Perception to listen at the door + guidance: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

I'm going to be away visiting family from tomorrow until the 27th. I should still be able to post during that time but it will probably be a bit more limited as I'll need to be posting from my phone.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

"Shall we check the door on the main corridor?" (red) suggests Victor.

If everyone is good with that plan Victor will listen at the door and check it for traps.

Perception to listen at the door + guidance: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Perception to check for traps + guidance: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield
GM Shadow Dragon wrote:
I presumed Victor kept his distance with his whip at the ready hence no need to make a save.

Yes, Victor will keep away from the stinky sink.

Once the ground floor has been investigated Victor will head up stairs with the rest of the party.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor follows behind Guardian just in case they encounter another foe.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

After momentarily being distracted by the dust, Victor turns his attention to the little creature with a reassuring look. "Hey there under the table, don't worry, we're friends. We're looking for Gellion, do you happen to know where he is?"

Conscious of the possibility that the creature may be hostile, he also readies himself to trip it with his whip if it looks like things are about to turn violent.

Victor readies an action to trip the creature with his whip if it looks like it is about to take a hostile action (he will also take a 5 foot step as part of that to create some distance between him and the creature if he can).

readied trip attack:
whip trip attack vs creature: 1d20 + 6 ⇒ (20) + 6 = 26

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor takes up position behind Guardian and readies his whip.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

”I didn’t sense any magic, so it should be just mechanical. The door is also locked, so the lock would also need picking.”

Victor will also cast guidance on whoever is dealing with the trap and lock.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

”Hmm, looks like someone’s trapped this door.” says Victor. ”Is anyone any good at disarming traps?”

He steps back to make some space.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Would I be correct in assuming that Victor didn't spot any traps (or detect any magic) when he checked the door for traps?

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor is quite good at spotting things so can check for traps.

As the party approach the house Victor pauses and focuses on the path and door sensing for magic auras (detect magic). Then (if there is no suspicious magic detected) approaches the door to look for traps (with the help of guidance)...

Perception + guidance: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

An alchemical silver morningstar is also a nice versatile option for a backup silver weapon.

Liberty's Edge

Human Spiritualist (Phantom Blade) 1 / Cleric (Crusader) 1 | HP 10/18 | AC 22 / 12T / 20FF | Fort +6, Reflex +2, Will +8 | CMD 13 / 11 FF | Init 3 | Perc +11 | SM +11 | Speed 20' | Spirit Spells 1st 0/2 |Cleric Spells 1st 1/1 | Active Conditions: shield

Victor give Majara Pricknettle a sympathetic look "Whatever Gellion has got himself into I'm sure it's not anything that can't be fixed and if necessary we are more than capable of subduing someone without resorting to lethal force."