Kazim

Vivekanandra Samurthy's page

34 posts. Organized Play character for Clebsch73.


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Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra helps the wounded as best she can after the battle and makes notes on everything observed. On the boat ride home she writes her version of the report to the PFS.

Crafting: 1d20 + 7 ⇒ (20) + 7 = 27

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Assuming the creature is still fighting after Navo's action.

Seeing that smashing types of damage were most effective, Vivekanandra drops her crossbow, draws her light mace, steps forward and bravely (for a wizard) attacks the construct. She gets a break as the glass creature (she wonders if it might be a golem) leaves its most fragile part of its torso vulnerable.

Light Mace: 1d20 + 4 ⇒ (20) + 4 = 24
Damage, B: 1d4 ⇒ 3
Double for Critical strike: 6

Drops Crossbow (free), Interact (draws mace), Stride, Strike. Movement went through a threatened square if the creature has reach.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra is obviously flustered in her first real combat. During her time at the school of battle magic, they simulated many fights, but knowing this foe could do lethal harm gave her the jitters.

Since magic did not seem to work on the construct, Vivekanandra draws her crossbow and fires a bolt at the thing. Her aim is pretty good for all her lack of real fight experience. Then just in case the thing close to attack her, she recasts her shield cantrip.

Actions: Interact to draw crossbow, Attack, cast 1 action cantrip.

Crossbow: 1d20 + 4 ⇒ (14) + 4 = 18 (range 120 ft)
Damage, P: 1d8 ⇒ 6

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanadra casts her shield cantrip in anticipation of melee. Then she follows with a caustic blast spell.

Shield uses 1 action, Caustic Blast uses 2 actions.
Spell Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Casutic Blast Damage, acid: 1d8 ⇒ 3

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

I didn't realize the black lines were walls. V will move 10' south and cast, which will take off 5 from the damage.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

As Chhaya screeches in alarm and hides behind Vivekanandra, the wizard makes three quick motions tracing out runes in the air. After each motion, a jagged shard of magical force forms. As the third one materializes, the shards rush at the animated pile of debris, ripping into it.

All three actions put into casting.
Force Barrage, 3 shards: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Arcana: 1d20 + 7 ⇒ (1) + 7 = 8

Vivekanandra recognizes nothing new, just more evidence of the already noted presence of alchemical and mechanical crafting. "The difficulty in accessing this site has at least prevented it from being looted by tomb raiders," she observes. "I wonder if these blocked off passages lead to entrances on the surface or just deeper chambers? Maybe in the past, it was easier to get in from the sea side."

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra concludes her analysis and announces the results, explaining the effects of the magic for those who don't know.

Oil of Potency
Moderate quicksilver mutagen

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra takes a moment to see if she can detect any magic on the liquids using a cantrip. If they do detect magic, she can spend ten minutes per liquid to try to identify the effect. If she would know, let me know if there is a particular skill that would apply. She has Arcana +7, Nature +6, Occultism +7, and Religion +6. I would expect Arcana or Occultism if I had to guess.

Identify Magic Skill rolls, if applicable:
Arcana: 1d20 + 7 ⇒ (11) + 7 = 18
Nature: 1d20 + 6 ⇒ (15) + 6 = 21
Occultism: 1d20 + 7 ⇒ (17) + 7 = 24
Religion: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Sorry for not posting yesterday. It was my wife's birthday. Some of these rolls may be too late, but I'll make them anyway to get caught up.

Crafting: 1d20 + 7 ⇒ (13) + 7 = 20

Vivekanandra concurs with Herkemer's comment about the heavy armor in the wall carvings being odd.

Occultism: 1d20 + 7 ⇒ (14) + 7 = 21
Crafting: 1d20 + 7 ⇒ (20) + 7 = 27

Upon entering the room with the remnants of alchemy work and other mechanical crafting, Vivekanandra says, "The ancient Osirian culture was not given to alchemy or mechanical devices, if memory serves. I have seen books on both topics, however, based in ancient Osirion's rival state, the Jistka Imperium."

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

"Me too," Vivekanandra replies to Herkemer. "I was always the last one picked for Kho kho teams."

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra watches Navo anxiously, admiring his athletic ability and confidence.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra uses her Telekinetic Hand to help with the effort.

Crafting (Aid Athletics: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra shakes her head at the prospect of climbing the cliff without the aid of the ladder. "I will be no help when it comes to such a task. I can cast a spell that allows me to use telekinesis to manipulate objects up to about 30 feet away, so maybe that will help. Once the ladder has been anchored part of the way down, could it support someone if she stays above the anchored points? If so, I can descend on the ladder and continue helping with my TK hand from the ladder. I could, for example, hold a piton so the climber could hit it with a hammer without having to hold the piton."

She is untrained in athletics and acrobatics, having defaults of +1 and +0 respectively.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra has no relevant lore skills for this. She has Society at +7.

Vivekanandra is a Vudrani human woman with pleasant features and a cheerful, optimistic manner. She wears no visible armor, although her pouch of spell components suggests she might have magical armor empowered. She has a few weapons, spiked gauntlets, a dagger, a mace, and a crossbow, as well as gear most travelers carry. At her side is a female capuchin monkey named Chhaya.

She greets Gol Amri and Sefu politely, placing her palms together and bowing in standard Vudrani greeting. As she does this, Chhaya does the same gesture while sitting at her feet. "This is my first visit to your lovely country. I look forward to learning more about your people and your past."

By way of introduction to her fellow Pathfinders, she says, "As you may have guessed, I am a wizard. I'll try to have some useful spells prepared each day to help deal with the various challenges."

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Chronicle is good except the starting gold was 7 SP, so it should be 0.7 GP. I'm signed up for the next quest.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Quest #6: Archaeology in Aspenthar sounds good to me.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra takes time on the return voyage to write up her notes on what she has observed about the weather, the flora and fauna, the constellations visible at night, and other tidbits to aid her memory and add to her personal library of notes on subjects of interest.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Thanks.

Crafting: 1d20 + 7 ⇒ (15) + 7 = 22
Looks like 2 SP, for a quest?

For future reference, is rolling a lore check (to determine earned income) limited to only your chosen Lore Specialty? For example, Vivekanandra has Lore (Almas) which is Lore related to a city in Andoran. That seems an odd skill for earning income, unless one goes to Almas and gives lectures on the city's history for a fee.

Or does the term Lore check encompass other options, such as Arcana, Occultism, or Religion?

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra moves cross the deck to get a clear line of attack on the last serpent slithering. Along the way she draws a dagger and hurls it at the beast. She stops next to a mast with a belaying pin handly, considering using it to hurl at it next using a telekinetic cantrip.

Thrown Dagger: 1d20 + 4 ⇒ (15) + 4 = 19 (range 10 ft)
Damage, P: 1d4 ⇒ 4

She surprises herself with an accurate throw at a weak spot on the serpent's neck.

Actions: Stride, Interact, Strike

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Remind me how job rolls work in PFS 2E?

I could run Vivekanandra in another mission.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Thanks. I'll adjust what I have in my profile to follow these rules.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

So the Curriculum spells are in the spellbook in addiction to the 10 granted at character creation and can be used when preparing spell slots from the spell book.

So when it says, "At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells in your spellbook (see below), plus one extra cantrip and spell of your chosen school of each level you can cast if you are a specialist wizard."

Sounds like three spell slots, but one has to be filled with a curriculum spell. Am I correct?

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

I'm reviewing my character's spell book. I have a question about the difference between spellbook spells and curriculum spells.

The rules say I get five 1st rank spells in my initial spellbook. I also get three 1st rank curriculum spells.

I can prepare 2 1st rank spells each day from my spellbook. I also can prepare an extra 1st rank spell from my curriculum spells.

Are my curriculum spells also in my spellbook? In other words, could I prepare a curriculum spell in my set of spells from my spellbook. If I have Force Barrage in my Curriculum spells, can I prepare it once from the spellbook and once as a curriculum spell? Or would I need to make Force Barrage one of the five 1st rank spells in my spellbook, even though it is also a curriculum spell, so I could prepare it for either a spellbook spell slot or a curriculum spell spell slot?

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Since no one tried the medicine check to treat wounds on Vivekanandra, she'll drink the minor healing potion. She does not have healing toolkit, but I'm assuming the ship does.
Minor Healing Potion: 1d8 ⇒ 5
That brings her back up to full.

Battle scene

"Good job, Grannik," Vivekanandra says as the big guy returns to the surface with the goods. "Uh Oh! If it's not one thing, it's a sea serpent attack."

The wizard concentrates on her spell-casting and gestures toward the serpents and three faintly glowing motes of energy streak toward the beasties, sending ripples of force into their flesh. Two at red, 1 at blue.

Force Barrage, 2 at red: 2d4 + 2 ⇒ (3, 3) + 2 = 8
Force Barrage, 1 at blue: 1d4 + 1 ⇒ (2) + 1 = 3

All three actions devoted to casting 3 missiles of Force Barrage.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra helps Chén fú get back to the surface and back to the deck.

"Looks like this is a job for someone bigger and stronger," she says, glancing at Grannik. Then she sets to work treating Chén fú's wounds.

Medicine: 1d20 + 6 ⇒ (5) + 6 = 11

But the wounds are beyond her modest skills. She bandages the wounds to keep them from bleeding or getting infected.

Looking forward to succeeding at a skill roll sometime.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra again is not the athletic type, but she does what she can. She casts a light spell on a piece of wood and lets it float near the work to give everyone light. She also casts floating disk and positions it where it can be a support and as something to place salvaged items for transport up to the surface.

Then she takes a deep breath and dives in to try to help as she can.

Athletics: 1d20 ⇒ 11

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Prior to starting to board the ship:

Vivekanandra takes a look Herkemer's and her own injuries after the storm, trying to heal the bruises. She does not have a healer's toolkit, but I assume the ship does.

Medicine, on herself: 1d20 + 6 ⇒ (5) + 6 = 11
Medicine, on Kerkemer: 1d20 + 6 ⇒ (7) + 6 = 13
Assuming the DC is 15, these would fail. Maybe someone else with the medicine skill can try.

If the wounds cannot be removed with the medicine skill, Vivekanandra would like to use a potion if available to the party. She's only got 14 hp total, so being down 4 is serious. It appears Chén fú and Herkemer also have the medicine skill so if they would attempt a roll first, then if her wounds are not healed, Vivekanandra will down a minor healing potion.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra stops and keeps a safe distance as she scrutinizes the mold, trying to remember the best way to deal with it.

Survival: 1d20 + 6 ⇒ (13) + 6 = 19

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

I'm relatively new to PF2 PBP. Do we all get one hero point at the start? I see a Pathfinder emblem in the column under hero points for each of us.

If so, Vivekanandra will not use it for this roll, since she is not likely to succeed with her low athletics and acrobatics skills.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra is happy to share what medical knowledge she has and will use the supplies as needed. She plans to eventually use some of her Pathfinder earnings to invest in such gear in the future, if she survives this storm, that is.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra is more of a scholar than an athlete, but she knows nothing about sailing that would help the more experience sailors, so she does what she can to help with ropes and rigging, too afraid of getting too close to the rails of the bucking ship. "Gruhastha save us!" she mutters as she pitches in.

Athletics: 1d20 + 0 ⇒ (1) + 0 = 1
I don't think Gruhastha heard her.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Sorry for the delay in posting. I just noticed things were rolling today.

Vivekanadra Samurthy is a new Pathfinder but she is well traveled and familiar with many things. Nature +6. She wears no armor, has few weapons (just a dagger, a mace, and a crossbow). She introduces herself to her companions as a wizard, having recently completed her studies as a Battle Mage. She has a familiar, a female capuchin monkey named Chhaya, whom she does not dress up in any cute little outfits. She speaks a number of languages. She is young (mid twenties), with dusky skin, black hair, dark expressive eyes, and a pleasant demeanor.

When she and Chhaya enter the lodge, the dog's presence causes Chhaya to hide behind Vivekanandra and to chitter nervously, while peering around her at the husky. Vivekanandra has no immediate questions, once it is clear that the venture captain has provided all the information about which he knows.

Grand Archive

female (she/her) Human Wizard (Battle Magic) 2 (Emissary) Perc +7, AC 16; Fort +4, Ref +5, Will +9 HP 20/20 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra checking in. Will update slides soon. This is the first time running this character and only the third 2E character. Feel free to look at the profile if you have time and let me know if you see any issues with character creation.

A history note: this is a Pathfinder 2E recreation of one of my first D&D 1E characters from my college days in the 1970s (GM was Jeff Grubb, now of WOTC). The name is inspired by a South Asian Indian poet, although the spelling is slightly different. This character got to 6th level, which for Jeff's games was pretty high, as TPKs were not unusual.