Alchemist

Walker Tair's page

40 posts. Alias of Tenro.


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M map Human Scholar 4 [HP 02/22]

daenan, rish, walker:

Walker watches him cast the spell. "Why don't we wait and see? If you don't need a healer, perhaps we could peaceably drink and come up with some other way I can remain helpful while free."

spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12 what spell did he cast?

not a fan of lost player agency under any guise, so you're going to have to kill me or knock me out. i'd only give up my stuff if it meant sure escape, i could make more later. but i won't willingly give up my stuff and surrender to these folks. and if my stuff goes missing i will be very problematic about it later on. not trying to make it an issue now, just letting you know so you can decide if you want to kill walker or just knock him out. Either way i will take my readied action which will be my last acid (which i will add to my sheet if i survive, to correct my previous oversight).


M map Human Scholar 4 [HP 02/22]

Walker, Rish, Daenan:
ah, looks like it is in there, nestled away from where it would be written normally, which is why i missed it when scanning through again and my initial assumption was right. regarding dotted line, i was trying to see if that was the "invisible barrier" we were made aware of earlier. if that is not the invisible barrier, then his paying attention to it would have made no difference.

walker readies an action to attack if he is attacked. he will keep this ready every turn until he sleeps.

"Alright, well now that my friend who insulted you is down for the count, I suppose I speak for our group. We'll go peaceably, but I won't be surrendering. I will walk, unbound, with you and we can talk. Perhaps I can even be of use to you, I am a healer."


M map Human Scholar 4 [HP 02/22]

gm:
makes sense RE:acid. it is an area effect and i wanted to see if that dotted line was the intangible barrier mentioned earlier when one of the others had an attack that failed due to a barrier of some sort. I wanted to see if i had a shot at running into that tunnel.


M map Human Scholar 4 [HP 02/22]

GM:
I can jump out if it is disruptive. Just kill Walker off if you need to. Don't retcon it if you dont want to, it is totally understandable as i was the one who made the mistake.


M map Human Scholar 4 [HP 02/22]

GM, Daenan, Rish, Walker:

will save dc18: 1d20 + 5 ⇒ (20) + 5 = 25
not good-aligned, so damage is 13 halved by my save making it 6 taken.

1. did my character see if the acid splashed against that dotted line or splashed past it? he was specifically looking for that.

2. did i get my scout on the dragon?

3. i read it wrong (didnt read, assumed), there is no reflex save. i assumed there was a reflex save since it was an area, but there isnt one in the ability description. thinking that was an oversight, i looked at the basic pathfinder alchemical thrown weapons and there isnt one on those either. so they all should have taken full damage.

3. on the beginning of their turn, the enemies will take 6 acid damage (except W4 who did not take damage to incur ongoing damage, and W5 will only take 1 damage since his original damage was 3)

4. the leader's concentration check should have been DC 20 due to the fact of there being no save. his damage would not have been halved by a save, therefore there would have been a higher DC. Up to you if you wanna retcon that since i goofed up here anyway.


M map Human Scholar 4 [HP 02/22]

Daenan, Rish, Walker:

although this may change based off of those beastly damage rolls Daenan did...

1.) Swift Action: Scout sphere vs dragon.
arcana, DC 10+CR: 1d20 + 9 ⇒ (18) + 9 = 27
This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target.

2.) free 5ft step to N11

3.) free action (Quick Draw): draw bow

4.) standard action: attack action: draw (Fast Draw talent) an improved acid flask and throw it at W2. This will do full damage to the target and all within 5ft. It will also hit W5 for a single point of acid damage. Controlled Rupture allows me to exclude myself and Daenan.

thrown flask ranged touch atk: 1d20 + 4 ⇒ (11) + 4 = 15
acid damage: 3d6 ⇒ (6, 1, 5) = 12
REF DC 16 halves damage for all except the main target (W2) who gets no save

Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.

also i want to specifically see does this splash inside the cave or does it stop against a barrier (that dotted line).

5.) move action:load bow

"Go back where you came from! We belong to no one!"


M map Human Scholar 4 [HP 02/22]

Daenan, Aubrey, Walker, GM:

initiative: 1d20 + 2 ⇒ (1) + 2 = 3
i'll take O12


M map Human Scholar 4 [HP 02/22]

Daenan, Aubrey, Walker, GM:
"I agree. Perhaps there is a whole colony of them in there. Can either of you tell a volume of foot traffic through here?"


M map Human Scholar 4 [HP 02/22]

Daenan, Aubrey, Walker, GM:
Walker isn't holding weapons in his hands, but he isn't going to unsling them from his person, either.


M map Human Scholar 4 [HP 02/22]

GM, Rish, Daenan:

Walker observes, saying, "They show signs of fear that they are attempting to mask."

sense motive: 1d20 + 8 ⇒ (8) + 8 = 16


M map Human Scholar 4 [HP 02/22]

GM, Rish, Daenan:

Walker moves to the side of the fire closest to the mouth of the cave and furthest from the footsteps.


M map Human Scholar 4 [HP 02/22]

Walker, Rish, Daenan:
"Well, I'm not swimming again anytime soon."


M map Human Scholar 4 [HP 02/22]

GM, daenan, rish:

i take it no other good cargo washed ashore, just driftwood?

Dry once more, Walker gives his armor a once-over for rust, and pulls his weapons out of his bag. He hangs the morningstar by its loop on a hook on his belt and slings his quiver to his belt on the other side. He strings the bow and hangs it by a loop on its handle to the hook at the top of his bandolier.


M map Human Scholar 4 [HP 02/22]

GM, daenan, rish:

when still dark

"Yeah, a sunrod isn't gonna signal anything once dawn approaches. We'll have to see what the day brings."

post-dawn

"Well, at least some wreckage is here. I'll search among that as well. I want to see if my stuff is there, and see if there are any survivors. But most likely, any bodies I find will be dead. We can build a large pyre, the smoke from that would alert others and burn the dead. However, the natives might see. Will they attack? In all the commotion, I thought I heard the sailors mention 'Wreckers' as some sort of organization? I assumed natives...?" he trails off, scanning the debris on shore for barrels and chests.


M map Human Scholar 4 [HP 02/22]

GM, daenan, rish:

"Ah, I have no such potion. I have a thunderstone. I have a sun rod, which is what you saw. Other than that, I am not well-prepared for this event. I had imagined they would have picked the crew most likely to make it, not one that would slam right into the reef. We can look for a cave, set up a fire, maybe set up a beacon with the sun rod on top of a long piece of driftwood or something. At first light, it would be good to scour the beach for anything that washes up. Hopefully by that time, or at that time, we will see any other survivors."


M map Human Scholar 4 [HP 02/22]

GM, daenan, rish:

"Ah, some friendly voices," Walker says, just loud enough to hear.

He walks over to the pair, wrapped up in a blanket as if it were a poncho. "Who all do we know has survived? Have you seen the boss's kid? Man, all my cargo went down with the ship..."


M map Human Scholar 4 [HP 02/22]

gm:

Walker will grab the sunrod and put it in his bag, and will move towards the light, sneaking slowly. He keeps his blanket wrapped over him like a cloak, with the heatstone keeping him warm against the heat and slowly drying his clothes. He moves from cover to cover, seeking to break up his outline against the night sky. He will look to see who or what this light signifies, without getting closer than 60ft for now.

stealth: 1d20 + 9 ⇒ (10) + 9 = 19
perception: 1d20 + 8 ⇒ (4) + 8 = 12


M map Human Scholar 4 [HP 02/22]

gm:
hah, i hadn't heard that, nice. I read that it is actually more dangerous due to thinning the blood or something, i forget.

Walker laments the loss of the supplies he had left in the cargo hold, he hopes the barrels and chest float as the supplies are less dense than water.

"No time for that now, however."

Walker fights his way to his feet, shivering, and moves quickly away from the water as far as he can in a few minutes. Staying wet is a death sentence. He reaches into his haversack and pulls out supplies.

A wineskin, from which he takes a few gulps to wash the surf out of his mouth and replace it with the sweet-hot taste of fermented grapes.

A sunrod, which he cracks against a rock and sticks in the ground. He steps away from it, in case someone other than the party sees the light and comes to investigate. Getting more than thirty feet away, he pulls out his blanket and a heatstone and huddles over it making himself as small as he can in a crag between some large rocks. He tries to dry off as best he can while observing the sunrod from a distance through the slit in his makeshift tent.


M map Human Scholar 4 [HP 02/22]

gm:

sorry about all the questions

- passed first roll of swim
dex dc 15 to hold bags: 1d20 + 2 ⇒ (1) + 2 = 3

second swim: 1d20 - 2 ⇒ (19) - 2 = 17
third swim: 1d20 - 2 ⇒ (16) - 2 = 14
1d6 bashing from waves: 1d6 ⇒ 3


M map Human Scholar 4 [HP 02/22]

gm:
ok so I take a net -0 for checks until I drop the bags, which I am sure will be soon. On one failed check do I lose both or just one? Or do I make 2 dex checks per turn?


M map Human Scholar 4 [HP 02/22]

gm:
can i use the STR/DEX check to stuff the sacks under my shirt/coat to retain the bonus while freeing hands?

- check 1 was a 17, do i take a penalty to that? i do have something in my hands but they are for aiding in swimming, not like a weapon weighing me down


M map Human Scholar 4 [HP 02/22]

reflex dc 18: 1d20 + 6 ⇒ (2) + 6 = 8
acrobatics DC 20: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 1d10 ⇒ 9
swim: 1d20 ⇒ 17
perception dc 15: 1d20 + 8 ⇒ (4) + 8 = 12

the dice similarly detest me.

Walker, being abovedecks, was unprepared for the mast snapping. A full wad of wet sailcloth swung down in a tangle of ropes, knocking him into the sea.

He had, however, prepared proficiently for this eventuality. He swam as best he could, and used his exhalations to fill his waterproof sacks for use as impromptu flotation devices.


M map Human Scholar 4 [HP 02/22]

yeah it sucks i had enough ingredients to make 6 months worth of booze in the cargo hold. plus 2 months of already-made booze.


M map Human Scholar 4 [HP 02/22]
Aubrey the Demented/Malformed wrote:
Lifesavers? What do think this is, a Carnival Cruises trip? We're getting medieval here!

people back in the day also wanted to live


M map Human Scholar 4 [HP 02/22]

Walker keeps his spare things in a haversack and wears his armor while sleeping as it is light and he is on a mission. The real travesty here is that he is going to lose the stuff he has in the cargo hold, although what is in barrels will be fine for awhile since they are watertight, some of what is in the chest is probably a loss.

Walker grabs his bow, quiver and morningstar and puts them in his haversack, and pulls out two waterproof sacks. Once abovedecks, he looks for lifesavers. If he sees none, he fills his waterproof sacks with the howling wind before sealing them to make improvised floatation devices. If he does see lifesavers, he grabs two of them and looks for Cedric.


M map Human Scholar 4 [HP 02/22]

perception: 1d20 + 8 ⇒ (18) + 8 = 26

Walker wakes with a start, and upon opening his door sees water flowing down the passageway at an increasingly worrisome pace. He gathers his things and moves topside, keeping a firm grip on anything he can towards the center of the ship.

how far out from shore are we?


M map Human Scholar 4 [HP 02/22]

Walker, not being a sailor himself, stayed in his room and out of the way of the sailors. This didn't stop him from opening his door and looking down the passageways to the left and right to see what is going on, occasionally chatting with the passenger to his left or right.


M map Human Scholar 4 [HP 02/22]

fort dc 12: 1d20 + 6 ⇒ (11) + 6 = 17

Walker feels the edge of seasickness, but manages to keep his meals down and head & legs about him. Occasionally he looks out the porthole, only to see the rage of the sea.


M map Human Scholar 4 [HP 02/22]

Walker, upon returning belowdecks, prepares his things for a hasty escape, if need be. He makes an inventory of the items in his bandoliers, ensuring that he has what he needs in the event of disaster.


M map Human Scholar 4 [HP 02/22]

Walker listens with interest to Ward's tales, and tries to avoid angering the captain.


M map Human Scholar 4 [HP 02/22]

Walker thanks the captain profusely for allowing him to store his spare materials on ship. He carefully oversees their placement in the hold, and grabs some spare flasks from his chest when no one is paying close attention, so as to have enough alcohol to survive the journey.

Later, during the old man's ceremony, he is very solemn. He stows his spare things in the locker in his cabin. is there a small porthole in his cabin?


M map Human Scholar 4 [HP 02/22]
Aubrey the Demented/Malformed wrote:
If you know what you are interested in, please provide me with relevant Knowledge checks (Nature, in Walker's case).

nature: 1d20 + 11 ⇒ (12) + 11 = 23 plus applicable library bonuses


M map Human Scholar 4 [HP 02/22]

Walker will be looking for the following:

330lbs of barley (if priced as wheat, that is 3.3gp)
1 barrel to fit that barley (2gp)
large chest, false-bottomed (152 gp)
30lbs of cinnamon in chest (30gp)
30lbs of vanilla in chest (60gp)
60 flasks in false bottom of chest(1.8gp)
7.5 gallons of applejack in flasks (3gp)
120lbs of coffee beans (6gp)
another barrel to fit that coffee(2gp)
Good (DC 30) lock (80gp)

8 gp cold weather outfit
.5gp poncho
150gp in alchemical reagents and unguents to create stuff

1.4 gp left of his advance


M map Human Scholar 4 [HP 02/22]

Walker will also accompany the library trip, and his single focus will be flora and fauna; even in that topic, he will search specifically as pertains to uses of flora and fauna (medicinal, intoxicant, hallucinogenic, psychotropic, poisonous).


M map Human Scholar 4 [HP 02/22]

Walker sat in his chair, drinking the wine neither leisurely nor chugging it.

He then says, somewhat jovially, "Well, worst case, if he gets a little banged up, we can fix him."

"So we will be staying in a mansion for several months, and it is to be assumed that we will take regular excursions out into the world for the young artist to view the world through his own lens. I'm sure troubles will arise, they always do on these sorts of things. Do the locals have issues with the governor?"


M map Human Scholar 4 [HP 02/22]

nobility: 1d20 + 8 ⇒ (18) + 8 = 26

history: 1d20 + 8 ⇒ (6) + 8 = 14

geography: 1d20 + 8 ⇒ (10) + 8 = 18

local: 1d20 + 8 ⇒ (12) + 8 = 20

religion: 1d20 + 11 ⇒ (8) + 11 = 19

The tall man shows wrinkles on his face despite not yet having greying hair or an elderly stooped gait. He stands behind a high-backed sitting chair, his hands on it, waiting for the polite time to sit after regarding the painting that commands the room. He makes no mention of what he saw in it, his eyes shrewd (if somewhat bloodshot) behind his glasses. Beneath his five o'clock shadow from yesterday, he is wearing doctor's clothing. Button-up shirt, slightly loose except around the gut, vest, jacket, slacks, boots, and a white coat that drapes down to around the knees.


M map Human Scholar 4 [HP 02/22]

here!


M map Human Scholar 4 [HP 02/22]

For traits, I am thinking Rice Runner (as acrobatics is currently cross-class for me) and Resilient (since fort is my lowest save).


M map Human Scholar 4 [HP 02/22]

@Aubrey: I like the free form character creation and less overtly magical feel compared to paizo's alchemist. Are we doing traits?

@table 2: I can heal 2d8(+4-+9) 6 times per person per day by administering a salve to you. In combat I can't do a whole lot since I can only have 4 active at a time, and some of my active things might be acid for offensive purposes. I'll probably keep 2 heals and 2 acids for combat and heal the rest after combat and balance from there. I can also heal a few HP with the heal skill as part of a class ability. DC 15 and I heal 1+1 per point I beat the DC. I have an 11 heal modifier (+2 for the kit I forgot), avg d20 roll is 10.5, so that's 7.5 avg hp healed. That's as good as cure light wounds. It costs me a use of a heal kit which is cheaper than a wand (250 gp for 50 heal kit uses).

So we should stock up on those, though wands are good for others who can use magic device and it is best not to have all healing depend on one person.

As for how we knew each other, if you've come back from an adventure in need of healing you probably know Walker.


M map Human Scholar 4 [HP 02/22]

Alrighty here is Tenro's submission.

I am still working on equipment and backstory. As far as backstory goes, I figure him to be a relatively normal human adventurer, Lawful Neutral, does jobs for the nation/authority that sends us on missions and is known to be pragmatic and generally trustworthy/dependable and non-evil. His alchemical exploits are largely known to be for healing purposes and explosive purposes. His experiments do not venture into mutations or anything crazy like that. He is an decent archer, a better bomb-lobber. Knowledge-focused and uses that to assist the party. His main flaw is that he loves to drink; however, this has not lost him his medical license yet.