Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Right back at you GM SV. You stepped in to a rough situation and dealt with it with both thought and grace. Happy to sit at your table anytime.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
WIsp visibly relaxes when he realizes the women are safe and uninvolved. "Umm...you have a secret prison in your basement. It might need some cleaning."
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp wonders aloud, "So, what happened to the old ladies who run this place? I mean, we made A LOT of noise, and they never came to check on things. Like, their entire business could have fallen down and we haven't seen hide nor hair of them. We should probably check on them." He looks up at the rafters as if trying to into the rest of the building. "Do you think they were in on it? If so, we should flag this place or something at the Grand Lodge. We can't really report them to the guards or anything coz they haven't broken any local laws...have they?" Wisp does want to check on the Golden Girls. He will leave their motives for the others to ponder.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
BOOON-age!: 1d20 ⇒ 5 Player: TriShadow
I am willing to chip in some gold to help Shayna.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Not that it matters, but no one was near me when I took my shot. If I had seen him, I would have 5'step to avoid the AoO. Probably a Pbp thing. No worries though.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Okay, so longer than 'a bit'. Caught off-guard by Kra'ak's sudden movements, Wisp's errant shot slips down the corridor unimpeded by contact with any actual enemy. Air Blast: 1d20 + 9 ⇒ (2) + 9 = 11
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
The wayang fires another blast before clearing the way forKra'ak and his shiny knife. Kinetic Blast {magic} vs RED: 1d20 + 9 ⇒ (13) + 9 = 22
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp slaps at his knees and ankles as he runs away from the hungry arachnids before turning and blasting the horrifying mass with air. Kinetic Blast {not an AoE}: 1d20 + 9 ⇒ (18) + 9 = 27
It was pointed out to me that a Kinetic Blast does full damage to swarms. So, yay!
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
I really need to play this guy more often. I have forgotten all the things that go into him. It's like present me forgot what past planned when I created this build.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
@GM SV: I'm wondering how effective Gust of Wind would be against swarms. I have searched the boards a bit, but the only answer I find is something unofficial on a reddit post.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Fine by me. I vote East as well. Perception vs East: 1d20 + 9 ⇒ (16) + 9 = 25
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
The wayang nods. "I will go with you. Tonight's events have shown that on one should be alone." Stealth: 1d20 + 17 ⇒ (17) + 17 = 34
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
I am assuming Akito is using the wands. I don't want to flub a UMD roll and risk deactivating the wand if we don't have to.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
I thought just spending a round with someone served to stabilize them. In any case, you definitely received magical healing while there was sand in your hour glass.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
"I didn't see anyone run off, so he must be nearby." He looks from the rondelero to his wand and back again. "I..uh...I don't think Shayna's gonna make it."
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp pulls a wand and applies the dark magic toward his allies. UMD Wand of Infernal Healing vs DC 20: 1d20 + 6 ⇒ (3) + 6 = 9
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Sorry, I have been tracking burn in HeroLab and then forgot to mention the Gather Power. Once I have burn for overflow, I use Gather Power if I don't have to move. It's one of those things in my head that I tend to just assume. I really need to play this guy more.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Yes burn from last round. No burn this round as I did not move. Wisp launches an attack on the only target he sees standing. Air Blast vs RED: 1d20 + 7 ⇒ (4) + 7 = 11
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
The wayang lines up a long shot and releases a beam of air down the corridor. Air Blast vs WHITE: 1d20 + 7 ⇒ (8) + 7 = 15
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp comes further around the corner and takes a shot at one of the Razmirians from behind. Airblast vs Crimson: 1d20 + 7 ⇒ (8) + 7 = 15
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp throws open his door and races down the hall. He accepts a burst of pain, then lines up a shot at one of the kidnappers. Air Blast vs DARK BLUE (180' range/burn): 1d20 + 7 ⇒ (14) + 7 = 21
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp rolls out from under his bed and rises to his feet and checks his door. If I can, I will unlock the door/open the door.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp follows Jarrett outside. No one should be alone if there are kidnappers around. Upon their return, the quiet wayang also requests an inexpensive room.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp looks around. "Pretty slow around here. Is it always this bad. Looks like you haven't had customers in weeks." That would include the time for our missing Pathfinders, correct? He's fishing for information, he's just not very good at it.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Remembering his role as muscle/guard, the wayang remains mute. He does however look around. Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
I have found that scouting and/or hiding as a general tactic does not work well in the standard PFS scenario. When games are designed to be run in a four-hour block, there is rarely time for a rogue to go off away from the group (successfully). All it does is split the party, and leave 75ish% of the players with nothing to do while the GM runs the rogue. So, when playing a race/character good at hiding, I implement the 'cooperate' by using it to support or get in position. Granted, Pbp lends itself more to the possibility of stealth because it would be a post or few, and not be too much of an imposition for the rest of the table (extra work for the GM perhaps).
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
EM±GM wrote: 3 people went into hiding... but none actually stated any actual intention but hiding Wisp wrote: The wayang follows along, off to the right of the path, picking his way through the shadows as he looks out for trouble. I can't speak for the others, but I HAD a reason. The intent was I was following the entire party, off to the side, offering to cover their approach should the party run into trouble. My plan was never to just go off scouting on my own or to leave the group behind. Believing there are no ambushers waiting in the dark, Wisp runs back to get the team. "The coast is clear, or the river bank. Oh, you know what I mean." He waves them toward the buildings. "We only saw three old ladies doing some chores. Personally, I think we should knock on a door and introduce ourselves. Well, one of you guys should. A wayang in the dark of night may give them a fright."
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp decides it may be best to take advantage of the darkness. The wayang follows along, off to the right of the path, picking his way through the shadows as he looks out for trouble. Stealth: 1d20 + 17 ⇒ (20) + 17 = 37
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Not one for negotiating contracts, Wisp merely nods as he passes the gifts on to the half-orc. Brady, do you have a Faction Card box you can check for negotiating with NPC's? It seems like that should be an 'Exchange' thing.
Male Wayang Aerokineticist 4 | 34/39 HP {8 NL}; AC 18(T:15/ F:15) F+8/R+7/W+1 ; Init +5; Perception +9 (darkvision 60 ft.) | 20% (or better) miss chance from physical ranged attacks
Wisp pulls out a wand of his own. After a few false starts, the magic held within is finally activated. UMD vs DC 20: 1d20 + 6 ⇒ (2) + 6 = 8
Two charges of Infernal Healing for 20 hp.
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