Yimni

Zork Alleyoop's page

50 posts. Organized Play character for Paladin of Baha-who?.


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M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

This is my first playtest scenario so I would need a log sheet.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Can I use the new Treat Wounds skill option? Hmm, actually I don't have a medicine kit. Probably need that.

"Are you hurt? Hold on, I'll heal all of us!"

Zork channels energy to heal everyone, including Nelfurhin. 3 HP healed to everyone.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Wennel is the skeleton knight right?

Zork raises his holy symbol and casts magic missile, targeting the skeleton! He then raises his shield to protect himself against the zombie.

2d4 + 2 ⇒ (4, 3) + 2 = 9


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

I think the alchemist's fire does splash damage on a miss that isn't a critical miss.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Zork casts Bless and raises his shield.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Just one skeleton? Pew pew pew.

Zork raises his holy symbol and casts Magic Missile, sending three missiles at the skeleton.

3d4 + 3 ⇒ (2, 2, 4) + 3 = 11


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

"Probably was drier once, then the tavern was abandoned when it got bad."

Zork curiously pokes the offending ground with his staff, trying to observe for himself the properties that Trinken describes.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

I recognized the symbol earlier, wouldn't I recognize this one as the same?


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Medicine: 1d20 + 4 ⇒ (6) + 4 = 10

"Strange cuts. Maybe unusual weapons."


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Before we continue, is anyone else hurt?

Religion or Medicine: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (5) + 4 = 9

"Ick, there's flesh on that club still!"

"Hmm. That's a holy symbol of Milani."


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

"Let us return to Miss Dalia and see if she knows who this 'W' might be?"


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Zork channels energy to heal everyone, hoping it might help pacify the bats too.

Everyone heals 3 HP. I think it also fixes the bleed.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

I am not trained in Nature. Can I still try to pacify the swarm?

If so: 1d20 + 2 ⇒ (19) + 2 = 21


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Oozes have low AC usually. those may have hit, even though they didn't do much damage.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Waiting to see if anyone got hurt by the swarm.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Zork walks up and raises his eyebrows as he sees the ooze appear. "Away with you!" he shouts as he raises his holy symbol of Nethys.

Casting Magic Missile with two actions for two missiles.

damage to ooze: 2d4 + 2 ⇒ (2, 1) + 2 = 5


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Would having the rope reduce the climbing difficulty?

Athletics: 1d20 - 1 ⇒ (9) - 1 = 8


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

"Anyone able to drop me a rope?"


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Guess I'll try acrobatics.

1d20 + 1 ⇒ (5) + 1 = 6

"Ow!"


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

"Frog legs for everyone!" says the gnome in jubilation. "So you think this Justerian was a victim of foul play? Hmm, hmm, not good at all. We should go try to divine what has happened to him. Where does he live?"


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

"We had some questions about the murders of recently freed slaves that have been happening. Also, yes, how much for lunch? Do you cook the frogs downstairs? I've never had frog legs before!"


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

"We have a request and a donation to your cause. First, here is a donation, to help you keep the puddles safe. Second, we need to ask you about recent events -- someone is targeting recently freed slaves for murder. Have you encountered anything of that nature?"

Diplomacy: 1d20 + 4 ⇒ (2) + 4 = 6 Ouch!


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

"Excuse me, are you by any chance with the Muckruckers, or do you know where we could find them?"


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

I didn't realize your bloodlines previously gave signature skills and also trained you in them.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

What was the nerf? You get the same number of skills, just two of them are determined by your bloodline.

My skills are unchanged by the update, so I'm going to keep my stats the same.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

I'll use the Shield Block reaction on the critical hit to absorb 5 of the damage.

Zork calls on the power of Nethys to heal himself.

Heal: 1d8 + 3 ⇒ (4) + 3 = 7

Zork runs away behind Oktai, his shield still raised. Moving 20 feet and raising shield.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

A Step is an action that lets you move 5 feet without provoking. This will usually only matter if you're facing a fighter-type creature with the attack of opportunity reaction, but these guys might be that. I guess I'm about to find out if they are.

Zork raises his shield, then holds up his symbol of Nethys, and two arrows of magic fly from the two sides of the mask, one of gleaming light, the other of roiling shadow. They impact the two thugs. Action: Raise shield. AC is now 16. Casting Magic Missile with two actions. Hopefully they don't have AoO. "Away with you! You shall fear the All-Seeing Eye!"

damage: 1d4 + 1 ⇒ (1) + 1 = 21d4 + 1 ⇒ (2) + 1 = 3


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Zork casts a cantrip to slow the closest foe's reactions. Daze on blue. Will DC is 14.

DAZE CANTRIP:

Casting Somatic Casting, Verbal Casting
Range 60 feet; Targets 1 creature
Duration 1 round
You cloud the target’s mind with effects determined by its Will save.
Success The target is unaffected.
Failure The target is flat-footed.
Critical Failure The target is flat-footed and slowed 1


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

I keep accidentally posting as my GM alias. Sorry about that.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

So the updates that posted today -- should we update our characters to take them into account?


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

"Aren't you one of the Bloody Barbers?" Zork asks, confused.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

"Sorry to have bothered you..." the little gnome says, scratching his head. We must have missed something, but what?


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

religion: 1d20 + 4 ⇒ (10) + 4 = 14


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Ok updated.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Not a magical staff?


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Can I make changes to my character stats between mini-quests?


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Seeing that one kobold is dead and the others barely scratched, but his allies are becoming badly wounded, Zork pulls out his holy symbol, holds it high in the air (well, as high as he can reach, which is about chest-high on a human) and intones a prayer to Nethys. A wash of healing energy rolls out from him, healing everyone, friend and foe alike. Everyone heals 4 HP.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Hey, hey, we're back! Sorry for not posting earlier today. My step-daughter just started college and I spent the day driving up to Flagstaff, AZ and helping her get moved into her dorm.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Harry, you should have more Hp than 9. With a 16 Con you should have 15 HP -- 6 from your ancestry, 6 from your class, and 3 from your Con bonus.

Worried about Trinken, who has proven himself to be far more civilized than the goblins Zork had met in his youth, the gnome steps forward and casts a healing spell on him. 1 action heal: 1d8 + 4 ⇒ (2) + 4 = 6

Zork raises his shield to protect himself. Action: raise shield. TAC is now 14, AC is 16.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

I think it's best if I delay as well, since I can't move to anywhere I can see a foe in a single stride.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Placed Zork where he'll hopefully be right in the middle of things.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Seeing that the enemy kobolds seem more the type to use mechanical traps than magical, Zork stops casting and looks for more mundane things instead. Perception(trained): 1d20 + 5 ⇒ (20) + 5 = 25


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

If we're searching and not trying to be stealthy, Zork will do the detect magic tactic.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Zork taps his foot, encased in a waxed leather wader. "Let's go, let's go! Time's a-wastin'!"


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Can you sneak and detect magic?


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

"I'll just need to lace up my waterproof waders!"


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

The demo version of the playtest support in Herolab online works, although it's missing some stuff that really should be in there.

OK, I've got my statblock as good as it's going to get for now. I really wanted a familiar, but there's no stats for getting one with a burrow speed, so maybe I'll switch out for a different ancestry feat.


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Guess I better get my character built!


M Gnome Cleric 1 | HP 17/17 SP 3/3 Hero 1/3 Res 4/4 | TAC 14 AC 16 | Ft +3 Rf +2 Wi +5 | Perc +4 | Ch. En. 6/6

Are we starting on the 13th or the 1st of october?