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Envoy's Alliance

Psychic/Commander

Performance (Day Job): 1d20 + 6 ⇒ (4) + 6 = 10

Can't remember if performance is allowed. If not, that roll is 2 lower as he uses Lore.

Envoy's Alliance

Psychic/Commander

Player Name: Andrew
Character Name: Gorwinel
PFS #: 43439
Character #: 2002
Faction: Horizon Hunters

Sorry about slow responses. Turns out, there was a reason I took a break from PbP. Thanks for running - Had a great time!

I am definitely totally rebuilding my character. Thought I would enjoy a non-castery archer in this edition but turns out I don't at all. (Didn't in PF1 either)

Envoy's Alliance

Psychic/Commander

"I suppose we can go back and try to solve that house." Gorwinel sighs at the notion but also knows it must be done.

Envoy's Alliance

Psychic/Commander

Gorwinel decides to focus on the wisp.

First Action
He aims carefully. Point blank shot stance

Second Action
He fires at the wisp!
Shortbow Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Shortbow Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Third Action
He tries again!
Shortbow Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Shortbow Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Envoy's Alliance

Psychic/Commander

Gorwinel lacks the ability to do any of the skills I think, so he can just do untrained Occultism checks I think? I'll roll them

Gorwinel tries the best he can to fix the ritual, but proves to be little help at this stage.

Action 1
Occultism (untrained): 1d20 + 1 ⇒ (3) + 1 = 4

Action 2
Occultism (untrained): 1d20 + 1 ⇒ (4) + 1 = 5

Action 3
Occultism (untrained): 1d20 + 1 ⇒ (16) + 1 = 17

Envoy's Alliance

Psychic/Commander

Gorwinel nods to the janitor. "Thank you!" Always ask the Janitor... they know where everything is!

He goes up following Locke, worried for what may be happening.

Envoy's Alliance

Psychic/Commander

Gorwinel sits for a minute contemplating what the others have said. "Agreed, we've done what we can."

Envoy's Alliance

Psychic/Commander

Work is going absolutely crazy for me, with both travel and too much work involved, so I apologize if I start falling behind. Will try to keep up best I can.

Envoy's Alliance

Psychic/Commander

No activities

Envoy's Alliance

Psychic/Commander

"Thank you Orla." Gorwinel doesn't have crafting.

Envoy's Alliance

Psychic/Commander

Gorwinel is 6/16, which is fine. although he'd like someone else to lead for the time being. Also don't forget the healing scrolls that Gorwinel gave out should we need them in combat. :D

Despite his rough shape, Gorwinel says "I think we should press on. Can anyone do anything about the issue in that room? There may be something important inside, and we probably should rid this place of it if we can." He has no knowledges to know whether this is true or not.

Envoy's Alliance

Psychic/Commander

Gorwinel would likely get up, grab his bow, and get out of there. I think I just have to make a flat check to stop bleeding if I'm doing it actively, and I would also take the damage first.

Someone with healer's tools could administer first aid for 2 actions to stop the bleeding, which would give me an additional flat check before I make the check at the end of my turn.

Flat Check: 1d20 ⇒ 3 - Well definitely failed that. I'll let you roll the damage. And if I get first aid before going again, there would be another flat check I would get immediately.

"Ah! Thanks everyone but I can't take that again!" Gorwinel scrambles out of the room, picking up his bow before leaving.

Envoy's Alliance

Psychic/Commander

Will Save: 1d20 + 3 ⇒ (11) + 3 = 14 - Probably a fail but not a crit fail, I'll stay with it

Gorwinel lies on the ground bleeding. Think I'm at dying 1 with bleed?

Envoy's Alliance

Psychic/Commander

Agreed, although by the sound of it we may not be able to get upstairs anyway.

Envoy's Alliance

Psychic/Commander

Agreed with all above, and fine with ignoring what I roll too if you'd like to do a secret check. Plus just found out you can't use fortune effects on secret checks, which while it makes me like them even less, it makes it less of a hassle for PbP at least!

Envoy's Alliance

Psychic/Commander

"I was never the best at climbing..." Growinel says, looking down the pit.

Envoy's Alliance

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Psychic/Commander

Re: Secret Rolls; As a note, I've seen lots of variance in what are secret rolls based on who is GMing, so it's hard to assume when there's going to be a secret roll, especially since the Core Rulebook even says it's optional to use them. As another note, I am not a fan of them at all but also recognize they are part of the system (especially when are given Hero Points to reroll checks and we don't always know when we're making a check)

But just wanted to point it out, as it's hard to know when a GM wants a check to be secret or not.

Envoy's Alliance

Psychic/Commander

If Loseyel wants to Scout, Gorwinel can Search instead.

"Why don't we check out this door?" Moved my miniature down to the double doors I want to search, and then open after checking out.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Envoy's Alliance

Psychic/Commander

"We probably should watch our backs, so checking the perimeter seems like a good idea." He pulls out his bow.

Gorwinel will Scout again, looking out for trouble.

Envoy's Alliance

Psychic/Commander

"Agreed, Locke. I feel we should make haste."

Envoy's Alliance

Psychic/Commander

Gorwinel has like 1 gp to spare

Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

Gorwinel asks around about the ritual.

Envoy's Alliance

Psychic/Commander

Gorwinel has no healing abilities, but feel free to use the scrolls he got for you in the adventure! Those are for everyone, not just me.

Gorwinel stows his bow.

"Just glad we got you back. Come with us, quickly."

He looks into the distance... "Yeah... what were those things?"

Envoy's Alliance

Psychic/Commander

First Action
Gorwinel draws his bow.

Second Action
He enters Point Blank Shot Stance.

Third Action
He fires at the red one!
Shortbow Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Shortbow Damage: 1d6 + 2 ⇒ (3) + 2 = 5

"Orla, stay safe!"

Envoy's Alliance

Psychic/Commander

Oh! Didn't realize that Group Coersion would come up here! Gorwinel has it!

Gorwinel points at a couple of the women. "You really don't want to be messing with us. The Pathfinder Society is a great agency whose goal is to collect artifact and accumulate knowledge, but every organization has a bad side, and the Pathfinders are a powerful organization at that."

Intimidate: 1d20 + 6 ⇒ (13) + 6 = 19

Envoy's Alliance

Psychic/Commander

Sorry for the silence the past couple days. Been busy, but not really an excuse.

Envoy's Alliance

Psychic/Commander

"Could we bring it back to the Grand Lodge? Would they have a suitable home there?"

Gorwinel says these words as he picks up his bow and puts it to his side, then starts dusting himself off.

Envoy's Alliance

Psychic/Commander

Don't know if someone will stabilize Gorwinel, but if not he'll use his Hero Point to not die.

BTW, I will probably still check once/day but I'm going in a work trip for 2 weeks, so just be aware. The tactics Gorwinel has displayed so far (pull out bow, point blank stance, then shoot shoot shoot) is pretty much all there is to him.

Envoy's Alliance

Psychic/Commander

Gorwinel has some rations as well...

Stabilize:

1d20 ⇒ 8

Envoy's Alliance

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Psychic/Commander

No worries! I know most enemies don't have AoOs in this game, but just wanted to make it clear that I was indeed provoking.

Envoy's Alliance

Psychic/Commander

Gorwinel just start shooting in its face. Gonna provoke if it's got it

Three actions to attack
Shortbow Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Shortbow Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Shortbow Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Shortbow Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Shortbow Attack: 1d20 - 1 ⇒ (16) - 1 = 15
Shortbow Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Ick!

Envoy's Alliance

Psychic/Commander

Reflex Save: 1d20 + 9 ⇒ (19) + 9 = 28

Gorwinel is able to avoid the beast's fiery breath.

"Losseyel!" Flashbacks of what happened to former comrades whilst being an Aspis agent flood his memory. However, he relies on others to save her, as he lacks the skills to do so. An anger rises inside him as he throws caution to the wind.

First Action
Gorwinel draws his bow.

Second Action
He prepares himself for close range combat. (Entering Point-Blank Shot stance)

Third Action
He fires! (Shooting at Orange)
Shortbow Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Shortbow Damage (Point Blank Shot): 1d6 + 2 ⇒ (6) + 2 = 8
Deadly: 1d10 ⇒ 6
Uh... the rolls love me today. That's 22 damage...

Envoy's Alliance

Psychic/Commander

Gorwinel reads the group and heads a little towards the front, seeing many of the other members vying for the back.

Gorwinel doesn't mind being up front if needed, but definitely is an archer build so doesn't mind the back either. He's got good AC so is good either way. Funnily, in this edition it doesn't matter much shooting right in someone's face since most creatures don't have AoOs.

Envoy's Alliance

Psychic/Commander

Gorwinel nods to the party, and quietly stands lookout to make sure no one suspicious is watching them.

Scout action. Dunno if you need it, but Perception +5 and Stealth +7

(In a more crowded area, Gorwinel would likely be using some social skills instead)

Envoy's Alliance

Psychic/Commander

Just chiming in to say I'm always OK with going in the printed scenario order if we can't decide otherwise. I find it's a great way to both keep the GM happy and keep things moving. :D

Envoy's Alliance

Psychic/Commander

"Ambrus! I've heard so much about you! I hear you're responsible for novice training, especially for the martially-inclined. I'd like to talk with you about your obstacle courses you've designed."

Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13

Envoy's Alliance

Psychic/Commander

Speaking of Kreighton Shaine, I need to get my school items.

Since I have 3 points into spells since I was planning on making this guy a bard eventually...
Scroll of Heal (Spell Level: 1) (x2) (Hand both of them off to Orla)

Envoy's Alliance

Psychic/Commander

Lore: Aspis Consortium: 1d20 + 4 ⇒ (17) + 4 = 21

"Kreigton, my name is Gorwinel Virdin. I have experience as a former Aspis Agent, and can chat with you about that if you'd like. As a rival organization, I'm sure that'd pique your interest?"

Envoy's Alliance

Psychic/Commander

Gorwinel nods to Orla and smiles. He certainly appreciates her help and enthusiasm.

Gorwinel sees he Trade Prince with Calisro, and trusts the rest of the party to take care of him while he talks with her, trying to butt his way into the conversation.

"Greetings Calisro. May I speak with you for a moment about something important? We could go gets more drinks if you'd like."

Trying to Intimidate Trade Prince out of the conversation by saying something is important, or maybe it's Diplomacy considering I'm not being overtly threatening and offering a Drink to Calisro? Or maybe it's Deception because I'm misguiding the Trade Prince into thinking I have something important to say to Calisro (Because Gorwinel really doesn't)? Regardless, they are all the same bonus for me, so I'll let the GM decide.

Diplomacy/Deception/Intimidate: 1d20 + 6 ⇒ (16) + 6 = 22

Envoy's Alliance

Psychic/Commander

Gorwinel tries to help out Orla, but phrases it all wrong. "Zarta Dralneen, I've heard that your archive has some... interesting, yet dangerous, artifacts. I hear sometimes it can rear its ugly head and need saving."

Diplomacy (Aiding Orla): 1d20 + 6 ⇒ (2) + 6 = 8

Envoy's Alliance

Psychic/Commander

Gorwinel is amused by the description of "kid" in any fashion to describe him. He's certainly older than most of the guests at the banquet. "Locke, pleasure to meet you. I'm Gorwinel..." He sees Locke trail off to looking over the crowd and decides to leave him alone for now.

Taking the glass from Zazz, "The gesture is greatly appreciated." He nods in reverence, perhaps a little too formally for the occasion.

Glass in hand, Gorwinel starts to be on the lookout for Calisro.

Envoy's Alliance

Psychic/Commander

Gorwinel smiles at the two halflings' enthusiasm. He has always liked the general optimism most halflings exude. Turning to Orla, "A pleasure to meet you, Orla. I am Gorwinel Virdin," he pauses for a brief moment and then says with a smile, "with an 'el' at the end of my first name like many elves have. I will have to ask you to write down your name at some point so I can say it properly, if that's not too much to ask?"

He turns to Zazz. He seems a little caught off guard by Zazz's presence, but looks down and quickly straightens himself before looking back up and speaking, "A pleasure to meet you as well. Some punch does sound good, but I'd like some water as well to dilute it. I find most caterers around here like their sugar and flavoring a little too much."

He quickly turns away from Zazz and recalls some memories from long ago. Oh, my son. Where have you gone? How I wish to know how you've turned out.

Talking to Janira, "And I suppose I should find my way to Calisro Benarry. I have been a wanderer and adventurer during my past life, and feel I could connect with her most easily."

Horizon Hunters

Envoy's Alliance

Psychic/Commander

Gorwinel nods curtly to Losseyel. "Gorwinel." He figures her not to be much of the conversationalist and leaves it with the greeting and the nod.

Envoy's Alliance

Psychic/Commander

Heading to the Grand Lodge:
An aged elf reads the letter, an eagerness glimmering in his eyes as he reads Janira's optimistic letter. He quickly folds it and puts it in his backpack, heading to the Grand Lodge for further instructions.

Finally a change of pace he thinks. I'm ready for more adventure once more. Too long have I waited here in Absalom for my life to move on from the Aspis. Cheap street performances can only give you so much self-fulfillment. Hopefully the Pathfinder Society won't prove as brutal as the Aspis were.

He quickly packs his things into his backpack. He affixes his bandolier and puts his hatchets, sling, and sling bullets. He then looks at his shortbow in remembrance, thinking Old friend, into the fray once again. He then attaches his quiver, checks his now-yellow piece of paper that describes all of what he needs to bring for adventuring, and heads to the Grand Lodge.

Gorwinel arrives a little early, but not too early. He figures many of the younger crowd (for him) appreciate someone who is punctual but not trying to outshine the others.

He wears leather armor, and carries a very-full backpack. He carries numerous ranged weapons on him - hatchets, sling, and most prominently his shortbow. He wears an aged elven face, although the elves never seem to age as much as others even in their 200's.

He waits for others present to initiate dialogue. He figures to let others start the conversation, figuring he has no idea what local gossip or current events in Absalom they may talk about. He never paid too much attention to such things.

Envoy's Alliance

Psychic/Commander

Gotta switch over my character to the alternate. I got confused... the new heritages are in the Lost Omens Character Guide, not the Lost Omens World Guide. Will switch over before we start.

Envoy's Alliance

Psychic/Commander

(GM Andrew here)

Gorwinel has been created!