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15:58, 17th May 2024 (GMT+0)

Encounter 001 - A night with the beasts.

Posted by GammaKnightFor group archive 0
Garlain Kromeel
Human Rogue, 60 posts
Wed 28 Jun 2023
at 19:55
  • msg #150

Re: Encounter 001 - A night with the beasts

Garlain hadn't seen a shapechanger before and briefly wondered which was the natural shape the other fellow was born to...  Though at the same time he spun one of his hooked blades off his leg and moved to the north end of the line of foes making a quick feint at the goblin there, hoping to create an opening for friends to exploit.

A1: draw weapon
A2:10NE 15E
A3:feint
Garlain Kromeel rolled 20 using 1d20+5 with rolls of 15.  Feint.

Sabon
Half-elven Swshbuck, 33 posts
Sat 1 Jul 2023
at 03:18
  • msg #151

Re: Encounter 001 - A night with the beasts

“Well, aren’t you a handsome brute!” Sabon shouts at the leader, and rushes forward with his rapier in a quick slash.

OOC


1st Action - Bon Mot at Leader-

23:14, Today: Sabon rolled 6 using 1d20+4 with rolls of 2.  Bon mot.

2nd Action - Move to Leader

3rd Action - Rapier attack on Leader

:15, Today: Sabon rolled 9,8 using 1d20+6,1d6+3 with rolls of 3,5.  Rapier .


This message was last edited by the player at 13:10, Thu 06 July 2023.
Baskia Primavera
Automaton Psychic, 40 posts
(In)Human(e) Psychic
Mind over Matter
Sun 2 Jul 2023
at 21:20
  • msg #152

Re: Encounter 001 - A night with the beasts

Baskia let her powers manifest, the purple tinge creeping back onto her glowing eye in her head unit and a pale purplish aura surrounding her titanium skin.  With her left hand held aloft in an open, if ready, position, Baskia's right hand swept around and it is long, metallic fingers flew in a flicking motion that seemed grab a near by rock and hurl it towards the bow wielding goblin.
[OOC:  Let's try a Telekinetic Projectile at the crossbow-wielding goblin.

  14:18, Today: Baskia Primavera rolled 10,7 using 1d20+7,1d6+4 with rolls of 3,3.  Telekinetic Projectile (attack, damage): vs. Crossbow Goblin. – 10,7

Sorry to make people wait.  Especially when you can't roll higher than a '3' on a d20.]

GammaKnight
GM, 143 posts
Mon 3 Jul 2023
at 13:27
  • msg #153

Re: Encounter 001 - A night with the beasts

Vander comes out of cover and fires at the goblin. Caught completely by surprise, the goblin falls in a gurgle of blood as it sprays up into the air and then pools around his head. He is quite dead. The halfling then moves back behind the automaton to hide and reload his crossbow.

Garlain moves up and over to threaten the human on the northern most of the grouping. While his blade work is distracting, it is only temporary. (aka you succeeded, but not critically, so he was only FF until the end of your turn)

Sabon moves up to the now pigman and can neither get his attention, nor affect him with his blade.

Baskia tries to fling a rock at one of the rapists, but it flies off into the bushes.

Then the enemies attack

The northern most human moves to attack Garlain. As he does, he kicks up a cloud of dirt right at the swordsman's face, but he closes his eyes at just the right moment. He then draws his short sword.

The southern most human moves to attack Sabon, trying the same tactic, but Sabon sees it coming and avoids it as well.

The orc lumbers around the southern most human, drawing his weapon first, and then stabs out at Sabon, but misses.

Not a good turn so far.

The pigman does a shuffle step and then charges directly at Baskia, his head down and a cry of anger as he swipes his tusks at her. Caught unaware, he crashes right into her dealing a grievous wound and dropping her to the ground unconscious and brutally damaged.

OCC: He moved past both Sabon and Garlain so if you two have AoOs, add them to the beginning of your post. Baskia, you can wait to post to see if the others will be able to do anything before you roll a death save as you would have moved to just before his action anyway.

CharacterLocationTHPConditions
Garlain Kromeelsee map18/18None
Baskia Primaverasee map0/15Dying 2
Sabonsee map19/19None
Vandersee map16/16None

EnemiesACFort DCRef DCWill DCHPConditionsKnowledges
Leader Human18201518Healthy (50%+)NoneArcana, Nature, Lore
Human 114161313Healthy (50%+)NoneSociety
Human 214161313Healthy (50%+)NoneSociety
Orc14161313Healthy (50%+)NoneSociety
Goblin14161313DeadNoneSociety


18:56, Today: GammaKnight rolled 14 using 1d8+6 with rolls of 8.  crit damage.

18:53, Today: GammaKnight rolled 23,11 using 1d20+12,1d8+6 with rolls of 11,5.  Attack/Damage pigman.

18:49, Today: GammaKnight rolled 14,5 using 1d20+7,1d6+3 with rolls of 7,2.  Attack/Damage Orc.

04:15, Today: GammaKnight, on behalf of Sabon, rolled 23 using 1d20+8 with rolls of 15.  Reflex Save.

04:10, Today: GammaKnight, on behalf of Garlain Kromeel, rolled 16 using 1d20+9 with rolls of 7.  Reflex Save vs DC 16.


[Private to GM: HP:
Wearboar: 45
Orc Brute: 15
Merc 1: 14
Merc 2: 14
Goblin: Dead

19:03, Today: Secret Roll: GammaKnight rolled 3 using 1d3 with rolls of 3.  when will crazy lady come to help. Now 2 rounds left
]



[Private to GM:

MERCENARY 1 CREATURE -1
Recall Knowledge (humanoid) Society DC 13
Perception +5
Languages Common
Skills Acrobatics +2, Athletics +5, Stealth +4
Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
AC 14; Fort +6, Ref +3, Will +3
HP 8
Speed 25 feet
Melee 1 action: club +6 / +1 / -4 (thrown 10 feet), Damage 1d6+2 bludgeoning
Melee 1 action: shortsword +6 / +2 / -2 (agile, finesse, versatile S), Damage 1d6+2 piercing
Ranged 1 action: crossbow +4 / -1 / -6, Damage 1d8 piercing
Dirty Fighting 2 actions: (attack) A mercenary throws dirt in an opponent’s eyes or performs similar underhanded trick.
Effect The opponent must attempt a DC 16 Reflex save. On a failure, the PC gains the Blinded condition for one round.
On a critical failure, the duration increases to 2 rounds.

MERCENARY 2 CREATURE -1
Recall Knowledge (humanoid) Society DC 13
Perception +5
Languages Common
Skills Acrobatics +2, Athletics +5, Stealth +4
Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
AC 14; Fort +6, Ref +3, Will +3
HP 8
Speed 25 feet
Melee  club +6 / +1 / -4 (thrown 10 feet), Damage 1d6+2 bludgeoning
Melee  shortsword +6 / +2 / -2 (agile, finesse, versatile S), Damage 1d6+2 piercing
Ranged  crossbow +4 / -1 / -6, Damage 1d8 piercing
Dirty Fighting  (attack) A mercenary throws dirt in an opponent’s eyes or performs similar underhanded trick.
Effect The opponent must attempt a DC 16 Reflex save. On a failure, the PC gains the Blinded condition for one
round.
On a critical failure, the duration increases to 2 rounds.

ORC BRUTE CREATURE 0
Recall Knowledge (humanoid) Society DC 14
Perception +5; Darkvision
Languages Orcish
Skills Athletics +5, Intimidation +2
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +0
Items shoddy breastplate, javelin (3), orc knuckle dagger (2)
AC 15; Fort +6, Ref +4, Will +2
HP 15
Ferocity 
Speed 25 feet
Melee  orc knuckle dagger +7 / +3 / -1 (agile, disarm), Damage 1d6+3 piercing
Melee  fist +7 / +3 / -1 (agile, nonlethal), Damage 1d4+3 bludgeoning
Ranged  javelin +4 / -1 / -6 (thrown 30 feet), Damage 1d6+3 piercing

WEREBOAR CREATURE 2
Recall Knowledge (beast) Arcana, Nature, Society DC 16
Perception +8; Low-Light Vision, Scent (imprecise) 30 feet
Languages Common; boar empathy
Skills Acrobatics +7, Athletics +8, Intimidation +5, Survival +7
Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha –1
Items dagger (2), studded leather armor
Boar Empathy (divination, primal) The wereboar can communicate with boars and pigs.
AC 18; Fort +10, Ref +5, Will +8
HP 45; Weaknesses silver 5
Ferocity 
Speed 25 feet
Melee  dagger +10 / +6 / +2 (agile, versatile S), Damage 1d4+6 piercing
Melee  tusk +10 / +5 / +0, Damage 1d8+6 piercing plus curse of the wereboar
Melee  claw +10 / +6 / +2 (agile), Damage 1d4+6 piercing
Ranged  dagger +7 / +3 / -1 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Boar Charge  The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet,
they gain a +2 circumstance bonus to their attack roll.
 (concentrate, polymorph, primal, transmutation) The werecreature changes into their humanoid,
hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature’s natural form is
their hybrid shape. In humanoid shape, the werecreature changes to Human with fist +10 for 1d4+2 bludgeoning,
loses their jaws and claw Strikes. In animal shape changes to boar with Speed 40 feet and tusk for 2d6+4 piercing
and loses their weapon Strikes.
Curse of the Wereboar (curse, necromancy, primal) This curse affects only humanoids; Saving Throw DC 15
Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same
kind of werecreature until dawn. The creature is under the GM’s control and goes on a rampage for half the night
before falling unconscious until dawn.
Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must
enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and
increases the damage of their jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the
werecreature returns to humanoid form and is fatigued for 2d4 hours
]
This message was last edited by the GM at 08:55, Thu 13 July 2023.
Vander Gloweyes
Hfling(m) Gunslinger, 24 posts
AC-18(19), HP-16/16
Per +7, F+7, R+9, W+5
Mon 3 Jul 2023
at 14:54
  • msg #154

Re: Encounter 001 - A night with the beasts

In reply to GammaKnight (msg # 153):

OOC-I should be behind Baskia, not Garlain, on the map.
Edit-This is my second action, after the foes go.


Another Bolt comes from hiding, this one embeds itself into the neck of the Large pigman. The source of the ranged attack remains unclear at first. However, Vander then appears and fires again.

OOC:

Attacking pigman from Stealth, which means he should be at -2 AC

Action 1-Shoots pigman. As I am shooting from Stealth, and I got a 22, that should be enough for a crit. Damage=18 if that is the case.

10:48, Today: Vander Gloweyes rolled 9 using 1d6+3 with rolls of 6.  Damage.

10:48, Today: Vander Gloweyes rolled 22 using 1d20+9 with rolls of 13.  Bolt at Orc.

Action 2: Reload and take cover with special reload skill. I get +2 to ac and stealth as I have standard cover.

Action 3: shoots pigman again.

21:14, Today: Vander Gloweyes rolled 4 using 1d6+3 with rolls of 1.  Damage on second shot.

21:14, Today: Vander Gloweyes rolled 16 using 1d20+4 with rolls of 12.  2nd shot.

This message was last edited by the player at 01:15, Sat 08 July 2023.
Baskia Primavera
Automaton Psychic, 41 posts
(In)Human(e) Psychic
Mind over Matter
Mon 3 Jul 2023
at 19:03
  • msg #155

Re: Encounter 001 - A night with the beasts

She seemed almost startled by the impact.  But that didn't dull the ferocity of the impact.  It would have been bone-crunching, if there had been bones to crunch.

Baskia laid eerily still upon the ground after being hit.  Prone.  Silent.  Dying.  The light of her single golden eye in her head unit growing fainter by the moment.
[OOC:  Nothing to see here ...
  14:02, Today: Baskia Primavera rolled 18 using 1d20 with rolls of 18.  Flat Recovery Check (TN 12): Dying! – 18
Slowly expiring...]

This message was last edited by the player at 21:05, Wed 12 July 2023.
Garlain Kromeel
Human Rogue, 63 posts
Sat 8 Jul 2023
at 18:02
  • msg #156

Re: Encounter 001 - A night with the beasts

Garlain uses his signature flashing blades technique but the vital second swing went wide. If the first slash drops the fellow he moves to behind the boarman, if not he stays to slash another thing line into this human.

actn 1&2 Twin Feint, actn 3 strike or move...
Garlain Kromeel rolled 18,8,19 using D20+7,d20+3,d20-1 with rolls of 11,5,20.  TF1, TF2, strike.

Garlain Kromeel rolled 6,1 using 1d6,1d6 with rolls of 6,1.  Damages

Sabon
Half-elven Swshbuck, 37 posts
Wed 12 Jul 2023
at 21:09
  • msg #157

Re: Encounter 001 - A night with the beasts

Sabon spins around with his rapier and slashes at the Orc yelling, "Here orc-y orc-y!" his nimble body carrying through the momentum.

OOC:

Action 1 - Bon Mot
17:07, Today: Sabon rolled 19 using 1d20+4 with rolls of 15.  Bon Mot on Orc.

Action 2 - Rapier strike

17:07, Today: Sabon rolled 18,8 using 1d20+6,1d6+3 with rolls of 12,5.  rapier attack and damage, add 2 damage for Precise Strike since Bon Mot is successful

Action 3 - Nimble dodge

This message was last edited by the player at 17:04, Tue 18 July 2023.
GammaKnight
GM, 160 posts
Thu 20 Jul 2023
at 23:25
  • msg #158

Re: Encounter 001 - A night with the beasts

Vander bravely ducks in and out of cover hitting the pigman twice, but, afterwards, he is exposed. Baskia continues to be unconscious, the only obstacle between the halfling and the leader. Garlain strikes twice into his foe, but he only seems wounded and not as near death as he would like. Sabon's feint and jab have similar results on orc, he is injured, but only just so. Sabon could have attacked once more, but instead prepares himself for an attack.

With a snort, the pigman steps back and then charges full force into the now exposed halfling goring him for 13 damage. Then slams a fist into Vander, knocking the hafling out with another 7 bludgeoning damage. The orc lashes out 3 times with his dagger, but only scores one hit on Sabon for 5 damage. The two humans both try to throw Sabon and Garlain off balance before slashing out. The human fighting Garlain gets an easy strike in for 6 damage.

Just then the samasaran woman burst out her door as the wolf you all didn't kill comes running around the corner. More cognisant than ever, she waves her hands at the pigman and tells him, "Run!!" Meanwhile the wolf runs up to the pigman and attacks him once, biting his leg and dealing a bad wound.

Next round. It doesn't look good for the heros, but we'll see.


Baskia and Vander, y'all need to roll a flat recovery check vs DC 11. A roll of 1 will put you to Dying 3. A roll of 11+ will move you to unconscious.

Sabon, your Nimble Dodge is a reaction. All you have to do is tell me that you're going to use it.

I did the attacker's dirty fighting wrong. You all have to make the Reflex save, not them make an attack vs your Reflex. So I'll need a DC 16 Reflex save from Sabon and Garlain. If you fail, you're blinded for 1 round, crit fail you're blinded for 2.

I had rolled a d4 to determine when she would show up to help and got a 3, so she showed up at the start of y'all next turn. I just went ahead and put her and the wolf in so that you didn't have to wait to see what they did.


CharacterLocationTHPConditions
Garlain Kromeelsee map12/18None
Baskia Primaverasee map0/15Dying 1
Sabonsee map14/19Blind
Vandersee map0/16Dying 1

EnemiesACFort DCRef DCWill DCHPConditionsKnowledges
Leader Human - pigman18201518Critical (>25%)NoneArcana, Nature, Lore
Human 114161313Wounded (49-25%)NoneSociety
Human 214161313Healthy (50%+)NoneSociety
Orc14161313Wounded (49-25%)NoneSociety
Goblin14161313DeadNoneSociety


Pigman
Action 1&2 Uses Boar Charge by moving back 10 feet then charges forward 15 feet to attack Vander. Action 3 slam into vander
19:14, Today: GammaKnight rolled 27,13 using 1d20+12,1d8+6 with rolls of 15,7.  Attack/Damage.

19:16, Today: GammaKnight rolled 23,7 using 1d20+6,1d4+6 with rolls of 17,1.  Attack/Damage.

18:13, Today: GammaKnight rolled 9 using 1d20+2 with rolls of 7.  Will save vs DC 17.


Orc
Actions 1,2,&3 attack Sabon
19:20, Today: GammaKnight rolled 10,4,22,5,11,8 using 1d20+7,1d6+3,1d20+3,1d6+3,1d20-1,1d6+3 with rolls of 3,1,19,2,12,5.  Attack/Damage.

Human 1 and Human 2
Actions 1 & 2: Dirty trick; Action 3 attack.

17:38, Today: GammaKnight rolled 22,6,12,8 using 1d20+6,1d6+2,1d20+6,1d6+2 with rolls of 16,4,6,6.  Attack/Damage.

Samsaran
Action 1 move to the porch, Action 2&3 cast command

Wolf
Action 1&2 move, Action 3 attack
18:17, Today: GammaKnight rolled 21,7 using 1d20+6,1d6+1 with rolls of 15,6.  Attack/Damage.



[Private to GM: HP:
Wearboar: 8/45
Orc Brute: 5/15
Merc 1: 7/14
Merc 2: 14/14
Goblin: Dead
]



[Private to GM:

MERCENARY 1 CREATURE -1
Recall Knowledge (humanoid) Society DC 13
Perception +5
Languages Common
Skills Acrobatics +2, Athletics +5, Stealth +4
Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
AC 14; Fort +6, Ref +3, Will +3
HP 8
Speed 25 feet
Melee 1 action: club +6 / +1 / -4 (thrown 10 feet), Damage 1d6+2 bludgeoning
Melee 1 action: shortsword +6 / +2 / -2 (agile, finesse, versatile S), Damage 1d6+2 piercing
Ranged 1 action: crossbow +4 / -1 / -6, Damage 1d8 piercing
Dirty Fighting 2 actions: (attack) A mercenary throws dirt in an opponent’s eyes or performs similar underhanded trick.
Effect The opponent must attempt a DC 16 Reflex save. On a failure, the PC gains the Blinded condition for one round.
On a critical failure, the duration increases to 2 rounds.

MERCENARY 2 CREATURE -1
Recall Knowledge (humanoid) Society DC 13
Perception +5
Languages Common
Skills Acrobatics +2, Athletics +5, Stealth +4
Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
AC 14; Fort +6, Ref +3, Will +3
HP 8
Speed 25 feet
Melee  club +6 / +1 / -4 (thrown 10 feet), Damage 1d6+2 bludgeoning
Melee  shortsword +6 / +2 / -2 (agile, finesse, versatile S), Damage 1d6+2 piercing
Ranged  crossbow +4 / -1 / -6, Damage 1d8 piercing
Dirty Fighting  (attack) A mercenary throws dirt in an opponent’s eyes or performs similar underhanded trick.
Effect The opponent must attempt a DC 16 Reflex save. On a failure, the PC gains the Blinded condition for one
round.
On a critical failure, the duration increases to 2 rounds.

ORC BRUTE CREATURE 0
Recall Knowledge (humanoid) Society DC 14
Perception +5; Darkvision
Languages Orcish
Skills Athletics +5, Intimidation +2
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +0
Items shoddy breastplate, javelin (3), orc knuckle dagger (2)
AC 15; Fort +6, Ref +4, Will +2
HP 15
Ferocity 
Speed 25 feet
Melee  orc knuckle dagger +7 / +3 / -1 (agile, disarm), Damage 1d6+3 piercing
Melee  fist +7 / +3 / -1 (agile, nonlethal), Damage 1d4+3 bludgeoning
Ranged  javelin +4 / -1 / -6 (thrown 30 feet), Damage 1d6+3 piercing

WEREBOAR CREATURE 2
Recall Knowledge (beast) Arcana, Nature, Society DC 16
Perception +8; Low-Light Vision, Scent (imprecise) 30 feet
Languages Common; boar empathy
Skills Acrobatics +7, Athletics +8, Intimidation +5, Survival +7
Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha –1
Items dagger (2), studded leather armor
Boar Empathy (divination, primal) The wereboar can communicate with boars and pigs.
AC 18; Fort +10, Ref +5, Will +8
HP 45; Weaknesses silver 5
Ferocity 
Speed 25 feet
Melee  dagger +10 / +6 / +2 (agile, versatile S), Damage 1d4+6 piercing
Melee  tusk +10 / +5 / +0, Damage 1d8+6 piercing plus curse of the wereboar
Melee  claw +10 / +6 / +2 (agile), Damage 1d4+6 piercing
Ranged  dagger +7 / +3 / -1 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Boar Charge  The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet,
they gain a +2 circumstance bonus to their attack roll.
 (concentrate, polymorph, primal, transmutation) The werecreature changes into their humanoid,
hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature’s natural form is
their hybrid shape. In humanoid shape, the werecreature changes to Human with fist +10 for 1d4+2 bludgeoning,
loses their jaws and claw Strikes. In animal shape changes to boar with Speed 40 feet and tusk for 2d6+4 piercing
and loses their weapon Strikes.
Curse of the Wereboar (curse, necromancy, primal) This curse affects only humanoids; Saving Throw DC 15
Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same
kind of werecreature until dawn. The creature is under the GM’s control and goes on a rampage for half the night
before falling unconscious until dawn.
Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must
enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and
increases the damage of their jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the
werecreature returns to humanoid form and is fatigued for 2d4 hours
]
This message was last edited by the GM at 09:28, Fri 28 July 2023.
Baskia Primavera
Automaton Psychic, 45 posts
(In)Human(e) Psychic
Mind over Matter
Fri 21 Jul 2023
at 00:59
  • msg #159

Re: Encounter 001 - A night with the beasts

Despite the desperate and frenzied activity that is all around her, Baskia continued to lie motionless.  The light in her head unit growing dimmer and dimmer.  Gone was the purple glow that accompanied her manifestations.  Gone was the whirring and clicking of her metallic skin and servos.
[OOC:  Well, not to it, but to do it.

  17:58, Today: Baskia Primavera rolled 1 using 1d20 with rolls of 1.  Recover check (TN: 11): Dying 1. – 1

Well, that is a critical failure.  I suspect that Baskia may have just died.]

Garlain Kromeel
Human Rogue, 66 posts
Fri 21 Jul 2023
at 11:41
  • msg #160

Re: Encounter 001 - A night with the beasts

Garlain lets out a feral snarl of his own as he twists into a maddening tornado, his cruel hook-blades tearing first a thin slash then with a wet slopping sound and spray of blood his other blade hooks inside an earlier wound to terrible or glorious effect.

Garlain moves to place the pigman between himself and the wolf.

given that 9 probably drops the human, attack 3 would be traded for a move action to flank the pigman.

Garlain Kromeel rolled 7,6 using d20+1,d6 with rolls of 6,6.  Possible attack 3.

Garlain Kromeel rolled 24,3(*2) using d20+4,d6 with rolls of 20,3.  Attack 2.
It met BOTH requirements for a crit! That makes me so happy!

Garlain Kromeel rolled 19,3 using d20+7,d6 with rolls of 12,3.  1st attack

Vander Gloweyes
Hfling(m) Gunslinger, 34 posts
AC-18(19), HP-16/16
Per +7, F+7, R+9, W+5
Sat 22 Jul 2023
at 13:46
  • msg #161

Re: Encounter 001 - A night with the beasts

Ooc-19:37, Thu 20 July: Vander Gloweyes rolled 8 using 1d20 with rolls of 8.  Flat check.
Sabon
Half-elven Swshbuck, 40 posts
Mon 24 Jul 2023
at 20:07
  • msg #162

Re: Encounter 001 - A night with the beasts

Sabon stumbles around, trying to get his bearings.  He swings at the orc repeatedly with his rapier, doing his best to hit.

OOC - Failed the reflex save, so he's blind for a round.


16:05, Today: Sabon rolled 13 using 1d20+8 with rolls of 5.  reflex save.

Attack 1 check success: 17:08, Today: Sabon rolled 18 using 1d20 with rolls of 18.  DC 11 flat check for attack.

Attack 1 rapier & dmg:
17:12, Today: Sabon rolled 12,7 using 1d20+6,1d6+3 ((6,4)).


Attack 2 &3 checks failed:

17:11, Today: Sabon rolled 10 using 1d20 with rolls of 10.  DC11 check for attack 3.

17:11, Today: Sabon rolled 4 using 1d20 with rolls of 4.  DC11 check for attack 2.


This message was last edited by the player at 21:13, Wed 26 July 2023.
GammaKnight
GM, 168 posts
Sat 29 Jul 2023
at 21:41
  • msg #163

Re: Encounter 001 - A night with the beasts

Perhaps its because the wolf accidentally stepped on Baskia, or the pigman kicked her, in either case, Baskia gets worse as the purple light begins to fade. Vander, also, but not as bad as the automaton, continues to bleed out.

Garlain is able to put his foe down and moves back to protect the most people possible while leaving Sabon to be double teamed.

And double teamed he is by first the orc and then the human. The orc lashes out with his blade, but is only able to dig it into Sabon's ribs once. The human however is much more successful, puting the other swashbuckler to the ground and then stabbing him once more. He then spits on Sabon saying, "Stay down."

The pigman, ensorcelled by the crazy woman, turns and runs away before stopping for but a moment. Turning back around, he says, "You'll pay for that wench! I will enjoy my night with you after I deal with these pests and your pet." Now a little more cautious, he yells at the other two, "Take them down!" He then readies himself to charge back into the fray.

The crazy woman moves closer to the party can casts a spell on Garlian and her wolf friend. The wolf then charges forward and snaps its jaws at the pigman twice, but is only able to strike once. The pigman looks very hurt.


Baskia you'll need to roll a flat recovery check vs DC 13. A roll of 1-12 will put you to Dying 4 and death. If you fail, you may spend your 1 hero point to stabilize. If you roll a 20 you will go to Dying 1, 13-19 Dying 2.

Vander you'll need to roll a flat recovery check vs DC 12. A roll of 1 or 2 will put you to Dying 4 and death, but you can save yourself like Baskia can. A roll of 12+ will move you to Dying 1, but a 20 will move you to just unconscious.

Sabon, you are no longer blind, but now you're dying 2. Instead of reducing Sabon's AC, I just add 2 to their attacks. You'll need to roll a flat recovery check vs DC 12. A roll of 1 or 2 will put you to Dying 4 and death, but you can save yourself like Baskia can. A roll of 12+ will move you to Dying 1, but a 20 will move you to just unconscious.

Garlain and the Wolf have guidance for their turns.

(Guidance
Cantrip 1
Cantrip Divination
Source Core Rulebook pg. 342 4.0
Traditions divine, occult, primal
Mystery ancestors
Cast  verbal
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.)

Sorry for the delay, I had a very bust last couple of days of work and then got halfway through posting and forgot. . .


CharacterLocationTHPConditions
Garlain Kromeelsee map12/18Guidance immune (1 hour)
Baskia Primaverasee map0/15Dying 3
Sabonsee map5/19Dying 2
Vandersee map0/16Dying 2

EnemiesACFort DCRef DCWill DCHPConditionsKnowledges
Leader Human - pigman18201518Critical (>25%)NoneArcana, Nature, Lore
Human 114161313DeadNoneSociety
Human 214161313Healthy (50%+)NoneSociety
Orc14161313Wounded (49-25%)NoneSociety
Goblin14161313DeadNoneSociety


Pigman
Action 1 Move full movement away from the party
Action 2 & 3 threaten and ready
16:38, Today: GammaKnight rolled 19 using 1d20+10 with rolls of 9.  Pigman Fort save vs fleas DC 14.


Orc
Actions 1,2,&3 attack Sabon
04:45, Today: GammaKnight rolled 9 using 1d6+3 with rolls of 6.  Orc's Damage vs Sabon.

04:44, Today: GammaKnight rolled 17,13,10 using 1d20+9,1d20+5,1d20+1 with rolls of 8,8,9.  Orc's Attack vs Sabon.

Human 2
Actions 1 & 2: Attack x2 Action 3 spit on his body and talk
04:47, Today: GammaKnight rolled 4,7 using 1d6+2,1d6+2 with rolls of 2,5.  Human 2 Damage vs Sabon.

04:47, Today: GammaKnight rolled 22,20,13 using 1d20+8,1d20+4,1d20 with rolls of 14,16,13.  Human 2 Attack vs Sabon.


Samsaran
Action 1 move to party, Action 2&3 cast guidance on worf and Garlain

Wolf
Action 1 move, Action 2&3 attack
16:36, Today: GammaKnight rolled 6 using 1d6+1 with rolls of 5.  Damage Wolf vs Pigman.

16:35, Today: GammaKnight rolled 24,12 using 1d20+6,1d20+1 with rolls of 18,11.  Attack Wolf vs Pigman.


[Private to GM: HP:
Wearboar: 2/45
Orc Brute: 5/15
Merc 1: Dead
Merc 2: 14/14
Goblin: Dead
]



[Private to GM:
MERCENARY 2 CREATURE -1
Recall Knowledge (humanoid) Society DC 13
Perception +5
Languages Common
Skills Acrobatics +2, Athletics +5, Stealth +4
Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
AC 14; Fort +6, Ref +3, Will +3
HP 8
Speed 25 feet
Melee  club +6 / +1 / -4 (thrown 10 feet), Damage 1d6+2 bludgeoning
Melee  shortsword +6 / +2 / -2 (agile, finesse, versatile S), Damage 1d6+2 piercing
Ranged  crossbow +4 / -1 / -6, Damage 1d8 piercing
Dirty Fighting  (attack) A mercenary throws dirt in an opponent’s eyes or performs similar underhanded trick.
Effect The opponent must attempt a DC 16 Reflex save. On a failure, the PC gains the Blinded condition for one
round.
On a critical failure, the duration increases to 2 rounds.

ORC BRUTE CREATURE 0
Recall Knowledge (humanoid) Society DC 14
Perception +5; Darkvision
Languages Orcish
Skills Athletics +5, Intimidation +2
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +0
Items shoddy breastplate, javelin (3), orc knuckle dagger (2)
AC 15; Fort +6, Ref +4, Will +2
HP 15
Ferocity 
Speed 25 feet
Melee  orc knuckle dagger +7 / +3 / -1 (agile, disarm), Damage 1d6+3 piercing
Melee  fist +7 / +3 / -1 (agile, nonlethal), Damage 1d4+3 bludgeoning
Ranged  javelin +4 / -1 / -6 (thrown 30 feet), Damage 1d6+3 piercing

WEREBOAR CREATURE 2
Recall Knowledge (beast) Arcana, Nature, Society DC 16
Perception +8; Low-Light Vision, Scent (imprecise) 30 feet
Languages Common; boar empathy
Skills Acrobatics +7, Athletics +8, Intimidation +5, Survival +7
Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha –1
Items dagger (2), studded leather armor
Boar Empathy (divination, primal) The wereboar can communicate with boars and pigs.
AC 18; Fort +10, Ref +5, Will +8
HP 45; Weaknesses silver 5
Ferocity 
Speed 25 feet
Melee  dagger +10 / +6 / +2 (agile, versatile S), Damage 1d4+6 piercing
Melee  tusk +10 / +5 / +0, Damage 1d8+6 piercing plus curse of the wereboar
Melee  claw +10 / +6 / +2 (agile), Damage 1d4+6 piercing
Ranged  dagger +7 / +3 / -1 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Boar Charge  The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet,
they gain a +2 circumstance bonus to their attack roll.
 (concentrate, polymorph, primal, transmutation) The werecreature changes into their humanoid,
hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature’s natural form is
their hybrid shape. In humanoid shape, the werecreature changes to Human with fist +10 for 1d4+2 bludgeoning,
loses their jaws and claw Strikes. In animal shape changes to boar with Speed 40 feet and tusk for 2d6+4 piercing
and loses their weapon Strikes.
Curse of the Wereboar (curse, necromancy, primal) This curse affects only humanoids; Saving Throw DC 15
Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same
kind of werecreature until dawn. The creature is under the GM’s control and goes on a rampage for half the night
before falling unconscious until dawn.
Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must
enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and
increases the damage of their jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the
werecreature returns to humanoid form and is fatigued for 2d4 hours
]
This message was last edited by the GM at 22:31, Thu 03 Aug 2023.
Vander Gloweyes
Hfling(m) Gunslinger, 35 posts
AC-18(19), HP-16/16
Per +7, F+7, R+9, W+5
Sat 29 Jul 2023
at 21:47
  • msg #164

Re: Encounter 001 - A night with the beasts

Ooc-17:45, Today: Vander Gloweyes rolled 11 using 1d20 with rolls of 11.  Death save.
Baskia Primavera
Automaton Psychic, 47 posts
(In)Human(e) Psychic
Mind over Matter
Sat 29 Jul 2023
at 23:54
  • msg #165

Re: Encounter 001 - A night with the beasts

Baskia's prone form shifted slightly under inadvertent jostling of the wolf scuffling past it.  But the dim glow in her head unit continued to wane.  And without the external stimulus remained eerily still.  Even with the violence continuing around them.
[OOC:  One more into the breach, dear friends...

  16:52, Today: Baskia Primavera rolled 7 using 1d20 with rolls of 7.  Flat Recovery Check (TN 13): Dying 3! – 7

My (not great RPoL dice roller) luck holds!  Consider one hero point spent to not die and all...]

Garlain Kromeel
Human Rogue, 67 posts
Sun 30 Jul 2023
at 05:27
  • msg #166

Re: Encounter 001 - A night with the beasts

Garlain hopes to end the biggest threat as he rushes to a point to return the pigman between himself and the wolf again before lashing out with his curved blades. He lets the blood spray speak for itself.

action 1 move to flank

Actions 2&3 attack

Garlain Kromeel rolled 26,5,21,9 using d20+9,2d6+1,d20+6,2d6+1 with rolls of 17,1,3,15,

Sabon
Half-elven Swshbuck, 43 posts
Mon 31 Jul 2023
at 14:48
  • msg #167

Re: Encounter 001 - A night with the beasts

OOC -
10:46, Today: Sabon rolled 14 using 1d20 with rolls of 14.  DC 12 flat recovery check.

So I think that puts Sabon at Dying 1.

GammaKnight
GM, 174 posts
Sat 5 Aug 2023
at 00:15
  • msg #168

Re: Encounter 001 - A night with the beasts

Vander's life essence continues to fade as well as Baskia's, but, some miracle of science, she doesn't expire. Sabon fights for life while Garlain rushes headlong passed the orc and human to put himself as a barrier between his allies and the pigman. As much as he'd like, he can't quite make it in a single move so he is only able to lash out once, but scores enough of a wound that the pigman should have fallen, but, by shear force of will, he remains on his feet. His eyes glower at the swashbuckler.

"I will enjoy beating you to death," He then draws back his fist and launches into three swift strikes but is only able to land once on the dodging man. The orc and human then move up to attack both Garlain and the wolf. The human laughs as he lashes out with his sword which with his one hit is enough to put the man down. The orc attacks the wolf and kills it outright.

With a sickening laugh the three begin to celebrate their win when the woman screams out and launches a blast of healing wind that completely covers the area, even the opponents. It is very weak, but it is just enough to wake up everyone.


Everyone that was knocked down and didn't spend a hero point are now at Wounded 1 and everyone was healed 1 hp. Sorry, the dice giveth and taketh. The good news is that it only healed the opponents by 1 so . . . there's that. . .


CharacterLocationTHPConditions
Garlain Kromeelsee map1/18Guidance immune (1 hour), Prone, Wounded 1
Baskia Primaverasee map1/15Prone
Sabonsee map1/19Wounded 1, Prone
Vandersee map1/16Wounded 1, Prone

EnemiesACFort DCRef DCWill DCHPConditionsKnowledges
Leader Human - pigman18201518Critical (>25%)Wounded 1Arcana, Nature, Lore
Human 114161313DeadNoneSociety
Human 214161313Healthy (50%+)NoneSociety
Orc14161313Wounded (49-25%)NoneSociety
Goblin14161313DeadNoneSociety


Pigman
Action 1, 2 & 3 attack Garlian
18:55, Today: GammaKnight rolled 10 using 1d4+6 with rolls of 4.  Damage Pigman.

18:55, Today: GammaKnight rolled 14,26,5 using 1d20+10,1d20+6,1d20+2 with rolls of 4,20,3.  Attack Pigman.

Orc
Action 1 Move into position
Actions 2,&3 attack Wolf
19:02, Today: GammaKnight rolled 5,6 using 1d6+3,1d6+3 with rolls of 2,3.  Damage Orc.

19:01, Today: GammaKnight rolled 16,17 using 1d20+7,1d20+3 with rolls of 9,14.  Attack Orc.

Human
Action 1 Move into position
Actions 2,&3 attack Garlain
18:58, Today: GammaKnight rolled 4 using 1d6+2 with rolls of 2.  Damage Human .

18:58, Today: GammaKnight rolled 24,9 using 1d20+6,1d20+2 with rolls of 18,7.  Attack Human 1.

Samsaran
Action 1,2,&3 cast Heal
19:04, Today: GammaKnight rolled 1 using 1d8 with rolls of 1.  Healing.

Wolf
Dead


[Private to GM: HP:
Wearboar: 2/45
Orc Brute: 6/15
Merc 1: Dead
Merc 2: 14/14
Goblin: Dead
]



[Private to GM:
MERCENARY 2 CREATURE -1
Recall Knowledge (humanoid) Society DC 13
Perception +5
Languages Common
Skills Acrobatics +2, Athletics +5, Stealth +4
Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +1
AC 14; Fort +6, Ref +3, Will +3
HP 8
Speed 25 feet
Melee  club +6 / +1 / -4 (thrown 10 feet), Damage 1d6+2 bludgeoning
Melee  shortsword +6 / +2 / -2 (agile, finesse, versatile S), Damage 1d6+2 piercing
Ranged  crossbow +4 / -1 / -6, Damage 1d8 piercing
Dirty Fighting  (attack) A mercenary throws dirt in an opponent’s eyes or performs similar underhanded trick.
Effect The opponent must attempt a DC 16 Reflex save. On a failure, the PC gains the Blinded condition for one
round.
On a critical failure, the duration increases to 2 rounds.

ORC BRUTE CREATURE 0
Recall Knowledge (humanoid) Society DC 14
Perception +5; Darkvision
Languages Orcish
Skills Athletics +5, Intimidation +2
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +0
Items shoddy breastplate, javelin (3), orc knuckle dagger (2)
AC 15; Fort +6, Ref +4, Will +2
HP 15
Ferocity 
Speed 25 feet
Melee  orc knuckle dagger +7 / +3 / -1 (agile, disarm), Damage 1d6+3 piercing
Melee  fist +7 / +3 / -1 (agile, nonlethal), Damage 1d4+3 bludgeoning
Ranged  javelin +4 / -1 / -6 (thrown 30 feet), Damage 1d6+3 piercing

WEREBOAR CREATURE 2
Recall Knowledge (beast) Arcana, Nature, Society DC 16
Perception +8; Low-Light Vision, Scent (imprecise) 30 feet
Languages Common; boar empathy
Skills Acrobatics +7, Athletics +8, Intimidation +5, Survival +7
Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha –1
Items dagger (2), studded leather armor
Boar Empathy (divination, primal) The wereboar can communicate with boars and pigs.
AC 18; Fort +10, Ref +5, Will +8
HP 45; Weaknesses silver 5
Ferocity 
Speed 25 feet
Melee  dagger +10 / +6 / +2 (agile, versatile S), Damage 1d4+6 piercing
Melee  tusk +10 / +5 / +0, Damage 1d8+6 piercing plus curse of the wereboar
Melee  claw +10 / +6 / +2 (agile), Damage 1d4+6 piercing
Ranged  dagger +7 / +3 / -1 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing
Boar Charge  The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet,
they gain a +2 circumstance bonus to their attack roll.
 (concentrate, polymorph, primal, transmutation) The werecreature changes into their humanoid,
hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature’s natural form is
their hybrid shape. In humanoid shape, the werecreature changes to Human with fist +10 for 1d4+2 bludgeoning,
loses their jaws and claw Strikes. In animal shape changes to boar with Speed 40 feet and tusk for 2d6+4 piercing
and loses their weapon Strikes.
Curse of the Wereboar (curse, necromancy, primal) This curse affects only humanoids; Saving Throw DC 15
Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same
kind of werecreature until dawn. The creature is under the GM’s control and goes on a rampage for half the night
before falling unconscious until dawn.
Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must
enter hybrid form, can’t Change Shape thereafter, becomes one size larger, increases their reach by 5 feet, and
increases the damage of their jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the
werecreature returns to humanoid form and is fatigued for 2d4 hours
]
Garlain Kromeel
Human Rogue, 69 posts
Tue 8 Aug 2023
at 11:44
  • msg #169

Re: Encounter 001 - A night with the beasts

Garlain feels desperate and trapped, after being so clobbered by this monstrous guy and his goons. He spits a bit of blood by his boot and shifts his grip on his blades what he figures will be one last time before starting on on the pigman and his friends nearby.

the dice roller is hating me right now...
Garlain Kromeel rolled 6 using 1d20 with rolls of 6.  Attack 1

Garlain Kromeel rolled 17 using 1d20 with rolls of 17.  Hero point to reroll attack 2.(+5 for 23)... And 1 damage.

Garlain Kromeel rolled 8 using 1d20 with rolls of 8.  3rd attack.

Vander Gloweyes
Hfling(m) Gunslinger, 37 posts
AC-18(19), HP-16/16
Per +7, F+7, R+9, W+5
Tue 8 Aug 2023
at 15:53
  • msg #170

Re: Encounter 001 - A night with the beasts

Vander coughs, reloads and tries to hide. However, it turns out to be pointless as he could tell he was not at 100%. Blood flowing from his mouth, he does manage to shoot the Pig Man who struck him down...

OOC:

Action 1-gets up and moves to space NW of Crazy woman.

Action 2-tries to reload and hide, fails to hide.

Action 3-Shoots Piggy. Does ok damage to Piggy.

11:50, Today: Vander Gloweyes rolled 8 using 1d6+3 with rolls of 5.  Damage to Pigman.

11:50, Today: Vander Gloweyes rolled 23 using 1d20+9 with rolls of 14.  Shoot Pigman.

15:10, Yesterday: Vander Gloweyes rolled 8 using 1d20+7 with rolls of 1.  Hero point to re-roll stealth.

15:10, Yesterday: Vander Gloweyes rolled 12 using 1d20+7 with rolls of 5.  Stealth as part of Reload.

Baskia Primavera
Automaton Psychic, 52 posts
(In)Human(e) Psychic
Mind over Matter
Thu 10 Aug 2023
at 05:06
  • msg #171

Re: Encounter 001 - A night with the beasts

Baskia's prone form jerked for a moment, but the light in her head unit refused to darken.  It bounced erratically across the front face, making a small circle as it pulsed lightly.  Then the long, metallic fingers on her right hand pronated slightly and turned up slightly.  But, she remained prone.

"D'ner..." emanated from the fallen automaton, "Citenikelet..."  The sound was touch hollow and obviously weak, but it contained enough spark of her power that the ground erupted under their enemies feet.  It was what she'd been trying to enact when the pigman charged her only moments before.

Her hands still trembling, the burnished, titanium-skinned humanoid slow rose to her feet.  She might have made herself a target (again), but that had never stopped Basika from standing up for what was Right™.  Literally.
[OOC:  With Actions 1&2, Baskia will attempt to cast Telekinetic Rend amped with a Focus Point (leaving her 1 left, since she didn't a chance to use one previously when she was run over first).  Action 3 (EDIT:) stand in the place where you live!
    Amped Telekinetic Rend:  You deal 1d6 bludgeoning damage and 1d6 slashing damage to all creatures in the area (2 non-overlapping 5-foot bursts, range: 60', Occult DC 17), with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once.  A creature that critically fails its save is also stunned 1.
Baskia will target the two 5' radius bursts to encompass the Pigman (and the human if possible) and the Orc.  She will endeavor to not hit Sabon, Garlain, and the wolf; that means she cannot get Human2 in AoE of her spell, then so be it.  If the Pigman falls (e.g. due to Vander and/or Garlain's  attacks) before Baskia acts, then her second 5' burst will encompass Human2.]
[Private to GammaKnight: OOC: Not sure if damage is rolled separately for each creature affected; so, I figured that I would let you roll for me (my dice roller luck sucks anyways, as you have seen) since you also have to roll Fort Save for them anyways as well, I believe.]
This message was last edited by the player at 16:04, Thu 10 Aug 2023.
Sabon
Half-elven Swshbuck, 44 posts
Fri 11 Aug 2023
at 18:45
  • msg #172

Re: Encounter 001 - A night with the beasts

Sabon groggily gets to his feet and advances on the nearest human, swinging his rapier in a wide arc.

OOC

action 1 - get up and move to human
action 2 - attack
action 3 - attack

14:44, Today: Sabon rolled 22,9 using 1d20+6,1d6+3 with rolls of 16,6.  attack 1.
14:44, Today: Sabon rolled 13,9 using 1d20+6,1d6+3 with rolls of 7,6.  attack 2.


GammaKnight
GM, 180 posts
Sun 13 Aug 2023
at 21:55
  • msg #173

Re: Encounter 001 - A night with the beasts

The party makes a valiant effort, but the pigman and his allies are too much for them. It only takes a few moments for them to stomp each being into the dirt, unconsciousness, and then death.

OCC: Thus ends our first scene with a TPK. Y'all almost took the wereboar out, he had ferocity so that's why he was still up. Had y'all hit him just 2 more times, he would have died and the other two would have fled. It was a close one, so I'm not counting it as a complete failure of this experiment. A little bit of tactics and some Recall Knowledge rolls could have made this a win for y'all, but sometimes that just how things work out. Everyone can feel free to upgrade their characters to 3rd or make a completely different one. Completely y'all's choice.

Feel free to tell me what you did or didn't like. Did you think I was unfair or maybe I missed something in the rules? Is there anything the group wants to see for the next scene? I was thinking of a who done it next, but am open to ideas if anyone has something they wish to try out.

Garlain Kromeel
Human Rogue, 70 posts
Mon 14 Aug 2023
at 00:02
  • msg #174

Re: Encounter 001 - A night with the beasts

I'm looking into trying a different build of loosely the same end concept. The character name and origin ideas will hold. The character will still be a waste nomad. I'm going to see if a slightly different build works better and I'll be sure to have Wasteland Lore to justify effective Recall Knowledge checks not directly involving people... Nature and Survival will of course be there with foraging skills.
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