M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
Kelsier delivers a nasty cut to the dog as it runs by, and then tumbles to the ground from the,giant half-orc's punch.
Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10
Vanya slashes st the upcoming thug then concentrates on the one in front of her:"You are a tough one, eh?" she says before slashing again with her kukris.
Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10
"Stall him! shouts Vanya, as her enemy drops down in a puddle of blood. Then the taldan woman starts running towards the other side of the werehouse...
Perception check:1d20 + 7 ⇒ (18) + 7 = 25
Vanya runs towards the orc, hoping to flank him with Wayne, perception rolled in order to sense any upcoming opponents in whiuch case Vanya would stop running and confront them
”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor
Kel finishes summoning and an eagle appears over the giant, distracting and attacking it, hopefully helping Wayne get further away from it.
to hit beak:1d20 + 3 ⇒ (6) + 3 = 9 dmg if hits:1d4 ⇒ 4
to hit talon:1d20 + 3 ⇒ (4) + 3 = 7 dmg if hits:1d4 ⇒ 4
to hit talon:1d20 + 3 ⇒ (3) + 3 = 6 dmg if hits:1d4 ⇒ 2
oh my that was one pathetic attack sequence
Then he pulls out a wand of grease and tries to fell the giant guard.
grease under the guard's feet, reflex dc 15 or he falls down. if he saves and tries to move more than half rate, dc 10 acro, if he fails that, he can't move and must make the reflex save again.
Double move. Vanya closes in on the orc, can't attack since he moves away more than 6'', if by any chance he's still able to attack Vanya with an AoO keep in mind she gets a +4 AC (dodge) due to mobility. Edit: Btw great placement for the summon
”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor
the bird attempts to hover...
fly dc 15:1d20 + 8 ⇒ (7) + 8 = 15
and barely manages to do so and attack again in full
to hit beak:1d20 + 3 ⇒ (15) + 3 = 18 dmg if hits:1d4 ⇒ 2
to hit talon:1d20 + 3 ⇒ (3) + 3 = 6 dmg if hits:1d4 ⇒ 4
to hit talon:1d20 + 3 ⇒ (16) + 3 = 19 dmg if hits:1d4 ⇒ 2
And Kel himself pulls out a wand of infernal healing and hopes Wayne won't object. He walks forward and touches the gunslinger with the wand (fast healing 1 for 10 rounds).
”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor
The bird winks out of existence while the orc is falling... Kel walks over to Kelsier and touches him with the wand as well. (fast healing 1 for 10 rounds)
Last but not least, he touches himself with the wand as well...
”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor
I have no profession sailor or craft ships, but I do have knowledge engineering... can I figure out a way to damage the rudders or something so the ships won't be able to sail on schedule? If not... maybe damage all the sails too?
know engineering:1d20 + 8 ⇒ (8) + 8 = 16
Also, he'll try to ruin all the poisons by diluting them or neutralizing them ..
Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10
"This was less than ideal but at least we suceeded. I think we should discount subtle acts of sabotage since the Asps will know for sure we were here after what we just did to their guards... So any idea on how to do this? I suppose we could throw all of their supplies into the waters, but it will take some time. Or should we just cut their sails to ribbons? Couldthey have something here that would help us? Something explosive maybe?" says Vanya to the others before moving inside the warehouse.
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
yup, I was reading along
Kelsier tersely thanks Kel for the healing and stands up.
20/26hp
He holds out his own healing wand, hoping that one of the party can find a way to use it on him. UMD any one?
Once in the warehouse, he looks for anything he can ruin. Kelsier does have profession, sailor, if that helps
”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor
sorry no umd here...
"Fire could spread to ships and warehouses that belong to honest merchants... I think just sabotaging these boats and the poisons, might hopefully be enough... the rest of the goods here are rather mundane. What do the rest of you think?"
”Kel” | Male NG half-elf investigator 1/Wizard 4/Pathfinder Savant 10 | HP 104/104 | AC 23, T 14, FF 19 | CMD 21| F +10 R +14 W +16; +2 vs. ench/cold +10 vs written traps | Init +4/8/13 | Perc +25/27 (+1 traps) | Speed 30ft | Spells 1st 6/7 2nd 7/7 3rd 4/7 4th 6/7 5th 4/5 6th 3/4 7th 3/3 | Active Conditions: heroe's feast, mage armor
"Now who do you think we should talk to next... making things more welcoming to the society in Bloodcove is a tall order. The Snakes seem to have people too cowed to even want to talk to us..."
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
Kelsier thanks Kel again for the healing. taking both charges to be at 26/26hp again. Then he points out the places on the ship's hull where they could sink them, and helps to do so if so agreed.
--
Once the sabotage is complete, Kelsier follows the party away from the warehouse. "Cartagehn."
we could do something to sabotage the Aspis' reputation, but all we really need to do is do something positive for the society
They aren't the best accommodations but the party finds someplace to rest their heads and get some much needed rest. The next morning, after breaking their fast, the party notices quite a few sets of eyes settling on them. It seems they've attracted a bit too much attention since getting into town.
The party's hit a serious awareness threshold. Someone can try to cover the party's tracks (reducing awareness) but it applies a -10 penalty to your awareness check.