| Ogochukwu |
"Can any of you disable this trap? If not, I am good with my hands, eh?"
Ogochukwu has +10 disable device, but I'm not sure he can disable magical traps?
| Emerald Oread |
"I know the solution!" Emerald declares, running at the trapped area and leaping as far as she can.
Jump over the trap, if possible. Will spend 1 Investiture Point as a swift action to increase Reflex saves by 4, just in case it goes off. What map are we on, by the by?
Acrobatics (Long Jump): 1d20 + 9 ⇒ (6) + 9 = 15 Clears 15 feet.
Canetor
|
Canetor suggests springing the trap from a distance, as everyone is safe.
Canetor
|
Canetor tries figuring out how many people have been in the tomb to raid it.
Track: 1d20 + 12 ⇒ (6) + 12 = 18
| Ogochukwu |
Ogochukwu does an object reading on the trap, the game, and any empty containers in the tomb (if there are a lot of them he'll just do the big ones, like sarcophagi)
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Psychometry (Appraise)
You can read the psychic impressions left on objects or in places by previous owners and events.
Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.
If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.
Action: Reading an object requires at least 1 minute of uninterrupted concentration.
Try Again: Yes. Multiple readings on an object or place always give the same results unless its circumstances or ownership have changed, but additional checks might reach further back into an object’s history. You don’t reroll the saving throw to determine if a psychic imprint is false.
You can still use psychometry only once per day.
Canetor
|
Canetor relays his findings and says "We're too late. We should go. Also, it seems whoever is searching the tomb has set the trap for us. Like they know we're chasing them."
| Emerald Oread |
"Nothin' in here. Dead end, too." Emerald calls from within the empty tomb. "I'm comin back out!"
Acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13
Ra-Khefer
|
Finding himself crumpled at the base of the wall behind him, Ra slowly climbed to his feet again.
"Ow." He said wincing. "I think I do need a little healing, thank you." He said formally.
He checked the trap again, to see if it was still active.
Know:Engineering: 1d20 + 8 ⇒ (7) + 8 = 15