Nurah Dendiwhar

2E - Agent Midnight's page

73 posts. Organized Play character for chadius.


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[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Wennel did great good, helping all that he could. Whatever this was... it was a perversion. A mockery of the man. Pay it no mind, and remember the great things he did for you and everyone he could. Spread stories of the great feats he completed- he asked for nothing in return, you can honor him, at least."

Agent Midnight visits Wennel's memorial, formally dressed, her hair braided, her purple boots cleaned and shined. She gives her proper respects and wishes him goodbye. "Your sacrifice was not in honor. Thank you for your efforts."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Alright. Target neutralized." Agent Midnight relaxes and goes to retrieve her crossbow when she hears someone calling for help.

"It's good we were able to reach you in time." Midnight checks the woman for life threatening injuries. "Unfortunate we weren't able to help them... You said he was a priest of Milani? We found markings of Urgathoa nearby one of his victims."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

That was a lot of fun- thanks for playing!


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Agent Midnight runs around the room so she can flank with Kuch. She readies her gauntlet and throws a single fist at the skeletal fiend.

Gauntlet: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

You can tell she really misses her crossbow. "The planks here- my foot got stuck as I swung. It won't happen again."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight drops her trusty crossbow, pulls out a sap and runs up to threaten it. She takes a moment to study it.

Drop weapon (Free Action). Draw sap. Stride into position. And then Hunt Target.

"I can help you flank! I don't know how much I can do against this directly..."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight reloads her crossbow.
Then she focuses on the zombie with the Red pants. Hunt Target
And then she fires a single bolt.

Crossbow: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

"I've got your back, Kuch!"


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"I'll provide support against the... 'zombos', then." Meredith leers at the skeleton as her bolt has no lasting effect.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight dashes in, draws her crossbow and fires it at the black skeleton.
I was sneaking, so I don't know if I get to target someone flatfooted.

Crossbow: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 ⇒ 3


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"What's the best way around that?" Agent Midnight wonders. "I'm not used to foraging much outside of the city."

Survival: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Congrats Kuch!


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

I do have a healer's kit and +3 to Medicine checks, btw. But Midnight's low Con means she would heal 1 HP every 10 minutes IF she makes the check.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

My PFS ID is 133608-1502
Sorry about that.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Agent Midnight sneaks around, as always.
Stealth: 1d20 + 2 ⇒ (18) + 2 = 20


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Agent Midnight spends her morning doing a jog, taking a bath, and scrubbing her shoes. A quick prayer and she's off to the mission.

"We should be ready for anything, here."

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

"I'll climb down." She pulls out her climbing gear and begins to descend...
Athletics: 1d20 + 2 ⇒ (18) + 2 = 20
She repels down the cliff.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Yeah, that's a lot of changes. My 5th level test cleric is going to need a few changes now that she has fewer energy channels.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Alright, let's consider the intel we collected."

"A young lad wanted to join the Bloody Barbers, but he learned they were hunting for the killer as well. The killer was targeting former slaves. They know the killer wore metal armor and seemed to have difficulty controlling the right side of their body."

"A gang of kobolds found the body of a half-elven cleric, perhaps the one the Bloody Barbers had rumored about. Unclear. They found a letter on the cleric, noting several former slaves the writer was trying to help in the name of Milani."

"Justerian was attacked and killed. Murder weapon: a club, probably blunt trauma. Elements of Milani and Urgathoa were present. A letter written by someone with the initial W, urged him to live elsewhere."

"If Justerian isn't religious, then whomever worshipped Milani, perhaps this W person, tried to find him but found the killer instead." Her eyes narrow. "This person seems to have a list of the targets right here."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Mission Report: We found Justerian's body in the manor, as well as signs of a struggle with clerics of Urgathoa." Hesitate. "I'm sorry about your loss."

"Did Justerian have any conflicts with Urgathoa?"


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Perhaps a fight between two clerics?" Agent Midnight isn't sure of what to make from the information. But then she sees the dead body.

Medicine: 1d20 + 3 ⇒ (2) + 3 = 5

"Justerian, I presume... We'll have to inspect his body later."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Let's see..." Agent Midnight begins to analyze the wooden club.

Medicine: 1d20 + 3 ⇒ (8) + 3 = 11


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"I can always try, but it will take 10 minutes."
I have a +3 bonus to Medicine. I can try to Treat Wounds. According to the 1.5 Errata, the DC is the medium level DC of the highest level patient, so that's DC 13.

For each success, you can recover either your Con mod or 1 HP, whichever is higher.

1 hour later... 1 success:

Medicine: 1d20 + 3 ⇒ (3) + 3 = 6
Medicine: 1d20 + 3 ⇒ (5) + 3 = 8
Medicine: 1d20 + 3 ⇒ (16) + 3 = 19 1 Success
Medicine: 1d20 + 3 ⇒ (2) + 3 = 5
Medicine: 1d20 + 3 ⇒ (6) + 3 = 9
Medicine: 1d20 + 3 ⇒ (6) + 3 = 9

"This isn't the optimal location for treatment." Midnight mutters. "I'm sorry I wasn't able to do more."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight continues to stop as much bleeding as she can.

My healing order: Balistar, Midnight, Kuch, Baltoros

Heal checks to Administer First Aid over 3 turns:

Heal DC 15: 1d20 + 3 ⇒ (13) + 3 = 16 1 stopped
Heal DC 15: 1d20 + 3 ⇒ (12) + 3 = 15 2 stopped
Heal DC 15: 1d20 + 3 ⇒ (3) + 3 = 6

Heal DC 15: 1d20 + 3 ⇒ (9) + 3 = 12
Heal DC 15: 1d20 + 3 ⇒ (16) + 3 = 19 3 stopped
Heal DC 15: 1d20 + 3 ⇒ (8) + 3 = 11

Heal DC 15: 1d20 + 3 ⇒ (5) + 3 = 8
Heal DC 15: 1d20 + 3 ⇒ (19) + 3 = 22 4 stopped

It takes a few tries, but she's able to contribute to immediate wounds. "My apologies, but I'm poorly equipped to handle bats."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

I think that critically succeeds and the bats are no longer a threat.

Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex: 1d20 + 4 ⇒ (15) + 4 = 19

She sees the bats coming, and promptly flattens herself against the bed to avoid most of them.

I'll wait for Baltoros's actions and what he did to the bats.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight realizes Kuch is bleeding out. She strides over, removes her healer's kit, and tries to stop the bleeding.

Medicine: 1d20 + 3 ⇒ (8) + 3 = 11
"Damn... hang on! Someone use my dagger to stop the bats."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Agent Midnight recovers consciousness. There's a nasty bruise on her side, but time heals all wounds. Assuming she survives.

She grabs her dagger and stands up. Noticing the bats, she tries to Sneak around the bed.
DC 12 Stealth: 1d20 + 2 ⇒ (7) + 2 = 9

But she's much too loud, especially when she steps on one of the wooden plank.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Reflex Save: 1d20 + 4 ⇒ (15) + 4 = 19

Midnight leaps away from most of the filth, but it proceeds to slam into her twice. She stumbles back, dropping her dagger and falls unconscious.

Fort Save: 1d20 + 3 ⇒ (17) + 3 = 20
She hears a voice, calling her back...


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Crit Damage: 1d4 ⇒ 3

Agent Midnight spots a critical part of the ooze and hacks away.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight identifies threats, and realizes the goo probably doesn't care for a piercing bolt. And there are too many bats to individually shoot.

So she draws a dagger and hacks away at the swarm. "What-what's the most effective method against the bats and the slime? Should I slash it, bludgeon it?"

Dagger: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d4 ⇒ 4

[ooc]Agile: If Midnight attacks multiple times in a round, she takes a -4/-8 penalty instead of the usual -5/-10.[ooc]

Dagger: 1d20 + 2 + 1 - 4 ⇒ (6) + 2 + 1 - 4 = 5
Damage: 1d4 ⇒ 1


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight continues to tiptoe along. When you reach the branch, she takes a look, loads her crossbow, and then points South.

Sneaking: 1d20 + 2 ⇒ (16) + 2 = 18


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight helps everyone up (at least to the best of her ability) and falls quiet as a mouse.

Sneaking: 1d20 + 2 ⇒ (13) + 2 = 15


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Midnight nods approvingly. "It paid off well, I see."

She looks down. "Sable, do you need any aid?"


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[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Rock climbing and rooftop raids helped prepare me." Midnight reaches the top and looks down as Balistar and Baltoros decide to take the stairs.

"Be careful, some of those boards are-" CRACK "-loose."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Agent Midnight looks at the rubble, pulls her climbing gear and prepares to climb.

"Careful, everyone. I'll scale up the wall."
Athletics: 1d20 + 2 ⇒ (16) + 2 = 18


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"We'll make sure we're ready for anything." Midnight checks her equipment and heads toward the destination when the party is ready.

She doesn't know much about Nature, so she expects the others to lead.
Nature, Untrained: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Nature, Untrained: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Thank you kindly, ma'am." Accepting the map, Agent Midnight begins plotting the best route for approach.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

I'd need to roll an 18 to aid, and rolling an 8 or lower would lower his results. So pay up!


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Has there been an outbreak of rats recently?" Agent Midnight shrugs. "Vermin carry disease. Disease causes outbreaks. Outbreaks weaken the city."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Agent Midnight emerges from her hiding spot. "My apologies, madam. We were sent here to look for a group known as the Band of the Palm. Any information you could offer would be very useful."

Agent Midnight attempts to use Diplomacy to Make an Impression upon the woman. But she's much too formal and never really trained this skill.

Diplomacy: 1d20 + 1 - 4 ⇒ (8) + 1 - 4 = 5
Her nobility is showing. As usual.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Ah yes, the Resonance test.

Maybe I can make a new magic user. What's the level for that game? 5?


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Agent Midnight spends several days scrubbing her boots to get the smell of sewage out.

Receiving the missive, Agent Midnight tries to recall details about the Band of the Palm.

Society: 1d20 + 3 ⇒ (5) + 3 = 8

In the Puddles, Agent Midnight keeps an eye on the woman. "What's with the tattoo?"

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"I can try to use my healing kit and rouse them. Kuch, can you use some of my rope to bind them?"

Treat Wounds: 1d20 + 3 ⇒ (13) + 3 = 16
For a level 1 character this is DC 11.
Success! Each patient recovers either 1 HP or their Con mod in HP, whichever is higher.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Even means the bolt broke: 1d2 ⇒ 1
Agent Midnight checks the crossbow bolt that missed. "Good job, everyone."

She reads the note. "Are these the killer's targets? It sounds like one worshipper of Milani was helping them with their new lives. Why did the Dragon Sharks come into possession of this?"


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

I built a level 5 Cleric (with a side of Monk) as a rebuild of a Sacred Fist character. I'd love to try her out if you're going to run a later scenario.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Hunt Target, Reload and Fire again
One last target to neutralize. Agent Midnight steadies her aim and fires...

Crossbow: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d8 + 1 ⇒ (1) + 1 = 2


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"I'll try to use suppression fire." Agent Midnight reloads her crossbow and gets closer to the mage before firing.

Reload, Stride, Strike! The kobold is prone, so it gets a +1 AC bonus against ranged attacks.

Crossbow: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 ⇒ 6

The key to suppression fire is not to hit, but to scare the target into doing something else.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

After this quest, the team I was in skipped straight to the finale since the GM had to go on vacation, so I'd like to do them.

Applying 1.4 changes would give us a bump in flavor but isn't necessary. I don't care either way.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"I'll target the magic user..." Midnight runs through the sewage, readies her crossbow, and sees plenty of targets guarding the magician.
Gah, my favorite boots! I'll be scrubbing them for weeks to get the smell out!!

"Fine, Mister Red. You're blocking my shot!"
Crossbow: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 ⇒ 5

Oh, that's a crit!
Crit Damage: 1d6 ⇒ 4


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Agent Midnight removes her Thieves Tools, inspects them carefully, chooses the finest picks and a nail to set the trap shut. "This should do it. We're safe to pass now. I'll keep looking for traps." She retrieves her tools, packs it on her belt, and moves on.

Expert Perception: 1d20 + 4 ⇒ (8) + 4 = 12


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Ballistar, do you want me to try it?"

Disable Device rolls if I'm elected to disarm them:

Thievery: 1d20 + 2 ⇒ (14) + 2 = 16
Thievery: 1d20 + 2 ⇒ (18) + 2 = 20
Thievery: 1d20 + 2 ⇒ (19) + 2 = 21

Thievery: 1d20 + 2 ⇒ (20) + 2 = 22
Thievery: 1d20 + 2 ⇒ (13) + 2 = 15
Thievery: 1d20 + 2 ⇒ (8) + 2 = 10

Thievery: 1d20 + 2 ⇒ (16) + 2 = 18
Thievery: 1d20 + 2 ⇒ (18) + 2 = 20
Thievery: 1d20 + 2 ⇒ (13) + 2 = 15

Thievery: 1d20 + 2 ⇒ (15) + 2 = 17
Thievery: 1d20 + 2 ⇒ (5) + 2 = 7
Thievery: 1d20 + 2 ⇒ (15) + 2 = 17

Thievery: 1d20 + 2 ⇒ (1) + 2 = 3
Thievery: 1d20 + 2 ⇒ (15) + 2 = 17
Thievery: 1d20 + 2 ⇒ (2) + 2 = 4


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Good job, Ballistar. I couldn't have done it as well." Agent Midnight smiles. "I'll keep Seeking. Maybe there are more traps along the way."

Perception: 1d20 + 4 ⇒ (19) + 4 = 23


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Trapdoor. Pitfall." Agent Midnight points ahead, and Fazgyn agrees with her assessment.

She advances to the edge of the door and takes a look. "Ballistar, do you want to disable it?"

I've done this before, so I'll let Ballistar take the lead. If not, I can make the rolls now.

Disable Device rolls:

Disable Device: 1d20 + 2 ⇒ (11) + 2 = 13
Disable Device: 1d20 + 2 ⇒ (6) + 2 = 8
Disable Device: 1d20 + 2 ⇒ (15) + 2 = 17

Disable Device: 1d20 + 2 ⇒ (3) + 2 = 5
Disable Device: 1d20 + 2 ⇒ (18) + 2 = 20
Disable Device: 1d20 + 2 ⇒ (2) + 2 = 4

Disable Device: 1d20 + 2 ⇒ (12) + 2 = 14
Disable Device: 1d20 + 2 ⇒ (3) + 2 = 5
Disable Device: 1d20 + 2 ⇒ (3) + 2 = 5

Disable Device: 1d20 + 2 ⇒ (15) + 2 = 17
Disable Device: 1d20 + 2 ⇒ (18) + 2 = 20
Disable Device: 1d20 + 2 ⇒ (13) + 2 = 15

Disable Device: 1d20 + 2 ⇒ (8) + 2 = 10
Disable Device: 1d20 + 2 ⇒ (1) + 2 = 3
Disable Device: 1d20 + 2 ⇒ (4) + 2 = 6

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