"Yes with blessings from you during the transfer that should work, a priest with the right training in crafting weapons would be best. I can lock the front door and the second floor to allow you time, but the forces below will likely grow in strength. Your choice. Also I can create an Efficient Quiver for you while Claptrap does the adaptive swap." Faust says with more confidence. "Hello, who do we have here? Do you know these two?" He asks Velden and anyone else around. The images are a bit fuzzy but you might be able to discern them. Intelligence or Wisdom check DC 10: You see Five speaking with Huc and Jellena.
"You are welcome to test your skills at it, but you should know most modifications unless they are mechanical rather than magical in nature will take a few hours at least. The turrets outside could still be active but there are no loaders active out there, there appears to be quite a few piles of scrap besides the two shipwrecks out there." Faust says with a bit of confusion in his voice. If there is a specific thing you are looking for or something that does a specific action, let me know. Drone Report: The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads “Kassen’s legacy lives on with his people. Drink and be refreshed.”
"I will see what will be safest and get them moved. You worry about whatever is down there. Good luck and I will keep you informed." Faust taps the side of his mask and you can see a microphone. Claptrap brings forth two echo devices. As you venture farther down... At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
"Not mine, there is a more sinister force at work within the tombs. I will see what I can do about the drones, if you wouldn't mind taking a look downstairs to see if you can deal with whatever is raising skeletons that would be great. I will let you know once I know more, do you have an echo device?" He settles down with the gun not in his general direction, the skeletons also step back. He taps on his waist indicating the device, then seeing a confused look he shakes his head. "Service Bot, get them echo devices." He then turns around and walks to the base. The wall folds back allowing him to enter the machine room and goes to the terminal, with screens showing up and showing different images.
"I let my defenses down to let you down here and I get a gun aimed at my balls. You will move it now!" He continues to get more angry and slaps the gun away from him but she easily dodges his blow. Touch attack: 1d20 + 7 ⇒ (7) + 7 = 14 The six skeletons all take a step forward and lift their weapons up, waiting for a command.
About Angelica Delathor. . . . . . . [Dice=+3 Adaptive Composite longbow, with Eldritch Blast, DA, RS]1d20+7+14+3-2-2 [/dice]
[Dice=+3 Adaptive Composite longbow, DA, RS]1d20+7+14+3-2-2 [/dice]
Hasted:
[Dice=+3 Adaptive Composite longbow, DA, RS]1d20+7+14+3-2-2-5 [/dice]
Need to add sublime to her! Her human features are fair as she has a sublime air of health and muted beauty especially compared to those who follow. Introducing herself to the new faces she pleasantly says, "Angelica Delathor eldritch ranger and tracker at your service." Human ranger/warlock 5
DEFENSE AC 22, touch 18, flat-footed 14 (+4 MAGE armor, +8 Dex)
Fire Resist 5. Fort +9, Class +4, Con +5
Vital:
HP: 90/90, AC: 22_ T: 18_ FF: 14, Perception +8, Sense Motive +2, Initiative: +8, Fort: +9 _ Ref: +12 Will: +6, CMB: +8, CMD: 26, Speed: 30 OFFENSE Speed 30 ft.
[Dice=falchion] 1d20+8[/dice]
kukri +8 (1d4+3/18–20) [Dice=Composite longbow, str +1]1d20+5+8 [/dice]
[Dice=ELDRITCH blast]1d20+5+8 [/dice]
Special Attacks favored enemy (goblinoids +2) STATISTICS
Feats
Skills: Acro+9_Bluff+6_Climb+7_Dip+2_HAni+7_Heal+10_K (geo,Arc,Pla,Nat,Dungeon)+4_Perc+10_SM+2_SpellC+7_Stealth+14_Surv+8_Swim+7_ UMD+7 Skills
Diplomacy +2, (ranks 0, cha +2)
Languages Common SQ track +1, wild empathy +2 Gear Ranger's kit:
redwood wand - burning hands/+3 morale bonus on next attack. charges: 5 chain shirt, dagger, (longbow with 20 arrows), heavy cloak Scorching Sand Event: Fire Resist 5
Daily Quest:
+1 is guidance from Alia, +2 is aid of an acolyte. [Dice=Pushup Str DC 15]10 + 1+ 1 +2+1[/dice], 10 to 10:30. Using Touch of Good from Zaidel. [Dice=Situps Dex DC 17] 10 + 8+ 1+2[/dice], 10:30 to 11. [Dice=Squats Dex DC 19]10 + 8 + 1+2[/dice], 11 to 11:30. Rest for an hour including lunch, 11:30 to 12:30. [Dice=Jacks Con DC 15] 10 +5 + 1 +2[/dice], 12:30 to 1. [Dice=5k Con DC 17]10 + 5+ 1 + 2[/dice], 1 to 1:30. [Dice=Loot Box ]5d100 [/dice]
Trial:
The Scorching Sands:
This nondescript dome holds a much bigger space within. In the far distance you can see the domed walls but around you are dunes of sand. A light above makes the room and sand visible. As you enter fires begin to erupt randomly from the sand. 3d6 fire damage, Reflex DC 15, 5 times. For those with 30 foot speed. 4 times with 40 feet. 3 times with 50 feet movement. Etc. Reward: Fleet of foot feat. Endure Elements vs. Fire. Or fire resistance. Can be done twice. Other suggestions are welcome! She goes first
She gets to the far side of the sands and touches an obelisk. She gets teleported back to the group. She states, "Next time is going to be easier with my new fire resistance." You can fly over or spiderclimb over to the otherside but you gain no rewards, it doesn't even teleport you back. Loot?:
cherry - darting duplicate
spellcraft: 1d20 + 7 + 6 ⇒ (20) + 7 + 6 = 33 redwood - burning hands/+3 morale bonus on next attack spellcraft: 1d20 + 7 + 6 ⇒ (10) + 7 + 6 = 23 apple - emblazoned crest spellcraft: 1d20 + 7 + 6 ⇒ (10) + 7 + 6 = 23 pear - endothermic touch/+3 on Acrobatics checks spellcraft: 1d20 + 7 + 6 ⇒ (9) + 7 + 6 = 22 pear - celestial healing/increases your number of AoOs by 1. spellcraft: 1d20 + 7 + 6 ⇒ (14) + 7 + 6 = 27
DM notes: Birch, Maple, Mahongony, Willow, Oak, Cherry, pine, apple, walnut, pear, apricot, redwood.
spellcraft: 1d12 + 1d20 ⇒ (7) + (5) = 12 cherry illusion
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