Elemental Proofing Paste

Archivist Malik Zell's page

150 posts. Alias of Zwordsman.


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This chracter was made for a 3rd party class (puppeteer) that was then adapted to a soulbound summoner (and currently a spiritualst for a one shot).

albiet when he was a soulbound it was going to be a echo ofhimself and not a deamon. but for some ideas feel free to peek.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Indeed. Hope ya'll good~

I take a peek when i check my other online play. Since I check all those off the main campaign page for my account.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Same.
GM hasn't posted since before Thanksgiving. Where he was giving a bit more time due to holidays. Hopefully things are going okay.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

No worries on me either. I had some covid to play with again.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Woof. Malik does not have luck with dice!


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Shouting out to Lie Sounds like a mess in there. Go if you need, We'll figure this thing out!
Breathing deep his soul lash changes hues to a deep violet, and he continues to lash out at the creature attempting to force it to retreat and gain distance
spending 2 ecto points to resolve all attacks at touch AC

Attack 1: 1d20 + 12 ⇒ (6) + 12 = 18 vs touch ac
magic slashing: 1d3 + 4 ⇒ (2) + 4 = 6

Attack 2: 1d20 + 7 ⇒ (4) + 7 = 11 vs touch ac
magic slashing: 1d3 + 4 ⇒ (3) + 4 = 7

Will DC16 vs flee as if panic, occurring on every hit (last round of held charges)


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I am fine with that~

Default Malik Prefernces:
Will always work towards rescuing someone if they're in trouble, over damage uses. Feel free to use low slots with the spell combat.

The larger slots are mainly for "doom rescue" with a force punch attempt or covering a bad situation with the either.

Feel free to use his healing hands as appropriate. though I doubt it'll come up in battle much being a full round.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Bruce summoned MoshPit


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Shivering a bit from the spider monstrostiy, but deciding its reach was hazardous, Malik pulls the chain whip close and concentrates for a moment before unleashing a series of attacks against the creature, empowered with his spirit.

5ft step closer to get w/in 15ft. and Spell Combat. Chill Touch.

Soul Lash Attack spell combat extra atack: 1d20 + 10 ⇒ (2) + 10 = 121d3 + 4 ⇒ (2) + 4 = 6 to hit ; slashing

Soul Lash Attack 1: 1d20 + 10 ⇒ (10) + 10 = 201d3 + 4 ⇒ (2) + 4 = 6 To hit ; slashing

Soul Lash Attack 2: 1d20 + 5 ⇒ (1) + 5 = 61d3 + 4 ⇒ (3) + 4 = 7 to hit ; slashing

If any of those hit, it also makesa DC 10+1+5=16 will save vs fleeing as if panicked for 1d4+7rds

edit: next time I'll put damage in a different macro. It is kind of hard to read here


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

It is agood consideration. Assuming this is the undead could be wrong~
could have been the spider creature.
or something else.

Good to be paranoid rogue!


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

clarification Question. THE SPIDER-MONSTER. Is it inside the Mausoleum? or is it outside climbing out of the ground out back? Also of note. I labeled the names on roll20. To confirm I have the right face for each token~ as there were several new ones and I wantedto be sure who was what


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Malik did detect a fair undead inside. Not that it has to be that thing. but at least did have a detection of some kind.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Malik is settled in for this as well, nodding to the others.
Unfurling his spectral links, reaching out to pull the door open when all are in position.

Open/Close spell if its light enough. Or whip and pull if not. If I need a str check or anything GM may roll it.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Malik in fact has Open/Close.
I just assumed the door was too heavy.

WHip or cantrip. bot hare fine. and either way Malik would want to be roughly 10-15 away anyway.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I more or less arbitrarily placed Malik to one side.

If no one else is inclined to open the door, Malik will.
Just waiting to know we are good to go.

If its just a matter of pulling it open? not pushing it open?
impv whip might help might be able to grab at range and pull open

While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Boss. Does the mausoleum have windows, or more likely moisture vents along the time. or just the main door? I.e. anywhere Malik or anyone else can take a peek in?


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

As they prpare, Malike takes a moment to center himself. Listning to the whispers from within he answers back. From the cordage around his arm, it seems to extend and bolster his armour from under.
lv 2 spell False Life: 1d10 + 7 ⇒ (5) + 7 = 12 Temp HP


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Malik shrugs, "We aren't exactly traveling in secret. Missives were sent, we had a meeting, we aren't even the first. Considering what happened until the point where we became involved. It isn't hard to guess that they have been using counter intellegence."

Taking the advice, Malik does a rapid scan around them using Detect Undead. while maintaining his readiness with his bow and awareness.
perception if needed: 1d20 + 23 ⇒ (6) + 23 = 29

"Don't ask me for much divination, nor warding them. We simply need to act expecting they know. Either they continue to watch and drain their resources, or we gain advantage of action." he finishes while waiting for the scouting foray's results.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

As the halfing scurries off, alone,Malik draws his bow once again and nocks an arrow, "Something seem odd?" he asks mostly everyone at once, and then tries to be prepared.

perception if needed: 1d20 + 23 ⇒ (17) + 23 = 40


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Taking a moment in stride, the cord he used previously wrapped around his arm seems to fade a moment, the tip twirling into a finer cord, into a thin thread. using his hands to push Matilda's cut together. Holding it steady the thread weaves in on its own accord threading through , yet showing no harm nor cut into the flesh. As it weaves through and pulls taught, the edges sinking into Matilda herself. As the wound seems to fade into her normal skin-leaving only a slight scratch along where the wound was.

Healing Hands, healed 14hp.. 6 uses left


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I put a pic etc. but I an't seem to generate the token.

For now i put a Z in where I would place.

Also prior to going in should decide if Bruce or I will heal Matilda.
Off hand I'm leaning towards me as Healing Hex is 1/day and mind is not. but if we forsee a lot of abilty damage then it might be better to save mine. As it can heal 2 from every score per use.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

"Yeah, we need to move forward. Matilda, let me suture you quickly." Malik offers as well, "It will not cost me much power to do so, Its how I practied my ability." Having said as much, he doesn't let Lie get too far before ushering them together.

Either one of us can heal Matilda. Bruce I assume yours is the healing hex? That is 1/day per person right? Mine is healer hands, it can heal 14hp or ability damage. or in more limited quanity drain. But I have 7 uses per day. I don't know which is better to save. We can figure that out while moving towards the gate. We had enough travel time we'd both be aware of this I imagine.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I'm going to assume it still relatively close to Matilda from having hit her? It exists in the whole haunt area, but its focused appearance is there? At least I have 15ft range. Since we only have a standard or move.

"Matilda! Malik gives a shout, as a chain unfurls from his arm, darting towards the haunt, glowing briefly. Moments too slow to help deflect the assault on her.

Spell Strike w/ Cure Wounds: 1d20 + 12 ⇒ (15) + 12 = 27 to hit.
Slashing Damage (magical): 1d3 + 4 ⇒ (2) + 4 = 6
Cure Wounds Positive Damage: 1d8 + 5 ⇒ (8) + 5 = 13


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

perception: 1d20 + 23 ⇒ (18) + 23 = 41
fair shot not surprised here
join battle: 1d20 + 4 ⇒ (3) + 4 = 7

"Fight or Run? I can calm it... but I can't do that often.."
I do have 1/day calm spirit from my class. but if we want to just run I"m fine with it.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I am not prepared caster. So i'm good to go~


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Perking up at Bruce's commentary concerning dreams,"I slept well enough last night, on the way here though I had some nightmares. Sounded similiar, but I have a history with undead hoardes. It isn't uncommon for me to transpose current with the past setting. We are about to enter a pretty rough situation. Dread is normal."


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Malik helps Lie with his armour, "I knew some folks who wore heavy armour like yours. They ultimately ended up slowed down in a hoarde. If we have to run from a wave of undead, be sure not to trip Okay? "

Malik will help prepare breakfast, opting for more light food than heavy. But otherwise prepares to go. "I'm good for this now. Sooner done, sooner over."


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Completing his loop, Malik returns to the group and lands less gently than he'd prefer. "Landing speed is always difficult. Don't know how birds do it on water....." dusting himself off, even if not terribly dusty, he continues "Seemed pretty peaceful, not much going on, I'm guessing anything is in the mausoleum or otherwise hidden."


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Joined on it. though haven't looked. gotta go to work


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

"I have that ability. Its made for some fun cliff jumping or tower hopping. What I do not have however-is the ability to see perfectly in the night. I do have a handy lantern that lights only for me-but its not the most distance. I can also feel most undead.. but that would be within range of arrows, bolts, magic--and maybe anything with empowered hops." Malik states as the plan is re-brought up again.

"Oh, I can also make the flier invisible.I've flown before, not a specialty but I've managed alright."

Filing through his gear, pulling a latnern, and looking through for anything else that is useful....
"If we want to scout now-I can fly lower, invisible, with my Reading-Lantern, and sweep around and see if I feel undead. What are we looking for exactly for tonight? Or just a general scout?"

Malik gives a thumbs up, "I'm game. If something goes strange, go near the old man's cabin and I"ll get a ping."

This is assuming of course, that you can cast level 1 spells with level 2 slots. AFAIK I can RAW and all. But I did just use all lv 1 slots on Alarm.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I have failed at Mahjong so I will happily pretend it occurs without detail haha.

Detect Undead and or Calm Spirit might be fairly fun to use.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

"Huh, that is a handy ability Lie, I might have to research into doing it... a bit out of my purview but compelling for an archivist as myself. Once you've finished with the Wayfinder, might I hold to it? I have connections with the Society, if they are dead within I can at least see it is sent to its next of kin for notification. ...I also wish to sketch it into my notes for the journey."

As the Mahjong is set up, "I'll try, I knew a groundskeeper who loved the game. He died before I got the nerve to ask him to teach me. Let me set up the area first however-"
Afterwhich, he lingers slightly looking at the game, happy that someone brought something for the purposes of enjoyment. Moving on, Malik sets up an alarm network once again. Taking care to set up one instance around the Old Cabin-but not including the old cabin in their base alarm So the old man can't walk into our camp w/out alarms for Malik. But also so Malik has an alarm around the old man's cabin in case they need help or have visitors.
Having finished that, Malik performs a slower counter clockwise walk staring off to the distance and seemingly chatting to nothing.

5 Alarm spells used to make a network again. 1 slot retained. Additionally, Malik will walk the general area using Detect Undead at Will.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

"Do you perhaps remember what archive, or where they hailed from? Did they leave anything on their horses I could go through?"

"Well, taking a look seems apt, and we have limited time on scene.'' Malik doesn't enjoy the idea of going in regardless of time. But maybe they can peep some activity from a safe area.

No other questions than the one about searching left over belongings for ideas of who they are. though had some stuff happen so I am also distrcted from thinking of adept questions


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Malik will hang back probably 25% of the last way,no weapon drawn, bow restowed. Does not want to look like a mob at the person's place. Also does not want to make an easy grroup attack


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)
Yau Lie wrote:


He waits a beat, before adding an additional thought. "Or should we get them a trenchcoat and have one sit on the other's shoulders so that they look closer to our height?"

"If you got one, I'd love to see that."

----

As they rejoin and give their report, "Find it odd though the stack of horses and peaceful living. Maybe the 'item' isn't in use, despite the setting. Or simply it is what it is... Shall we go, or do we still prefer to keep two for watch, while we have a chat?" Malik querries the group. Uncertain how they tend to proceed.

"Personally, I thnk we should always keep a watch-particularly in enclosed spaces that can be sieged by a wall of undead."


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Jus for clarifcation. The house is fairly close to us. And a mile down the way is the Hill near the graveyard? Or did you mean the house was 1mil away and another mile is the graveyard?

Stretching his shoulder briefly, Malik reaches back and draws forth a rather bow, thick and slightly smaller than himself. Nodding to Yau and Matilda, he steps back a little ways and takes up back guard as the others move forward. Finding himself a crook nearby to await. Either to provide cover fire for scouts, and to watch our (Yau, Matilda, Malik) backs.

Stealthing somewhere quiet off to the side but not away from Yau or Matilda: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21 +1 more if hyilly/rocky area. (guidance factored in already)
Perception to watch our backs: 1d20 + 23 ⇒ (8) + 23 = 31


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Pretty great~


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Moving lethargically this morning, Malik settles up his gear and wishes he had time for a warm breakfast instead of a work-meal. Dreams of the old meshing with the realty of the now. Never a great mix. Maybe his subconcious-or his partner-noticed something he overlooked, He'd have to keep that in mind.

As the difficult to understand Griswald states the obvious dangers of an unsettled partner Malik waves it around, "Old memories, not the first time I've spent a long period among the less-than-restful dead. It sticks with you. But I'm fine. Hungry for pancakes but I'm fine.

Perception: 1d20 + 23 ⇒ (5) + 23 = 28
"I see as well. Take care, I can talk to you quietly if you're not too far. Malik concentrates for a moment as well.

If you accept Malik touching you. You get a +1 Guidance. It lasts 1 min, so use it on that or whatever you like if you accept it.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Kn check: 1d20 + 5 ⇒ (17) + 5 = 22
As they ride, with periodic breaks Malik bringths forth a small journal and notes the path, the journey, and weather. Taking small sketches of flora and fauna during the evenings.

"That is quite a useful spell for traveling and life in general. I should look into potential simliar abilities for my future travels.

While fruit and water aren't his typical meals or preferences, no reason to complain for it. Instead he crushes berries into his cantin and sips from it throughout the night.

"I'm fine with first shift. I want to set up some simple traps anyway." pulling a thread on his jacket, he begins drawing a considerable amount of yarn. "While your grove is rather protected, I'd still like to be aware."

Malik sets about making a small trip wire on the outside of the area, and layers the https://www.aonprd.com/SpellDisplay.aspx?ItemName=Alarm on the outskirts as well.
set on quiet alert him

--------------
Malik is Neutral good


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Blanching and blanking at how easily they afford royalty of another country the means to watch, curse, or otherwise deshevel their souls but he holds it in. Its not his business, albiet he has learned well from his past to not so freely leave remniants of himself.

Clasping his hands at the princes' statements prior, and giving a well reasoned bow with full courtesy. "Excellent, parameters of the job are set. Retrieval of the skull is paramount, followed by the status of previous team, as well as removal or capture of the established theives. The latter two only if they do not endanger the former. Thank you kindly."

Bruce brings up an interesting point in such case. While the trip in theory should afford them 4 days of total travel and three days to work. This is an unusual situation and may warrant an extension of some kind. Internally shrugging however at the fact that they don't intend to send forth a rescue in the case of a week, simply more bodies, or perhaps a small army.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

That is a neat spell!
I don't think it works with unarmed attacks, just natural though.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I have a two-followup question. The criteria is for retrieval of the skull. Are you intending to encapsulate the ehrm handling of the thieves and presumably the unquiet dead into this? Or is the singular focus on retrieval and egress? With a small flourish to cover his nerves he continues I'd prefer the singular goal of retrieval. If you want more might i suggest a light bounty system on signifant undead or the ring leaders? Incentive if an opportunity arises but secures the skull priority.

Clasping his hands together, attempting to take on a more solemn tone unaware of their relationships with the lost crew, "Is there any distinctive traits, tattoos, armour, weapons, tomes, or other specific things about the missing crew to watch out for? In effect.. identifiers if they're lost, or if someone is attempting to fake being them.--WHich is likely what I would do if I were the enemy.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

I don't know the DC of that sense motive check... but I'll be surprised if Malik didn't make it. Wow.
having +4 from my phantom's alert is great.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

GM. At Lie's comment of Undead running around. Malik will have Detect Undead up. as its a freely castable thing for Spiritualist. he isn't going to focus on it (i.e. multiple round focus in the spell), he's just leaving it up in case he gets a blip that tingles his brain. He'll do that in the waiting room and maintain it best he can. Psychic magic is nice for not showy

Taking a gander around, but being polite about how much his eyes linger on any given place. Malik follows suite with polite entry, and listens intently. Quick glancing around w/ detect undead
Having had his fill of undead for his life already. Yet once again into unsettled sleep of undeath, and badly caretaken graveyards. At least this time it wasn't his fault they're badly taken care of.

sense motive: 1d20 + 19 ⇒ (19) + 19 = 38

knowledge history: 1d20 + 5 ⇒ (18) + 5 = 23
"For clarity's sake. Is touching the skull a hazard? Or simply the use of it?" Malik inquires, pondering if they will need of care for transport. Or if it can be a smash and grab situation.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

First version of Malik-when he actually had a phantom (who always was intangible, and just threw intimidation around) used magic trick mage hand! its a lot of fun.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Shortly after the Butler leaves the room, as Yau Lie begins his self introduction. Malik takes one Cigar, and puts two more in his bag with one tinderwig. Instead of cutting the tip he just puts it in his mouth unlit for now. Never having tasted one before, but figure why not claim a few if they're offered so freely.

"Howdy you both, I'm Malik. No house associations." he answers the strangly pale one. "Tools of the trade mostly. I'm an archivist working on field acquisitions, so to speak. Although today I'm here just as Malik-Who needs traveling money. Relax is a matter of perception however. " Gesturing at the juggling, " Attention getting means less attention on me, while I can focus my attention. Win Win."


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

"Mmm, would you have cider?I'd enjoy a cigar. Please do not cut or lite it. I prefer to handle the details myself. Pray tell, please consider recommendations for an inn for post our meeting with the honored host. Thank you sir." Malik takes advantage of the offerred nicesties, while he does not smoke he will not refuse a gift.

Noticing the prior arrival, Malik offers greetings, "Howdy. I'm Malik, would you also be here concerning an offer of contracted employment?"


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

You just need an IV drip of Holy Water first.
No different than having shots before international travel yo.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

"Well, hopefully they're more "hey I heard itsa fun show" and less "evil witch burn her" huh? " Retrieving his letter and waving it briefly before putting it away again, "I'm heading there too, I've got a job offer, the guard pointed the way. Come, we can find the way."

WIth such an offer Malik heads back attempting to maintain travel to the castle.


HP 54/54 +12THP. Fort 7 Ref 6 Wil 10 AC 21 TAC 14 FFAC 17 CMD 18 FCMD15 Join Battle +4 Perc +23 (w/ phantom)

Lie shaves his fangs!
is now my headcanon.

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