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Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Boon?: 1d20 ⇒ 9 I want to second all the thanks and appreciation GM. This scenario must be an absolute beast to run in PbP, but I can honestly say this might be my favorite scenario I've ever played online, and certainly the most memorably epic fight I've been a part of in PFS (and that includes Waking Rune). You did a fantastic job putting up with all of our weird shenanigans and telling a heck of a story. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Psycho Dread wrote: Psycho took a deep breath and opened his eyes. "What happened? Where am I? I thought I was dead. I've already seen light at the end of the tunnel." You were. Welcome back. Barnaby says as Psycho looks around confused. Hope you don't end up making this a habit. The half-elf gives a smile that gives up halfway through. The weight of what just happens slowly starts to hit him. As the sages gather them and speak, Barnaby nods to them in appreciation of the gesture as well. As Sinuhotep and Tahonikepsu take him aside to offer additional thanks before departing, he accepts their offers graciously. May not be one of your sages, but the thing needed to be done. I'm just glad we got her in the end, tight as it was. He does give the Diamond Sage a stern and deadly serious suggestion before she moves away. I know Tahari's about as dead as I can think of one being now. But just in case, the next time you manage to recover another lost Sage Jewel out there? Bring more people. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() GM Irish202 wrote: "Looks like our effort was a success, eh?" Torch says with a rare, plain smile as he plays with an emerald gem in his hands. His gaze falls upon the two bodies being passed down to the priests. "...or mostly. Err...anyways. Colleagues, a moment of your time..." He takes the other sages to the side, which is joined shortly by Tahonikepsu as she shifts to humanoid form, to discuss something privately You...your head %&^$*^& exploded! Barnaby says in shock as Torch appears virtually unharmed before them in Resa. He looks to the other remaining Pathfinders as the Sages decide to conference with themselves. Radek, you saw that too, right? More somberly, he looks towards Jing. How's Tiny? He fine and dandy back on his plane for now? ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Torch is gone. Barnaby lifts his arm to point at the blood pool to the west, wincing at the movement. Madison too: the body at least though he might not have been in it at the time. I'm not sure about Pscyho, but I don't think he's still breathing. The half-elf can barely bring himself to smile. But I don't think we'll be seeing Tahari again. Being eaten by a god's not the type of thing you walk off easy. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() As the rift in the floor seals, Barnaby slumps to the ground, exhausted. He begins crawling towards Radek as the dwarf crumbles against the wall, but as the dwarf begins to speak the half-elf changes course and instead moves to Cassandra. Laying his gloved hand on her as two more gems crack, Barnaby says. That...that was... his voice cracks. *cough* That was Ahriman...Hand ten feet away... Cassandra heals:: 2d8 + 9 ⇒ (2, 5) + 9 = 16 As healing energy flows into Cassandra, Barnaby lies flat on the floor. Looking around at the battered bodies standing and the slumped lifeless forms around he rasps out. If it's not done, we are. Roll call: who's still got a pulse? ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Inside the Spinel: Hey Menoset, Barnaby says, ducking under one of the golems to approach the Garundi woman. It's Barnaby. I wish I could say it's good to meet in the flesh, but we aren't: this is all in your head. And we need you to break out of it.
He points up towards the horned sepid above. That thing up there? It's a div, a sepid div. They lie, Mneoset. It's what they do, lie and try to destroy everything good. And right now this whole thing is a lie because Tahari - remember her? - is using this vision to distract you from the fact that out there she's wrecking everyone. Knowledge Planes: 1d20 + 11 + 2 + 1d6 + 2 + 4 ⇒ (4) + 11 + 2 + (1) + 2 + 4 = 24
Still talking, Barnaby moves towards one of the golems and moves around it, trying to scratch at glyphs and hit key points while avoiding the construct's attempts to stop him. I'll admit I don't know you as well as the other Sages. Something about cards? But from what they've said you were an explorer. An emissary. And clever, very clever. So its time to use that cleverness Mneoset. That rod's not working on these guys? Then here, come out and help me brute force it then. UMD, using a point of Inspiration: 1d20 + 20 + 2 + 1d6 + 2 ⇒ (16) + 20 + 2 + (3) + 2 = 43 There! the detective jumps back as his work seems to for the moment cause the golem to revert to its former state. The detective looks back at the Garundi. You weren't in Osirion when the Sages were purged. You know what? Good. That means you, and your Jewel weren't destroyed. All that guilt you might feel for that is something you can feel because you were doing the Order's work and looking for new knowledge far and wide. But if you regret missing you chance, you have a new chance to stand and fight. Right now Barnaby looks 'up' I'm not gonna lie, we could use you out there. Torch is gone, so's Madison and Psycho. The rest of us are hurt bad. But we're fighting, and despite the shape we're in, we are far from powerless. He extends a hand out to her. Come on Mneoset. Help us. Knowledge Arcana: 1d20 + 20 + 2 + 1d6 + 2 ⇒ (20) + 20 + 2 + (2) + 2 = 46 ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() GM Irish202 wrote: ""We have her cornered!" rumbles Tahonikepsu, but Amenophus remains grim. "Do not relax yet. We must free the Spinel from her grasp first, or she can merely retreat into the jewel after she is defeated!" Working on it Barnabysays, seeing the force sphere drop and the path to the last gem clear. As Tahari re-emerges next to him, the detective looks at her with a smirk. 700 years. Not a bad run. He says as he dives towards the last Sage Jewel. Feel free to swap the stories down below. NOW Acrobaticsing towards the last Sage Jewel (to J13), and will attempt to enter it. Acrobatics: 1d20 + 10 + 2 - 1 ⇒ (11) + 10 + 2 - 1 = 22
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Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Furstrated that her efforts to re-shape the very continuum of time still failed to save Torch, and blocked from getting vengeance on his slayer, Tahonikepsu moves around the sphere to attempt to take down the foe she still can. Move her to attack the graveknight, if she can get into a space. If not, I suppose ready to strike at Tahari if she reemerges from the sphere? ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Tahari seems to have Shield up, so no magic missiles unless its dispelled (on he, fire away at the graveknight. I hopefully brought Jing back to awake - Tiny's gone but if any of your summons can heal themselves that would help (Branaby's met some nice azatas before). Going to move towards Cass to get her next round unless the force sphere's down: in which case I'll try to jump into the Spinel.* *Caveat: at this rate could easily be dead before then :) ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Force sphere's around the Spindel for at least this round then. In that case... Barnaby looks at Jing below him and slams his right hand down on the fallen summoner. Two of the Using two gems from my First Aid Gloves to hopefully wake up Jing. As its from an item, unsure how that would be handled with the graveknight's 'anti-healing' field. Or if we're still close enough to him that it matters. If needed, item's CL is 9 and my concentration is +15 Heal to Jing?: 2d8 + 9 ⇒ (5, 7) + 9 = 21 Also still swift-action using the Elemental Conquest boon for DR 5/Adamantine. Then moving to M14 ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() So that I understand the map/lay of the land:
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Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() What did I tell you from the start? When Barnaby's around, time gets weird :p ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Tahonikepsu meanwhile roars and continues to lash out at the graveknight who she just witnessed slaying her colleague. The dragon attacking the graveknight. Fighting on two fronts is killing us, literally. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Geez, and I always really liked that spell :) Barnaby lets out a yell and grips his head in pain. Liquid leaks involuntarily from his eyes as he stares back at Tahari. I...dare a lot. He glances to the north as Torch crumbles. Probably right on the second though. But then again, without your tethers, I don't think I'm alone... Attmepting to Acrobatics past Tahari and up to J11, then will try to jump into Mneoset's mindscape. Will also before moving use my 'Elemental Conquest - Earth' boon to get DR 5/Adamanatine for a minute Acrobatics: 1d20 + 11 + 2 + 1 - 1 ⇒ (20) + 11 + 2 + 1 - 1 = 33
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Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() So, if we're doing some table talking: If I am still alive and mobile next round (BIIIIIG "if" based on how things seem to be going), that last round was pretty much my best offense against her as I've got no other way to ghost touch. I could try to dodge around her and see if the Spindel sage can be freed, or could attempt to use my First Aid gloves to bring either Jing or Cass back up and conscious (though unsure if the graveknight's aura thing would also affect magic items. Guessing yes, so that's a gamble) ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Dang, a 30 missed. Oof...
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Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Regarding Tahonikepsu, given her size I'm unsure if she's able to fly down here, or if she can reach either Tahari or the graveknight this round ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Winds'd get to me before I could reach them! Barnaby yells out to the gasping dwarf. Anyone gotta way of dispelling those? Barnaby if tired. He's hurt. And he's seen ally after ally keep falling down. But as Jing's magic hits him he gets a momentary burst of adrenaline, and glares at the ghost with anger. He raises his mace as his other hand dips in and out of his pocket in a flash. In a fluid motion he smears a strange goo on his weapon before bringing it down on the necromancer three times. Swift action using my Ectoplasmic Enhancement boon to make his attacks ghost touch for one round. He will break Studied Combat to use Studied Strike on the third swing (assuming it hits) Power Attack: 1d20 + 19 + 1 + 2 - 2 - 1 ⇒ (18) + 19 + 1 + 2 - 2 - 1 = 37 for damage: 1d8 + 12 + 4 - 1 ⇒ (2) + 12 + 4 - 1 = 17 Haste Power Attack: 1d20 + 19 + 1 + 2 - 2 - 1 ⇒ (13) + 19 + 1 + 2 - 2 - 1 = 32 for damage: 1d8 + 12 + 4 - 1 ⇒ (4) + 12 + 4 - 1 = 19 Iterative Power Attack: 1d20 + 19 + 1 + 2 - 2 - 1 ⇒ (7) + 19 + 1 + 2 - 2 - 1 = 26 for damage: 1d8 + 12 + 4 - 1 ⇒ (3) + 12 + 4 - 1 = 18 plus Studied Strike damage: 4d6 ⇒ (1, 6, 1, 2) = 10
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Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() I think right now (and correct if I'm wrong anyone): 'Free and cleared' - Tahonikepsu, Sinuhotep, Torch, Dhiara, Padrym (the onyx sage)
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Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby finds himself knocked down by the force of the desert winds. Coughing, he stands up and movs slightly south, calling back to Tahonikepsu. Tahonikepsu! Can you sense where the Hells that graveknight went? And see if you can get Amenopheus out of here! Move action stand, move action go to Q9. Also question: If Tahonikepsu moves up 15 feet so she's out of the sirocco winds, can she attempt to Reposition Amenopheus a bit to the left so he's not in the blast?
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Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Sorry, guess I mis-read the grid. O9'll work then. Barnaby's focus shifts to the currently downed graveknight as he quickly sizes his foe up. We'll track her down Tahonikepsu. She's not getting away again. But right now we need to regroup, and finish the ritual. And that'll be easier with her flunkie out of the way. He strikes out at the armored warrior. Sorry about this. Swift action study the graveknight, then full attack w/ Power attack. As Tahonikepsu doesn't seem to know where the Black Moon is either, I'd hope she'd help ravage the undead we can see for now. Power Attack: 1d20 + 19 + 2 - 2 + 2 ⇒ (3) + 19 + 2 - 2 + 2 = 24 for damage: 1d8 + 12 + 4 ⇒ (5) + 12 + 4 = 21
Power Attack iterative: 1d20 + 14 + 2 - 2 + 2 ⇒ (2) + 14 + 2 - 2 + 2 = 18 for damage: 1d8 + 12 + 4 ⇒ (8) + 12 + 4 = 24 ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Based on the angle that graveknight got shoved towards me from, I think moving to N9 makes the most sense. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() 'Inside' Tahonikepsu's head: Barnaby looks around the library and up at the massive dragon. {Draconic}What's wrong? Can't find the right books? the half-elf picks up one of the tomes dropped by a baby onto the ground and reads it to the dragon. {Draconic}"Thessaly's third Theorum of alchemy was commonplace in the Thuvian provinces in the post-Jistkan era. But her extrappolation of the reactive agents' continued growth proved flawed wonce Hassam's Principle was accounted"... he shuts the book with a slam to get the dragon's attention. Barnaby continues, cycling from Draconic to Ancient Osiriani to tongue after tongue. Interesting thought. Sure there's plenty more in your archives here, stuff to tickle the mind. In fact I bet there's a whole organization who'd love to help you research these and learn more. Out there.
Linguistics: 1d20 + 27 + 2 + 1d6 + 2 ⇒ (11) + 27 + 2 + (5) + 2 = 47 He looks around at the creatures the time dragon's mind has chosen to populate her mind with. {Draconic}Are these supposed to be us? Babies? Cute. I mean even with us there's a range - Psycho's definitely going before me and Radek'll last.... Barnaby shakes his head and cuts off his tangent. I get it. You're a dragon. Not just any old one too, but a time dragon. In the long run, we're he snaps his fingers. a blip. Except...I've been there 10,000 years ago. These eyes've seen the Starstone drop Barnaby's lifts his hand up and gestures with it, miming a rock falling down with his fist and breaking it open as it 'lands' Boom! And other things too. Invented something I'd just picked up at the shop. Helped a god out wiht a weapon he hasn't told me to get yet. Time's fungible. Us mortals can end up mattering a lot longer than you think. And right now? the detective points emphatically out and towards the wall. Outside of here one of us 'mortals' is working to make sure her dying 7 millenia ago doesn't stop her from being able to ruin what you've built! Knowledge History: 1d20 + 21 + 2 + 1d6 + 2 ⇒ (9) + 21 + 2 + (2) + 2 = 36 Barnaby starts to approach Tahonikepsu, stepping over the babies crawling about while trying to maintain his stare towards the dragon. This place isn't real Tahonikepsu. It's Tahari, playing you, messing with your head. She's making you think you're trapped in here, stuck with use holding you back. But I've read all about you T. Tahonikepsu: the dragon who uncovered the Diamond Sage. Who spoke with all the bearrs of the past and rebuilt a fallen order from nothing, bit by bit. I'm not a 'Scarab Sage' as they call themselves but your 'mortal' acolytes? They are working, pushing, dying outside because they believe in your work. And the great Tahnoikespu if going to just let some upstart virus witch usurp her legacy? Make the history scrolls view your cause as a footnote? The half-elf continues until he's nearly upon the dragon. No! Even in here, in this little anxiety bubble, you're a dragon. A DRAGON! So be one. Get up! Get angry! Snap out of it! And show that salt-and-pepper sociopath that she. Will not. Win! Diplomacy: 1d20 + 27 + 2 + 1d6 + 2 ⇒ (9) + 27 + 2 + (6) + 2 = 46 Due to Orator, Barnaby's Diplomacy checks use his Linguistics modifier when trying to sway an individual's attitude. If that wouldn't work in this case (either this is a somewhat different context or because he already used Linguistic as Lingustics for the same general argument, I'd use Knowledge Nobility, you should subtract 16 from the third check, and pretend I framed that last argument a bit more towards focusing on her regalness :) ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() GM Irish202 wrote:
Inspriation is technically post-roll, pre-knowing if it would be enough (Hard to do in PbP admittedly). If Barnaby's actual dice roll was under 10, then yes: he'd've used 2 Inspiration to add 1d6+2 - Being blind is not great. Will post turn assuming not blind. If I rolled well and still failed, then have me provoke and the like as needed.Barnaby just manages to turn his eyes aside as glitter erupts around him and Tiny. As Tahari slinks down he tries to strike at her. AoO: 1d20 + 19 + 2 - 2 ⇒ (17) + 19 + 2 - 2 = 36 for damage: 1d8 + 12 + 4 ⇒ (1) + 12 + 4 = 17
Cursing as she vanishes, he looks around. The rest of the party is obscured by the fog, but he hears scream, clangs and grunts from all around. The only thing he can see clearly is Tahonikepsu - who's taking her time to attack the rest of the party. He looks at the huge dragon and muttering under his breath Know I don't seem to be your favorite. So, sorry about this... attempts to reach out towards her. How does one attempt to enter a Sage's mindscape? What sort of actions would that be? Also If I am still blind, my guess would be any fumbling to her would provoke ouch. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Cassandra Vitae wrote: "We can't afford to have the sages against us. Does anyone have ideas for how to free them?" Magic around 'em's just like that mindscape! Barnaby yells back. I think she's got the sages trapped in their own heads. We find a way to get in there, maybe we can snap them out of it! The detective curses and mutters quieter as he sees his swings' minimal effect on Thari. Told the dragon: exorcism. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Certainly don't mind the healing, but think you forgot to roll the channels Cassandra :) %^$&% Barnaby curses as the ritual goes sideways even faster than he feared. The detective sizes up the ghost next to him as he calls out through the fog It's a cloudkill! Cass, move: it's rolling out your way! He then slams out at the ghost, Tahari, hoping to at least throw off its concentration. Swift action study Tahari, 5-foot step to N9 to move closer to flank, full Power attack Power attack: 1d20 + 19 + 2 - 2 ⇒ (16) + 19 + 2 - 2 = 35 for damage: 1d8 + 12 + 4 ⇒ (1) + 12 + 4 = 17
Only a +2 weapon this round unfortunately, so halve all the damage that hits :( ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby'll stand next to Sinuhotep I suppose. O10 ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Well I just found out my max skill check I guess ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Here then, Barnaby says before they begin, calling Radek over away from the ritual space for a moment. He lays a hand on the dwarf. Even if the plague's dormant for now, any other nice 'surprises' with magic come up you're the one least likely to notice. Hopefully this'll help you out if the worst happens. Will cast Herosim on Radek, and then on myself again as the first one'll expire shortly. Moving back towards the ritual space, the half-elf listens as Amenopheus describes the process. Makes sense. Here, I'll be another set of eyes on the script then. Will attempt to aid the technical components, then keep up the cadence, as a professional (well feated at least) orator. Ritual set-up Lingusitics: 1d20 + 27 + 2 + 1d6 + 2 ⇒ (5) + 27 + 2 + (3) + 2 = 39
![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Yes, it certainly is a wonder. says Barnaby. I hope you had less complications looking around than we did. The detective move towards the somewhat exhausted Amenopheus. Offering him a sip from his waterskin, he looks around. [b]Here, drink up. So, this ritual. Exactly what's it going to entail. Also Cassandra and Jing, you may want to ask Torch is he has a pair of soul stimulants in his bag. Won't remove a negative level, but will negate the penalties of one of them for 12 hours. (300gp each) ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Heal spell or six. Barnaby replies. Know the man's prepared, but how many of those things do you think Torch has in there? Somewhat genuine question, as I have utterly forgotten how much we got from Torch at the start. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby would share his findings in the spoiler for me above. Barnaby frowns as Radek confirms he's infected. There's the sages too. he adds grimly to Radek's count. If you think Tahonikepsu's clear, great. And Sinuhotep's dead, and Dhiara's probably good too. But Amenopheus and Torch might be hit with this too. That might be 7 right there. He looks to the others. Assuming I can make all these right and none of the crystl's wasted - and I'm good, but clearly not good enough to not get sick in the first place - that's only 3 spares. Think having one of the Blood's might make it worth cutting the margins down? As he waits for them to respond, the detective starts moving to a clear space on the bench. either way, not sure how much time to waste. Any of you good with herbs of alchemy enough to feel confident chipping in? Barnaby would definitively prioritize creating a cure for each of the infected first, which'll take some time anyway. Not a Herbalist or much skill in Alchemy, so he'd use Knowledge Nature to try an whip cures up. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Radek Angdur wrote: Radek moves toward the sealed metal canister, his eyes flickering about the room, watching for threats. He stops well short of the container and points toward it. "Hmph. Number fourteen. Were we lookin' fer this one?" Tahari did seem to especially love it in one of her visions. Barnaby says to Radek, somewhat distractedly as he moves over with Cassandra to look at the notes on the worktable. Reading them, he frowns. She kept experimenting, trying to make her 'work' better. The 14th trial was a failure for her: only a 90% fatality rate. [smaller]Cor![/smaller He continues, jumping around. Some notes on punishing a div in the mind - great to know now - then a holy warrior of Osiris was captured. She seems especially pleased that the disease managed to affect him. But she also say, hold on... The detective fishes into his bag to bring out the notes from the library room in the other wing. She mentions some crystal byproduct seems to repel the disease. If that's the 'aether'... Barnaby trails off lost in thought as he tries to make further sense of the notes. Would like to try Know Nature on the notes to try and understand them more. 1d20+15+1d6+2 right now ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() I'm not sure I ever noticed that 'once per week' limitation. Always learn something new :)
Barnaby holds his head, just barely fighting off a massive migraine. Learn anything interesting? Learned that Tahari certainly likes her plagues. And is a sick genius: trapped her frelling memories with a div. Who in the Nine booby traps memories? He looks to Tahonikepsu and Radek. How long were we in there? ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() GM Q: Assuming the dice roll for me was less than 10, would I have been able to spend 2 Inspiration to add 1d6+2 to the result? Unsure how that would work if its not fully apparent (also I suppose could have ended up rolling well and still failed) ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby glances warily at the 'palace' building Marouf pints too. Too much to hope for it'd be one of the easy ones. He looks to Mr. Madison and Cassandra. [b]You went and had a peek there earlier. Anything we should know? A lot of room behind this throne of hers? ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() As the pasha mentions leaving, Barnaby looks around, concerned. Hag's Spawn! He slaps his forehead angrily. Stupid B! Didn't think of how to leave. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Assuming those descriptors are vague images in the mist. Barnaby glances into the obscured doors as he paces nervously through the village. We need to figure out what Tahari was doing before she died. We get what Black Moon wanted then, we can see what she's doing now. After a pause, the half-elf takes a deep breath and heads into the building showing a 'potion flask'... -- Emerging a minute later, Barnaby looks to the others. There's a frown on his face, but he seems invigorated. Weren't kidding Cassandra. It looks like she almost thought of her little viruses and poisons as part of her. Dozens of parts of her. The detective glances towards the 'sarcophagus' one and moves towards it. Wonder if this'll explains what that dragon was... After entering and exiting Nope. I guess we weren't the only ones to find her little hideaway down below. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby gives the 'host' a nod. Marouf. Nice to meet you as well Pasha. What exactly was it that the Black Moon wanted from you before you...declined. the half-elf looks around. And what is this place? Old Resa? ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Radek Angdur wrote:
Sorry, Easter and family stuff Hard to promise Barnaby says bluntly. He looks at Radek. Some 'scapes are essentially just open fields for mind-fights. But if this is meant to keep memories, likely an immersive. You go in - well, onto the Astral Plane but you get my point - and can see things, maybe even interact with them. Of course while some are harmless, others can actually have things hurt you in there. And the trickiest ones make it hard to tell you're even in one at all. The half-elf looks at the twisted machinery and grimaces. Based on what we've seen so far, I wouldn't expect the nice kind. Be prepared. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby looks at Mr. Madison. From what I've heard of these, getting 'in's as simply as walking into the blur. But hold off a bit: unless you want your head taken out and put in that thing too, I think the settings'll need to be reversed. Barnaby walks forwards carefully, avoiding getting too close to the shimmering 'entryway' as he tries to reverse the apparatus' 'mode' Would try Spellcraft to move it to retrieval mode. Between buffs and Inspiration it'll be at +22+1d6+2 (the last two being from the half-elf favored class option for Inspiration) ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Having done what he hopes is enough for a their return trip, Barnaby quickly hurries out of the flooding chamber as it begins to ready itself again. Odd level of enthusiasm about that. he says to Psycho, but still moves to the north. Overeager or not, the pychic's impressions feel right. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Radek Angdur wrote: Radek finally stalks back to join the others when he hears the strange, disembodied voice and the howling sounds of the various elements. "What in blazes be goin' on back 'ere? I thought tha' disarmin' a magic trap would be a bit more quiet than tha' ruckus!" Barnaby grunts as he stretches towards a new set of red runes. The real doesn't always match the ideal. he tosses back over his shoulder at the dwarf. And let's hope there aren't any more guards. Especially mobile ones: too much to hope there's still an element of surprise after that. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby ducks to match Mr. Madison right as the mage throws up his barrier. As a torrent of fire and heat roars above them, the detective finds himself shaking. That...Nine that was too close When the fire finally relents, he looks cautiously out into the room. Thank the gods you're as reckless and stubborn as I am, or else you'd be scraping me up right now. he says to the well-dressed man. Though no one can see it, he winces slightly as the words come out, then follows it up with a quieter tone. I think you might've saved me here. Not sure I can repay that, but I damn well won't forget it. Barnaby notices the floor of the room slowly becoming moist again and jumps up. Now, let's not deal with that again. Barnaby will attempt to pick up where he left off as quickly as possible, hoping to be able to shut down the red 'fire' runes before the 'cycling' comes around again. But just in case I'm slow on the draw once more, the rest of you should hurry to the other side now while it seems temporarily safe. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby curses inwardly as the red runes glow too fast in preparation for the 'cycling' Barely scratched the thing. Not enough time! He glances at a nervously waiting Mr. Madison then, cursing, taps Tiny hard on the shoulder. Down, quick. I can't do it fast enough and I don't know what that's going to mean. As they descend, he calls out to the mage beneath his sphere. I failed. We should go. Now! ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Still, ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby shakes his head as his stomach feels...different. The detective tries not to pay it much mind as he continues frantically trying to halt the runes' glowing progression. The speed at which the blue runes begin brightening shakes him however. Barnaby looks around and almost loses his balance against Tiny as he sees Mr. Madison suddenly with them. Madison! You have anything that might be able to speed me up or slow it down? Because otherwise you may want to 'pop' back out of here - I don't think I'll be finished here before we get to see what all of these do. Barnaby grimaces, but continues his work, hoping his math is wrong. For now, continuing to disable ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Yeah no, let's burn the Heightened Barnaby swears as Tahari's presumably's voice begins talking about 'contaminated' things. Seeing the green runes glow, the detective quickly glances at them, then the blue, then the red up top. He spits out a word to the eidolon. Rule of thumb. Red equals bad. Bring me up! as he pulls out his thieve's tools and begins to try and disrupt the third band of symbols. Beginning a Disable Device check to try and stop whatever's going on, starting with the red ring is that's important to cite. Disable Device should be +25 against magical traps right now, though it'll take 2d4 rounds to actually see if it works. ![]()
Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus) ![]() Barnaby looks at the looming eidolon. Might help if the trigger ends up being one of the higher runes. He glances back at the moist room. If you're willing to risk it, wouldn't say no.
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