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73 posts. Organized Play character for Kydeem de'Morcaine.


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The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Yep, looks good.
Thanks again.

The Concordance

1 person marked this as a favorite.

Does #7-10 Consortium Compact lead into another scenario? It definitely sounded like it should have a follow on.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Sorry I was absent most of the last week. It was supposed to be alternating shifts, not 2 shifts a day.

Info is correct. Thanks for running.

Does this scenario lead to another? That ending sorta seems like it is leading to something specific.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

With an angry squawk BiggerBird charges the miscreant who shot his friend. Blue will get an AoO on BB and the charge will mean AC is only 14.

claw att: 1d20 + 5 ⇒ (19) + 5 = 24, if hits, claw dam: 1d4 + 2 ⇒ (3) + 2 = 5

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

BiggerBird activates SnufflingLumpGus' dire collar and the mastodon grows to a larger size.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

My schedule is going to be wierd for the next 10 days. I think I will still be able to post every day. But if not, just bot me.

BiggerBird likes most people. He would rather scare people away than have to kill them. But he is very unhappy about these drug dealers. They need to be dealt with harshly.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Dang! I didn't notice that North wasn't the top of the map.

BB and SLG rush to the secret door in case they manage to break through it.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

BB will spend his last 1/2 hour nailing shut the 2 secret doors.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision
Rogarch wrote:
@Biggerbird - Guidance cannot be used with ability checks (Strength checks) otherwise my character would be using it as well. :) ...

Dang! I misremembered that. Ok, so I only moved one stack of boxes. Sheesh!

if there are birds outside:

I would assume the city at least has pigeons with 10 miles.
BB uses a spell to speak with the birds.
[ooc]BB is using commune with birds to speak with the pigeons. He is asking the birds to watch and if anyone approaches the building to peck on the clear wall above (skylights) on the spot closest to where they are approaching the building. The spell description doesn't really cover that use. Up to you if it could work. But it is no real loss to try it.
handle animal: 1d20 + 6 ⇒ (17) + 6 = 23

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Sorry for the late posting. BiggerBird will totally try to befriend the dog. Probably isn't worth while, but very in-character. With guidance.

BB sits on the floor by the dog and feeds it bits of dried meat from his rations, gives it some water in a cup, and speaks softly/soothingly to it.
handle animal: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 If that doesn't work, he will use his scroll of charm animal. Uses 3 hours.

Yoon, can you please put that trap at the top of the stairs in case they do manage to come in that way (magenta square)? Then please try to relock the doors we aren't wanting them to use.

Don't think we have time to put a barricade outside so we will just rely on the doors being locked (hopefully).

GM, are the any birds just outside the warehouse?

BB then begins to build a wall for himself and SLG to hide behind (with guidance).
BB str 1: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
SLG aid str 1: 1d20 + 3 ⇒ (19) + 3 = 22

BB str 2: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
SLG aid str 2: 1d20 + 3 ⇒ (11) + 3 = 14

BB str 3: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
SLG aid str 3: 1d20 + 3 ⇒ (3) + 3 = 6

BB str 4: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
SLG aid str 4: 1d20 + 3 ⇒ (16) + 3 = 19

BB str 5: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
SLG aid str 5: 1d20 + 3 ⇒ (19) + 3 = 22

BB str 6: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
SLG aid str 6: 1d20 + 3 ⇒ (7) + 3 = 10

BB str 7: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
SLG aid str 7: 1d20 + 3 ⇒ (14) + 3 = 17

BB str 8: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
SLG aid str 8: 1d20 + 3 ⇒ (2) + 3 = 5

BB str 9: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
SLG aid str 9: 1d20 + 3 ⇒ (5) + 3 = 8

BB str 10: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
SLG aid str 10: 1d20 + 3 ⇒ (8) + 3 = 11

BB str 11: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
SLG aid str 11: 1d20 + 3 ⇒ (12) + 3 = 15

BB str 12: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
SLG aid str 12: 1d20 + 3 ⇒ (15) + 3 = 18

BB str 13: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
SLG aid str 13: 1d20 + 3 ⇒ (16) + 3 = 19

BB str 14: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
SLG aid str 14: 1d20 + 3 ⇒ (14) + 3 = 17

BB str 15: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
SLG aid str 15: 1d20 + 3 ⇒ (18) + 3 = 21

Ok, this is wierd. Each is 1/6 of an hour, so now I have worked a 2.5 hour and moved 2 boxes. Am I understanding this correctly?

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Crickets chirping...

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Do I think she is telling the truth. Especially about destroying the drug?
sense motive: 1d20 + 2 ⇒ (4) + 2 = 6 {sigh} Yes, I believe anything she says.

BB and SLG begin looking for anything interesting or useful. Starting with the area near the western doubles doors. (SLG is really just looking for anything that smells wierd or seems edible.) Also looking to find empty or at least light crates to move around. Traveler's Anytool for pry bar, chisel, pliers, or hammer to help open crates quickly.
perception BB: 1d20 + 8 ⇒ (19) + 8 = 27
perception SNLG with scent: 1d20 + 5 ⇒ (16) + 5 = 21

Ok, time for actual tactical planning. First some questions for the GM.
1) How high is the ceiling and is there a second floor or attic?
2) I assume those lighter squares are the light from skylights. So is there a way for someone to get onto the roof to be our lookout?
3) The ladder and stairs on the map make me think the piers and the southern section of the warehouse are a level lower than the rest of the warehouse, correct?

Ok, so here's what I'm thinking. If we pile empty/light crates where I drew the magenta boxes, that should make anyone coming from the land side head for the western double doors and slow down anyone coming from the sea side.
I intend to build a little cave in the crates where I drew the green boxes. So no one coming in the doors can see BB or SLG. When the combat seems imminent (or someone gives me a signal), BB will drink his potion of Enlarge Person for the Kortos encounter and activate SLG's Dire Collar for the Aspis encounter (if we can tell which is which). That will either give a combat advantage or scare the $%#%@ out of anyone we are trying to intimidate.
As I understand it, we are not supposed to kill the Kortos underlings, just make them think the deal is broken. However, I definitely think all of the Aspis goons should croak.
Thoughts, suggestions, alternate plans or concerns?

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Why move the shipment? Wouldn't it be easier to just destroy the drugs here?

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

We have to go the that warehouse NOW! We can't let those drugs get out.

BiggerBird doesn't have any real plan or anything. If you want to delay to make plans or purchases, it will be quite easy to talk him into waiting a bit.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Sorry, work killing me this week.

linguistics: 1d20 + 5 ⇒ (11) + 5 = 16 just succeeded
Oh well this is him complaining mostly. I think he is upset that Jimmy-Joe-Jonson, Sara-Sue-Smythe, and Harry-Hank-Hensen have started making a whole lot of this stuff and selling it before he made it 'better' at bad stuff. Maybe we also need to go stop them?

We can take all his stuff. Anything that anyone doesn't want to carry, I will put in SLG's saddle bags.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Come on you ragamuffin, let's go. BB drags one of the wretches over his shoulder and hauls him/her up to the street and drapes the limp form over SLG's back. Then he heads back down for another. We will take these to someplace safe for a while.

BB takes them to some church with a reputation for good works. He will just leave them at the door and say, Found these over that way. Seems like something happened to them. Then he will leave without saying anything more.

After he is sure he is not being followed and stops for a bite to eat, he heads back to join the others in the sewer.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Send them out and take their places as others suggested earlier. Since we don't know that this bad man will use the same entrance as us, the others should probably be hiding in that small side cave.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Come on SLG, let's slip out the kitchen door!

stealth: 1d20 + 6 ⇒ (15) + 6 = 21

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Hey let' show you neat trick. My friend can stand on his back legs while drinking from a bottle. Watch this!

handle animal: 1d20 + 6 + 4 + 2 ⇒ (13) + 6 + 4 + 2 = 25 +4 for animal companion and +2 for training harness

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

stealth: 1d20 + 6 ⇒ (5) + 6 = 11

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

I will go in last. As the sneaky one, I will let Yoon tell me if I'm supposed to start a fight.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

We need to remember not to be obviously Pathfinders.
So my first thought is a brawl. Takes no particular social skills. If some of you go in to get a table and into place. When getting a little closer to time. The Ifrit and I go in with our pets. The horse and mammoth can 'accidentally' bump into so tables to cause a ruckus. If that doesn't start a fight, we can bump into your table so that you can be offended, get mad, and start swinging. During the fight, some of us can 'run away' to knock down the back doors. At least until the local authorities are called. Then we all clear out.

That isn't the only possibility of course. But it doesn't require any particular social skills.

Other ideas welcome.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

I still think you human-ish mammals should go in first.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Humans seem to find me and my friend rather noticeably memorable. Says the bright yellow tengu. Perhaps we should stay outside so it is less suspicious when we come in and start a ruckus?

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision
Fyl Imal wrote:

...

It looks like you jumped back to task #1 here, which is unrelated to the sewers. ...

Yes. I thought it was decided we were done with this one for now. Rogarch had asked about what to do next.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

With no sneaky PC's, I thought disrupting the meeting would be easiest. Causing a disruption isn't too tough. We could just start a fight with each other in the place where the meeting is supposed to happen. Eventually someone will probably call the authorities if we make enough noise and cause enough damage. Then we run away before the authorities get there (hopefully). I imagine that would make them delay.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Ha! I didn't even consider taking 10.

perception: 1d20 + 8 ⇒ (10) + 8 = 18

Oh that is not good! The drug in process. Drugs are bad and must be stopped. We can come back tonight and stop these people.

BiggerBird pushes the bug to float down the channel and out to sea, so its corpse won't give anyone a warning.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

knowledge local (untrained) with the guidance that I forgot about: 1d20 + 1 ⇒ (7) + 1 = 8

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

BiggerBird steps forward and swipes at the beetle with a claw.

claw att: 1d20 + 3 ⇒ (12) + 3 = 15, if hits, claw damage: 1d3 + 2 ⇒ (2) + 2 = 4

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

I'm going to assume, I couldn't get SnufflingLumpGus down the ladder without some major reconstruction of the street above. So he will be guarding our exit.
Dang, I again forgot to buy a sap for non-lethal damage.

Nods at Alice in thanks for the light. Then addressing the one trying to steal from Yoon, No! Bad person. You do not take other peoples stuff with asking. Then he moves forward to stop the person if necessary.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Walking straight up to the shouting hawker, I have heard that the Rat Street is a very bad place. Please tell me where it is, so I can be sure I don't go there.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Biggerbird is quietly singing (badly) to himself as he leads SnufflingLumpGus onto the barge for the trip to shore.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Going time it is! Come on you big fuzzy, let us get get you comfortable on the boat. ... I know you always say you don't like boats. I don't see why. None of them have sunk yet.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Out of Character, I would say this sounds like an Aspis trap to capture/kill some Pathfinder agents. Or a triple agent that just wants the Apis and PF's to fight, so she can run off with the goods. But either of those might be too complex to resolve in a single session.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

It sounds as if we have a plan (or at least an intention) Captain Valsin. Is there anything else you can tell us about the city or the people/creatures we are likely to encounter? Odd laws? Quaint local customs? Curfew? Xenophopia?
Also, how shall we make contact with this double agent?

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Well obviously we must grab that alchemist and turn him over to the authorities! And if we don't stop the meeting her cover will be uncovered and she won't be able to help us.

Out of character, BiggerBird and SnufflingLumpGus won't be very good at sneaking onto a ship to steal something. However, we could probably be good at causing a distraction for someone who is sneaky.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Standing near by is large cheerful looking tengu with a baby wolly mammoth following him around. Oddly, the tengu appears to have dyed all of his feathers yellow.

Hi everyone, I'm so happy to meet all of you!

The Concordance

Count me in! This PC is level 2, but I've only ever played it at level 1. Oddly it is on my list of have played at level 1, but I don't actually remember what it is about. If I do start to remember, I will keep that knowledge out of the way.

1) Character name: BiggerBird
2) PFS#-Character#: 30504-10
3) Character Class & Level: Tengu hunter 2 (with a woolly mammoth companion)
4) Faction: The Concordance
5) Day Job (with roll): Animal Handling: 1d20 + 6 ⇒ (17) + 6 = 23
6) Any other downtime activities: probably not
7) Anything unusual or fun about your PC that you think the GM or other players may like to know: He is a Tengu that is more sociable and likable than most of the 'outdoor classes' usually end up being. Also for some odd reason he always dyes all of his feathers yellow. Oh and he has a wine skin that giggles when he drinks out of it.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Looks good. Thanks for running!

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

I don't think I've heard of any other scenario that ends with a dragon ride!

Thanks for running.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Oohh, pretty!

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Oh wow! I like yellow too, but you are yellow and shiny. That is so amazing. Hey we found this necklace thingy that looks kinda like you, but obviously not nearly as wonderful. I think this is what the people in town wanted. Unless you want it back?

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Gosh, that is so sad. It would have been better make friends. but some just never want to be friends. {sigh} ... No one else seems to be here. Maybe she tattooed them both? But why would she tattoo herself to death? That doesn't make sense.

perception: 1d20 + 8 ⇒ (14) + 8 = 22
survival (footprints): 1d20 + 2 ⇒ (11) + 2 = 13
SnufflingLumpGus, was there anyone else here?

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Buffs:
Enlarge Person - dur 8 rounds
Bless - dur 10 rnd
AC:14, HP: 10 of 10, reach 10'

Yes, tusks protect friends. move and attack (provokes)

claw att 1: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23, if hits, claw dam 1: 1d4 + 2 ⇒ (1) + 2 = 3
Woot! Crit threat!
crit confirm: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18, if hits, crit dam: 1d4 + 2 ⇒ (4) + 2 = 6
Double Woot!

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Buffs:
Enlarge Person - dur 9 rounds
Channel bonus +1 - dur 1 rnd
AC:14, HP: 10 of 10, reach 10'

SnufflingLumpGus, THUMP IT! Biggerird says as he steps forward and reaches out with his claws. 5' step and full attack
bite att: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18, if hits, bite dam: 1d4 + 2 ⇒ (1) + 2 = 3
claw att 1: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14, if hits, claw dam 1: 1d4 + 2 ⇒ (2) + 2 = 4
claw att 2: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6, if hits, claw dam 2: 1d4 + 2 ⇒ (1) + 2 = 3

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Buffs:
Enlarge Person - dur 10 rounds
AC:14, HP: 10 of 10, reach 10'

BiggerBird snatches a small bottle from his bandolier and chugs it down. Suddenly he begins to grow larger. potion of enlarge person

In a deeper and louder voice than before, SnufflingLumpGus move in front of Brialla and get ready to stop that monster!

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

I would suggest we move slow enough to look for pits, trip wires, or other traps. Otherwise moving right along. We can explore later (if we survive). So I guess one move distance each round rather than 2, so half speed. Then a take 10 on stealth. Relying on distance and the noise they are making to mask our general unstealthiness. Sneaking is going to be difficult anyway without any of us having darkvision.

perception: 1d20 + 8 ⇒ (17) + 8 = 25
BiggerBird take 10 stealth is 12. SnufflingLumpGus take 10 stealth is 10.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

I don't think any of us are at all stealthy.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision
Brialla Elberion wrote:
Arrows break and it ruins the spell. And each caster may only have one light spell at a time. Sunrods though, are awesome!

Trying to remember what we did a while back. As I recall, we actually cast the light on a piece of string tied to the arrow. The bad guys were all humans with no low light vision. So we wanted the light near them and us still in the far darkness. But yes, I can just throw (or carry with me) a sunrod toward the foe. None of us has a rank in UMD so the scroll will go unused. SLG and I will follow right behind Brialla.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

I already have a bow and 20 arrows, but thanks for the offer. I do not have dancing lights. However, we could cast light on a couple of arrows for you to send behind the opposition. Or i have a couple of sunrods we can use.

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