Belkar Bitterleaf

Bobbity's page

182 posts. Alias of Zayne Iwatani.


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Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Well if this isn't going any further I am going to remove this from my campaign tab. PM me if something changes.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I think its meant to be drank, then the next round it would go off at the end of mine. "One round after completing the casting of the spell." I cast it as a standard action at the end of the previous round. so it should go off at the end of my next. Far less useful if it went off before I could even get into the room.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Come join the fun Kessa.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity took a moment to look over the edge of the wall, he had to hop, to see what the commotion was. Chaos was the best word for it and that made him exorbitantly happy. His influence alone was reeking havoc. Bobbity popped the top on his favorite mixture and drank. He felt a great energy begin to well up within him and a tingling feeling run across his skin. With confidence, he kicks in the door. "Honey, I'm home."

Drink Detonate extract as standard and open the door as a move. I think it is a move.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Can you copy the initiative into each round update?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity bounces off the corpse and moves to the central tower. He stops at the point he saw the guards stop at before an searches to for the magic trap he saw earlier. Passing one blade, to the third arm on his back, his right hand pulls out a scraping tool. Magical traps usually had a glyph or two as a weak spot that, when broken, unraveled the whole thing.

Disable Device: 1d20 + 25 + 2 ⇒ (3) + 25 + 2 = 30

Move to draw tools and get to the trap. Standard to disable. I believe you gave me masterwork thieves tools so that roll, though poor, will disable a tap with a level 5 spell or lower.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

S$+* dude.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

^That.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

There are two guards in front of the tower that you need to go through first Veldrin. Don't think you are sneaking a horde of skeletons past them.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I'll take that to mean there is only one patrolling guard.

Bobbity scurries up the last foot of wall just as an unsuspecting guard walks by. He pauses for a moment, waiting for that look. The guard almost walks right past until a slight breeze blows Bobbity's new cloak. He turns and, "There it is." That look of utter shock and fear at being completely caught off guard. Bobbity doesn't waste the moment either. Both blades twirl as he slices into any flesh visible.

Attack 1: 1d20 + 16 ⇒ (11) + 16 = 27
Damage 1: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak Attack 1: 5d6 ⇒ (3, 5, 5, 6, 3) = 22

Attack 1: 1d20 + 16 ⇒ (12) + 16 = 28
Damage 1: 1d4 + 6 ⇒ (2) + 6 = 8
Sneak Attack 1: 5d6 ⇒ (6, 5, 3, 1, 4) = 19

Attack 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage 1: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak Attack 1: 5d6 ⇒ (4, 4, 2, 5, 5) = 20

Attack 1: 1d20 + 11 ⇒ (1) + 11 = 12
Damage 1: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak Attack 1: 5d6 ⇒ (5, 5, 3, 5, 6) = 24

Full attack. Should be flatfooted. Applying Bewildered and Disoriented to the first successful strikes and Bleeding Attack. That's a -6 to AC and attack vs Bobbity for a round and 5 bleed.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity guides Veldrin out the door and points him towards the tower he scouted earlier, specifically the guards at its front. He then climbs halfway up the wall before stopping and saying, "Wait for my signal." He then disappears over the roof but appears again a moment after. "You'll know it when you see it." He disappears and reappears. "Something gruesome but not flashy." And again. "Although if you do see something flashy, that might also be a signal. Things probably went bed." And again. "Though not for me. Probably someone else." And again. Except this time he appears, mouth open, but says nothing. He just opens and closes a few times before shaking his head and disappearing for good.

Bobbity slink back across the roof and up the wall to the patrolling guards, waiting for a silent ambush.

I'll wait to see if this is okay.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity holds a finger up to grab Rashk or Kessa's attention but each time he tried to speak they moved away to do something. So that left Veldrin to annoy. Well maybe not annoy. He'd probably like to know where his stuff was. He pokes one of his harry spider legs, seemingly unaffected by what most people would deem a horrifying figure. "Care to have some fun too? I know where the stuff is and where two future skely's can be found."


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity's face stops an inch from the floor. His eyes are closed and body tensed ready for pain. When it doesn't come he opens his eyes slowly. He looks at the floor then up to his foot where Rashk grabbed him. "Well that could have been bad. I might have exploded." It is unclear if he is lying about that. "Everyone dead in here yet? I know where to go next."


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity hangs on the side of the wall, upside down, scratching the stubble on his chin. To disable or not to disable? He'd certainly have plenty of time, invisible as he was. But sometimes these magical wards had a double warning system. It'd warn if someone crossed the barrier or if it wasn't working anymore. And mages were the toughest ones to deal with in their own territory. He was chaotic but not stupid. Bobbity turned to watch the guards discover his random utensil placement and then scurries back to the door. By then his invisibility has faded away and he crawls into the building on the ceiling past Rashk. He hangs there by his feet, cloak wrapped tightly around his body and hiding the bottom of his face. He was obviously trying to be frightening but it came off, as usual, as over the top. "I have found the warden master. He knows spells. He has magical wards. But the guards, not so smart. Blah." Bobbity flaps his cloak open as if a becoming a bat about to take flight. He accidentally lifts one foot and comes unstuck from the ceiling. "S+#*!"


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

*poke back*


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Like a creepy, giggling spider, Bobbity races across the building down the wall, and across the open ground to the wall, circumventing the guards by a large margin. He waits for the patrolling guard to walk before placing bowl on the wall. Yes, a bowl, with a knife across the top and a single marble in the bowl. Why, just to screw with the guard, that's why. He then moves to the tower, being careful of any wards that might be placed on it. He then goes from window to window, seeing what can be seen within.

Perception vs traps: 1d20 + 12 + 5 ⇒ (20) + 12 + 5 = 37


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

May I continue scurrying across the roof in the direction Veldrin said his stuff was or join the massacre in the kitchen?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity's high pitched voice breaks the silence outside, almost right next to Rashk. "All quiet on the northern front general chrome dome. Going in for a closer look." There is silence for moment then the voice returns. "Sunny's spider sense said south right?" Once he has confirmation on a direction, he scurries over the building in the direction their gear is likely to be to see what, if anything, is guarding it.

Bobbity reports in just after one minute and then heads in the direction Veldrin last indicated his book was assuming that is the direction their gear is too. Still have about nine minutes of Invisibility. Does Rashk have some sort of mind link ability for long range communication?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

With Squeeze's enthusiasm, Bobbity drinks some potions and scurries out the front door on all fives.

Same rolls as above or more? If it's dark out there, enough to need darkvision, he can prepare that as a level 3 in a min and drink it. Darkvision would last 10 hours.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I could prepare Darkvision as a level 3 extract. I did leave one open. That is also viable.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Mom? Can I go out and play now?" Bobbity says pulling on Kessa's clothes and doing his best impression of an innocent child.

Bluff: 1d20 + 2 ⇒ (8) + 2 = 10

If it weren't for the deadly blades, bombs and third arm...who are we kidding, he can't pull off innocent. "It's boring in here and dad and uncle sunny keep making angry faces."


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I think all evil characters can get behind Veldrin's comment. Leave nothing living behind. It guarantee's we escape and get our stuff back. So let's do both.

Also, I can understand the stigma against "splitting the party". If not handled appropriately it can mean one or two people become the focus while every else is left out of the action and thus loose interest. It happened in a game I DM'd and, being newish to the role, lead to that scenario. But it is also silly for the party to do everything together. The whole point of a party is to have those who specialize in different things. Diplomacy, stealth, healing, combat, spells. You wouldn't bring the 8 charisma character to convince someone you are their friend nor the should the fighter with -6 ACP follow the rogue as he tries to take out the caster before an upcoming fight.

I am not trying to split the party, just trying to gather some info and come back so we can proceed in a way that doesn't put us in an ambush.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Here is my idea as a player, Kessa identified the other two doors we haven't opened as unlikely to have people behind them so just open them up and see if one has the gear. While you search, Bobbity can scout the outside. With good stealth, invisibility and spider climb, I am fairly confident he won't run into trouble. And I promise as the player he won't make any either and return to give a report in his own way, I'll even translate. Kessa has already offered up a bounty of extracts, now its my turn. If you guys run into trouble you can probably handle it. If I do, I can escape easily. I purposefully built him to be able to attack all three saves in a single round of bombs.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Ugh. Go find my s#@*. I'll be back. Cross my heart and hope to die," he says but you can't see if he really did. There is only one door left right? Should be there. If not, its in another building.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Rashk turns to Bobbity and finds the halfling is gone. You can still hear him for a moment, humming a tune off key. The disembodied voice appears to walk through the doors then goes silent.

Going to scout. Drank invisibility extract and spider climb. Going to scout the courtyard and the walls, sticking to shadows in case someone out there has see Invisibility.

Stealth: 1d20 + 27 + 20 ⇒ (7) + 27 + 20 = 54
Perception: 1d20 + 12 ⇒ (1) + 12 = 13


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Frank! You're alive! Have you lost weight?" Bobbity says, not the least bit disgusted by the fact that the corpse on the ground just sloughed off all it's skin and organs into a pile on the ground. "You could use some meat on your bones. You first." in his own way Bobbity is suggesting they send the skeletons into the kitchen or through the double doors first.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Tsk Tsk. Must I break everything I love?" Bobbity says sadly to the brutally murdered guard before him. He hops off the corpse and sits next to them. "It must be from when I was a boy..." he starts going into a long and made up backstory somehow involving a ladle, an amorous badger, and vast quantities of milk. You have no idea what's going on with him.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Well, like I said, it had nothing to do with rules. It was out of combat. I took an action I thought was in character. He thought it was a bad call and "It's what my character would do" wasn't a valid excuse. He even felt I needed a stealth roll to get away from the party without being noticed. You should never have to roll against another player.

But I am glad you took up the mantle and enjoy it. I tried and found it wasn't for me. My friends are very argumentative and I am not good at ad-libbing.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb
MorganFreeman wrote:
Any game where I'm berated (especially publicly) for making a mistake is a table I won't play at. We're all adults and here specifically for the intent of fun, if I ever have a problem with anything anyone ever does here, you can be assured I will message you privately about it and the message will be brief and polite.

That actually happened once to me. Someone did not agree with my posted action outside of combat. It was very hard to move forward past the bad feelings. Then the DM disappeared. Major disappointment.

MorganFreeman wrote:

Something else everyone can do is post 'common combat tactics' in a profile spoiler. Spells you prefer to cast, actions you prefer for your AoOs, if you try to provide flanking, etc...

This way, when you go more than 24 hours without posting during a combat, I can make better decisions about your characters actions.

Never considered that idea. I will give it a shot though I imagine that spoiler will be large. A lot of options for level 10.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

^All of that.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Attack: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Damage+SA: 1d4 + 6 + 5d6 ⇒ (4) + 6 + (5, 5, 6, 6, 1) = 33

"Shhhhhhh. No struggling, quiet time now."


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Attack: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32
Damage+SA: 1d4 + 6 + 5d6 ⇒ (3) + 6 + (6, 5, 5, 6, 5) = 36

With so many targets dead already Bobbity was left with few options for violence. He had to at least maim one of them before they all died. The halfling scurries among the combatants to one of the blinded and entangled guards and pounces, landing on his chest. Though the man couldn't see it, Bobbity smiled. "Hello friend," he says right before slashing his machete across the mans chest several times, blood flying. Move action to get to one to the entangled men. Standard to attack. +2 as I am technically totally concealed and thus Sneak Attack damage. Mostly fluff since I figure the attack hits.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Where are we in the order?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Putting everyone together makes things move faster in my experience.

Bobbity reaches into the bandolieer on across his chest and draws one of the small vials. He gives it a shake before lobbing it into the room. "Fire in the hole," he mouths as he is still silenced. Following the toss he moves up behind any living guards with both wicked machete's drawn.

Attack: 1d20 + 16 ⇒ (11) + 16 = 27 Touch Attack
Damage: 5d6 + 4 ⇒ (6, 1, 4, 4, 6) + 4 = 25 [ooc]10 damage to splash victims.

Standard to through Tanglefoot Bomb, DC 19 Ref. Aiming for the guard that will hit the most enemies with splash. Move action to get into flanking with Rashk and draw machete's.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I might have read the description wrong. I might only have 19 rather than 67. That makes more sense.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Can't make that Sense Motive.

"What?" Bobbity says loudly, looking between Veldrin and Rashk. Or at least he almost said. The silence moved over them before he could give them away. And then it was time to move.

I'll wait for rounds for actions. He'll happily take more extracts. He'll drink the see Invisibility (100 min) and his own False Life (10 hrs).

False Life: 10d10 + 10 ⇒ (9, 1, 5, 3, 2, 10, 8, 8, 6, 5) + 10 = 67 Temp HP


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I thought I posted my thoughts. Deja Vu.

Anyway. There was some searching that Bobbity did not participate in. It would take 14 min to prepare what is now on my sheet. Depending on the size of the room there might be time enough. Or if not, then at least the bombs should be ready since the the catalyst vials last forever apparently.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Considering the number of extracts and bombs he can carry at this level I think it would take about 30 min to make them all. Figured we were pressed for time to get out and I didn't see a good moment for him to sit and tinker. I described him using everything to avoid capture so he'd have to restock.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Aw. It's just a torture room," Bobbity says, disappointed. Why didn't it contain exactly what he wanted and expected? He sullenly follows the others. He missed his bombs.

Stealth: 1d20 + 27 ⇒ (18) + 27 = 45


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Aw, he's hungry. Ain't he the cutest," Bobbity says of the obviously not cure goblin nibbling on a freshly dead corpse. He also takes the keys happily and bounds off towards the other door, hoping for more prisoners of varying strength to release. Chaos was their friend right now.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Silence. Never a good thing. Or a very good thing. Depended on the situation. Bobbity intended to find out which this was.

Stealth: 1d20 + 27 ⇒ (9) + 27 = 36
Perception: 1d20 + 12 ⇒ (5) + 12 = 17

Listen at the door. If no sounds, stealthily open it and continue on.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity pats Kessa on the cheek. "Relax Sweet T*~#. I'm f**#ing with you. Thanks for reinforcing my methodology though. You know we're making a lot of weird sounds in here that any good guard would come to check right? Have they come? No, likely because they are tired of listening to me. Just like you," he says poking her in the nose.

Sleight of Hand: 1d20 + 18 ⇒ (18) + 18 = 36

There is an odd sensation on your nose after. You look down to see a red clown nose you never saw him palm and place there. Or at least likely you didn't seen.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

I should have brought this up sooner. If my character ever gets aggravating to you guys, not the characters, that's the point, but the players, feel free to tell me and I'll tone it back. You won't hurt my feelings.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Mostly updated.

Bobbity looks around at all the people not following his plan and sighs. He climbs out of the bag. It leaps to his shoulders forming a cloak and spiked pauldrons. "What the?" the halfling says, spinning a few times to try and see what just happened. He looks a lot like a dog chasing his tale. When he finally catches it, he looks impressed. "Oooooo. Shiny." He pauses a moment, listening as people introduce themselves, then decides those names aren't good enough.

"Sunny." He points at Veldrin.

"Great Bald Turd." He points at Rashk.

"T#~+." He points at Kessa.

"...Squeeze Bits." He points at Squeeze Bits. Honestly he couldn't come up with something better than that. And the look in the Goblins eyes made him consider a new plan. He approaches the door, a tool appearing in each of his three hands.

Disable Device: 1d20 + 25 ⇒ (12) + 25 = 37

Once the door is open he says with a flourish, "Release the Squeeze."


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb
MorganFreeman wrote:
I think everyone should be satisfied with their new toys; I tried to make them all relevant to the items you wanted and to your individual builds. Feel free to name them.

Two issues:

1)I appreciate the upgrade but Bag of holding IV is far too big for a halfling. Ways 60 pounds. Need something smaller.

2)I would some input here but I see little benefit to applying special materials to the armor when it is already better than Mithril. I don't know what all of them do but all I saw was DR 1/- for adamantine or +1 init for Horacalcum. A comparatively small bonus at our level. Anyone else see some materials that could be useful.

Also just nitpicking here but a bag of holding shrunk and placed in a veil doesn't seem like it would work in an anti magic cell. It also sounds like there might an issue similar to bag of holding in a portable hole paradox. No one give Bobbity that idea by the way.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Eeee," Bobbity squwees as he opens his bag. "I love Axmas." He sifts through for a moment even burying his head and upper torso in the bag. A cascade of mumbles comes from the sides. Eventually he pops back out pulling on what appears to be the upper portion of a small chair. Unfortunately, the size of the opening prevents it from coming out. "What the?" Bobbity's head disappears back in the bag. He pops back looking incredulous. "Their's a whole dinner set in here. How'd they get it in there? Did they build it in there? That's...fantastic," he says back to s$#$-eating grin. "Why did I never think of that? She knows me so well. I think I'm in love."

He then fishes out the chainshirt. "Ooooooo." Then he sees the symbol on the inside. "Ugh. Ass-modeus. Never mind. I am so over her." Even as powerful as the item appeared to be he loathed to put it on. "Lawful. It buuuurns."

Veldrin d'Shraen wrote:
He drops his voice to a whisper "We should attempt to ambush the lone guard. Perhaps a ruse to trick him into thinking we're still locked up and one of us has fallen ill?"

"Cliche."

Rashk wrote:
"I suggest that we escape the cell and then take the guards out."

"Boring. Oh." Finding an idea. Bobbity hops into the bag up to his head. And that appears to be it. He sits there, body in the void of a pocket dimension while his head rests close to the floor. "Imagine walking into the cell and seeing all of us like this."


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Good to see I was wrong. Thanks for sticking around.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity starts singing again, "I've got a lovely bunch of coconuts" seemingly for no reason. He pulls off the patches on the veil, the bag first, tossing it to the side, then the tools. He then begins working slowly and meticulously, a grin on his face, looking up periodically to watch the guards. The terribly high pitched song hides the clink of shackle and tool.

Taking 20 (Perception 37) to check the shackles for traps that prevent escape then taking 10 to undo the shackles. That's 10 + 10 ranks + 3 class skill + 5 Trafinding - 1 dex = 27. 29 if the tools are masterwork. Once mine are off it jumps to 33 or 35 if masterwork. He then works on the others, still singing.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

All that work on a character and this game seems to have died. Disappointing. PM me if things change.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Huh?" Bobbity says looking perplexed. At the time Kessa asks about the veil he is blowing it into the air repeatedly to see if he could keep it. Hehehe. Keep it up.

Spellcraft: 1d20 + 17 ⇒ (13) + 17 = 30
Perception: 1d20 + 12 ⇒ (1) + 12 = 13

Taking a closer look at the veil.

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