Killian Paltreth

Code Name: Lumpy, Ace Detective's page

50 posts. Organized Play character for Yiroep.


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Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Thanks for GMing! Had a blast, and this was truly a fun party to go through that scenario with.

Also, two characters retired in one scenario... how fun!

Hope to see all of you around. (I have added the chronicle to my own drive)

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Sleight of Hand (Heroism, Inspiration): 1d20 + 10 + 2 + 1d8 + 2 ⇒ (10) + 10 + 2 + (4) + 2 = 28

Lumpy is busy being quiet, for once, trying to make sure his equipment is unseen.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy wrinkles his mustache. "Gee wilikers! Well, this is a mess! I too can teleport." Lumpy has D-Door is OK with using it alongside Alie.

"I think we should keep some of this stuff. I can hide some of it in my Pathfinder Pouch, and try to stealth fully carry the rest."

Not sure what kind of check, but Lumpy has both Stealth and Sleight of Hand.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy heads over to Elindriel and casts Placebo Effect on her.

"We will take care of your condition later. For now..." He casts his magic. "It's all in your head." The effect is suppressed for 11 minutes.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Yes, but there's no way for me to know that in character or out of character unless I am told :p

Standard Action
If there's anything left, Lumpy casts another Mind Thrust III at it.
Mind Thrust III: 10d8 ⇒ (1, 3, 1, 7, 1, 8, 7, 2, 4, 1) = 35 - DC 19 Will for half

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Would like to know if it if a disease effect or poison effect they are laying on us. If so, Lumpy would like to cast Placebo Effect on Voros.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Reflex Save (Heroism): 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34

Sorry, completely missed the Reflex save part. Fixed it in my stat line.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Fort Save (Heroism): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25

Just for record keeping purposes, he is down 3 HP due to 11 HP False Life.

Free Action
Lumpy tries to identify the enemy. Using one use of Investigative Mind to roll the d20 twice.
Knowledge (Planes) (Heroism, Inspiration): 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Knowledge (Planes) (Heroism, Inspiration): 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
Inspiration: 1d8 + 2 ⇒ (2) + 2 = 4
Total Knowledge, 33+4 = 37 ... just give me some info you'd like. :)

Swift Action
"It's a ____, it's gassy and gross!" Lumpy relays information. Using Inspirational Expertise for +4 insight bonus to attack rolls these for one round vs. these foes (1 Inspiration used here).

Standard Action
Lumpy casts Mind Thrust III at the enemy. Targeting Green. If it turns out he knows they have SR, he would like to using a point of Phrenic Pool to roll twice and take the better on the SR check.
Mind Thrust III: 10d8 ⇒ (6, 7, 8, 8, 2, 6, 5, 7, 2, 3) = 54 - DC 19 Will for half.

Non Action
He takes a step back to give Elindriel room to cast.

+4 insight bonus to attack rolls vs. these for this round.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

With Heroism, can't fail any of those checks. (Except Intelligence, but I'll choose the knowledge)

"I do say. Seems to be an elemental of some kind who haunts these ruins. This is evidenced by the image appearing on the monitor."

Lumpy sees the security locker. "Isirah, you say this is a skillchip, but it needs to be repaired? And this... this is a sonic rifle, fully charged? Interesting finds here."

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Can't fail either of those checks.

Lumpy hears Alie and panics. "Uh oh, gotta spring into action."

GM:
Can't fail the Knowledge (Religion) check in the spoiler.

Initiative: 1d20 + 7 ⇒ (7) + 7 = 14

Lumpy springs into action disabling monitors.
Disable Device (Heroism, Inspiration, No Tools): 1d20 + 32 + 2 + 1d8 + 2 - 4 ⇒ (18) + 32 + 2 + (6) + 2 - 4 = 56

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy studies the devices in the room.

Knowledge (Engineering) (Heroism, Inspiration): 1d20 + 24 + 2 + 1d8 + 2 ⇒ (13) + 24 + 2 + (8) + 2 = 49

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Can't fail the Knowledge (Religion)

"Fascinating. This haunt haunts the entire ruin. We'd have to draw it out to actually defeat it." Lumpy straightens his monocle.

"Perhaps we should... explore..." Lumpy wriggles his mustache "report, and cooperate further?" He winks.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"Roger!"

Lumpy heads towards the "eye" and tries to disable it.

Disable Device (No Masterwork Tools Out, Heroism, Inspiration): 1d20 + 32 - 4 + 2 + 1d8 + 2 ⇒ (16) + 32 - 4 + 2 + (2) + 2 = 50

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

What happened to my post? o_o... I guess it got deleted. :(

Previous Turn:

Non Action
Lumpy steps into a more advantageous position.

Free Action
Lumpy tries to identify the foe.
Knowledge (Planes) (Heroism, Inspiration): 1d20 + 15 + 2 + 1d8 + 2 ⇒ (9) + 15 + 2 + (6) + 2 = 34 - special defenses, special attacks, elemental defenses, vulnerabilities

Swift Action
Having identified the foe, Lumpy tells the party where to strike. "You see, the whirlwind will tend to coalesce in a localized area when..." Inspiration Expertise - +4 insight bonus on attack rolls for 1 round for all these foes.

Move Action
Lumpy centers himself for the next casting of a spell. Psychic spellcasting stuff.

Standard Action
He tries to invade the mind of the whirlwind next to him. Mind Thrust III, DC 19 Will Save for half.
Cast Defensively (Heroism) vs. DC 21: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34
Mind Thrust III: 10d8 ⇒ (6, 3, 6, 5, 2, 2, 4, 1, 6, 3) = 38 - DC 19 Will Save for half

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy will move up to the vents and enact his plan. They aren't marked on the map, so I wasn't sure where to go. :)

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy blinks but understands the cue. He begins walking inside as if pacing while talking, putting away his sword cane as he does. "Yes, perhaps we can come to some sort of mutually beneficial agreement."

He lets Conan take over again and begins trying to disable a vent without the woman noticing.

Not sure what's useful here but gonna roll some stuff in alphabetical order by skill name.

Bluff (To Lie) (Inspiration, Heroism): 1d20 + 15 + 1d8 + 2 + 2 ⇒ (7) + 15 + (1) + 2 + 2 = 27
Disable Device (Inspiration, Heroism, Improper Tools): 1d20 + 30 + 1d8 + 2 + 2 - 2 ⇒ (12) + 30 + (3) + 2 + 2 - 2 = 47
Perception (Inspiration, Heroism): 1d20 + 27 + 1d8 + 2 + 2 ⇒ (16) + 27 + (8) + 2 + 2 = 55
Sleight of Hand (Inspiration, Heroism): 1d20 + 10 + 1d8 + 2 + 2 ⇒ (17) + 10 + (4) + 2 + 2 = 35
Stealth (Heroism): 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"I do believe that was a haunt of some kind. Peculiar. Those were cameras, and apparently disabling the camera made the fog disappear."

Lumpy continues to inspects the cameras while the rest of the party figures out which direction to go.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Fort Save: 1d20 + 15 ⇒ (16) + 15 = 31
Con Damage: 1d4 ⇒ 1

*Cough* *Cough* "Uh, I'll try the same Voros"

Lumpy tries to disable a couple of contraptions.
Disable Device: 1d20 + 32 ⇒ (1) + 32 = 33

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Just a warning, starting January 14 I will be on a long business trip in a very different time zone, so likely my post rate will be shifting for the remainder of this game. I still expect to be able to post 1/day (hopefully), but if I go silent for a little (especially on weekends) I just want people to know what's up. :)

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Can't fail either of those checks.

"Look out!"

GM:
Initiative: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Any mechanics we should know about before holding onto the frame? ;)

Lumpy quickly adds to Alie's statement, "Not that 'lugging' you around is a great burden upon us, of course." Lumpy winks.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"He's quite good at jokes."

Lumpy tries to delicately phrase his next words so as to not upset the woman too much. "Do you think we could help repair your memories? It seems like it might have been an incomplete transfer."

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"What they don't know won't hurt them." Lumpy winks.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy looks excited at the turn of events. "Oh, ask what this device is! I'm quite curious!"

Lumpy takes the camera. "Oh, let's capture this moment, too! I believe the word you are supposed to say is 'cheese.'" He takes a picture of Alie with the device and shows the still to the party. If it's unflattering he retakes it.

Lumpy also explains to Voros the chameleon suit. Feel free to look up the stats, but it's a +2 armor that can give +10 to Stealth checks and allows Hide in Plain Sight.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"Well, this is interesting!"

Lumpy hands the device to Alie.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy looks around and starts listing things out.

"Ah, this is a flashlight, much like mine I already have. It'll give off light in a cone for several hours."

"And this is a camera. You can capture moments of time both visually and audibly and it'll display on this screen here."

"Here is an emergency raft. It rapidly inflates and floats in water."

"This armor is a chameleon suit. It isn't very good armor, but it is great for sneaking around as it camouflages you." 9% arcane spell failure? Really? Not 10%?

"An emergency shelter! It's exactly what it sounds like and inflates easily. It protects from the cold, wind, noxious air conditions, and even has heating!"

"We've also got a skillchip. This one seems to make you better at tracking and finding your way. However, we have no way to use it unless we have a skillslot."

"Not quite sure what this thing is though." Lumpy picks up a rectangular sheet of pale blue crystal the size of a large journal, reinforced with adamantine and laced with skymetal horacalcum.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Reverse the vents to suck back the gasses? Heck yeah he would do that!

"Hrm. There's a trap here, but it could prove useful. If I could reverse the flow, I should be able to suck up the dangerous gasses here..."
Lumpy takes out his masterwork thieves' tools and gets to work.
Disable Device (Heroism, Inspiration): 1d20 + 32 + 2 + 1d8 + 2 ⇒ (18) + 32 + 2 + (5) + 2 = 59 - LOL

Lumpy doesn't mind being second rank, as he can spot traps there too.

"We should wait on harvesting. We have many spells going that would be unfortunate to lose."

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy casts Light on his sword cane and casts Dancing Lights down the hallway. He also casts Message on the whole party.

GM:
Perception (Heroism, Inspiration): 1d20 + 27 + 2 + 1d8 + 2 ⇒ (1) + 27 + 2 + (2) + 2 = 34 - +5 to that for traps

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Mechanically speaking, light fortification.

Not sure it will be needed, but posting anyway.

Swift Action
Lumpy studies the target. Quick Study with Studied Combat.

Standard Action
He decides that he better fight from afar for now. He casts Magic Missile.
Magic Missile: 5d4 + 5 ⇒ (4, 3, 2, 2, 2) + 5 = 18

Grand Lodge

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Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"The small robots... oh, nevermind. The large one is a Warden Robot! Use adamantine, spells work fine, flanking won't work, and it's hard to find a weak spot on it!"

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None
Elindriel Firesong wrote:
Total bonuses: +6 to hit (+3 competence from inspire courage, +2 morale from flagbearer/Banner of the Ancient Kings, +1 from haste), +5 damage (+3 competence from inspire courage, +2 morale from flagbearer/Banner of the Ancient Kings), +3 to save vs. charm/fear (morale from inspire courage)

Add a +4 insight bonus on attack rolls on top of all those bard buffs when attacking the smaller robots for this round. (From my swift action above)

Grand Lodge

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Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Alright, this is going to be a pretty jam-packed turn for Lumpy.

Free Actions
Going to use two uses of Investigative Mind on the Knowledge checks, so he will be rolling the d20 twice and taking the higher.

Large Robot
Knowledge (Engineering): 1d20 + 24 ⇒ (11) + 24 = 35
Knowledge (Engineering): 1d20 + 24 ⇒ (13) + 24 = 37
Inspiration Roll: 1d8 + 2 ⇒ (5) + 2 = 7
Total Knowledge Check: 44

Small Robots
Knowledge (Engineering): 1d20 + 24 ⇒ (10) + 24 = 34
Knowledge (Engineering): 1d20 + 24 ⇒ (20) + 24 = 44
Inspiration Roll: 1d8 + 2 ⇒ (4) + 2 = 6
Total Knowledge Check: 50

Order of information if can be chosen: DR, SR, Special Defenses (like construct traits, etc), Special Attacks, Weaknesses, Sight (Darkvision, Tremorsense, etc.), Lowest Save

Swift Action
Assuming he successfully identifies the smaller robots, he will relay some expertise on how to fight them using the Inspirational Expertise investigator talent.
"Hit them right here!" Lumpy relays and displays some key information on how to fight the smaller robots. +4 insight bonus to all attack rolls against the smaller robots for 1 round for all allies within 30 ft. (Should be everyone except the Jala) (Takes one point of inspiration)

Move Action
Lumpy studies the robot inlaid with Pink metal. Studied Combat. His insight bonus from the Inspirational Expertise talent won't stack with this for his incoming attack roll, as they are both insight.

Standard Action
He attacks the robot inlaid with Pink metal. Using a point of Inspiration to apply inspiration to the attack roll. His sword cane also has the Inspired quality and he has Combat Inspiration, so he adds double the inspiration die (1d8+2 at the end of the attack roll) to damage as well.
Sword Cane Attack (Haste, Inspire Courage, Banner/Heroism, Studied Combat, Inspiration): 1d20 + 8 + 1 + 3 + 2 + 5 + 1d8 + 2 ⇒ (11) + 8 + 1 + 3 + 2 + 5 + (3) + 2 = 35
Sword Cane Damage (Inspire Courage, Banner, Studied Combat, Inspiration x2): 1d6 + 1 + 3 + 2 + 5 + 10 ⇒ (1) + 1 + 3 + 2 + 5 + 10 = 22
Also going to discharge Studied Strike, effectively ending Studied Combat on the Pink robot. It adds to the damage like sneak attack would.
Studied Strike Damage: 4d6 ⇒ (1, 2, 6, 6) = 15

...I hope I didn't forget anything. This character is complex. ;)

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"Do you have an infestation of earth elementals here or something?"

Standard Action
Lumpy casts Mirror Image.
Mirror Image: 1d4 + 3 ⇒ (1) + 3 = 4
Man, lots of spells on Lumpy right now...

Move Action
Lumpy advances, prepared with his sword cane.

Grand Lodge

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Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"Thank you milady. And out of character too: Thank you!

"And if anyone would want a Freedom of Movement, speak up! I'm not the spellcaster Allie is, but I have some tricks."

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"Heroism? I wouldn't mind it. I don't always get down and dirty into the thick of battle, but when I do, I need all the help I can get. Plus, don't I strike you as the heroic type?" Lumpy chuckles.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy can't fail that Perception check.

"My, the earth doesn't seem stable here does it? You can all feel the trembling?"

Lumpy casts False Life on himself. Once he feels the trembling, he casts Investigative Mind and Freedom of Movement on himself too. False Life will last 11 hours, Investigative Mind and Freedom of Movement will last 1 hour 50 minutes.

He takes out a Wand of Heightened Awareness and taps himself with it. If initiative is rolled within the next 10 minutes, Lumpy will get +4 to it. The other bonuses from the spell don't help him as he already has competence bonuses to all those skills.

False Life: 1d10 + 10 ⇒ (1) + 10 = 11

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Not entirely sure they have any way to know if a Pouch is a Pathfinder Pouch as it doesn't detect as magic and completely conceals an item unless a certain command word is spoken. The whole point of it is to smuggle.

Regardless, Lumpy has sleight of hand for the one thing he is carrying in the pouch. (Flashlight)

Lumpy would definitely prefer they not know he has anything of the kind to keep up his anti-technology image with them.

Lumpy submits to the inspection, keeping his Flashlight close.

Sleight of Hand: 1d20 + 10 + 1d8 + 2 ⇒ (18) + 10 + (8) + 2 = 38

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"Even the knowledge of that may be known within is worth our investigation. The Pathfinders are alongside you in the destruction of dangerous robotic creatures."

Can't fail to aid another on Alie.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy heads over to the mystics. "I have quite an extensive knowledge of how to defeat those mechanical contraptions that roam the Numerian lands using spells. You know, there's some that shoot light beams. To better avoid them, use Invisibility! Or if you meet up with the ones that have a gearbox and grind you against it, Freedom of Movement and Liberating Command are key! And if you meet the ones who have swords for arms, keep in mind Grease won't work..."

Knowledge (Engineering): 1d20 + 24 + 1d8 + 2 ⇒ (18) + 24 + (5) + 2 = 49

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Joining the club...

Lumpy concentrates, exhibiting a type of spellcasting outside of the arcane or divine. It's psychic.

False Life: 1d10 + 10 ⇒ (5) + 10 = 15

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy flails his arms around as he contemplates the error. "Oh my! I do say, I apologize. I thought he was talking about the axe we brought as a gift."

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"A tale you say? A small one, perhaps. One of the many leaders of our organization who sent us on this journey is in fact a blacksmith. As you can see, his mark has been placed on it."

Lumpy points to the Smine's mark before continuing.

In an excited whisper, Lumpy says, "See? Smine. That's his name." Lumpy twirls his mustache a little as he continues. "He wanted us to give it as a gift! What a mighty fine fellow he is, wouldn't you say my good lad?"

Lumpy swings his cane a little as if enjoying the conversation.

"If you wouldn't mind, if you can't tell I am of the curious type... and if I'm assessing you right, we might be two apples fallen from the same tree in that regard. Do you have any story or anecdotes you can share with us? I know a bit about the Ghost Wolves myself as I love to read a good book and have visited Numeria before. However, there's nothing like hearing it 'from the horse's mouth,' so to say. As we are to follow you of course."

After a very small pause. "And... oh... how rude of me! My name is Lumpy, and when not being a Pathfinder, I am a detective. A pleasure to meet your acquaintance, Jala Spirit-Eye."

Lumpy waits for others to introduce themselves, or for Jala to start a story.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Lumpy chuckles at Conan's emphasis on certain syllables, but tries to do so under his breath.

"Oh my! Gravitated towards the ceiling? That sounds unnerving! But fear not! I am familiar with these robots and can give you warning if something is about to happen."

"Hallit is their language, isn't it? Unfortunately it is not in my repertoire."

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

And on that note on remembering that they hate technology, Lumpy will put his flashlight in his Pathfinder Pouch and seal it with a command word.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

"Ah, Numeria! I've been there several times in fact!"

Knowledge (Engineering): 1d20 + 24 + 1d8 + 2 ⇒ (10) + 24 + (5) + 2 = 41 - With Technologist

Lumpy starts recanting what he knows about Numeria.

"Numeria is known for its mysterious technology. Many of Numeria’s ruins contain deadly mechanical guardians called robots."

"Due to its extreme age, both the technology itself and the ruins it comes from are plagued with malfunctions and glitches. Pristine technology is extremely rare and extremely valuable, yet even partly functional devices are worth quite a bit. See! My flashlight here is one of them! The Technic League maintains a tight embargo on smuggling technological devices, which drives up the price further for those who can make it out of Numeria with any goods. I've run into the Technic League before. Nasty bunch."

"Explorers associate Numeria’s 'ruins' with the remains of an otherworldly vessel that fell from the sky millennia ago. Little is known about the vessels’ creators, all of whom likely perished in the cataclysmic crash. Even the rare humanoid facsimiles known as androids associated with Numerian technology struggle to understand their true origins. I've met one of those androids before, although it wasn't in Numeria."

Knowledge (Geography): 1d20 + 15 + 1d8 + 2 ⇒ (7) + 15 + (4) + 2 = 28

Then he recalls what he knows about the area.

"The Sellen Hills are a harsh land, ill suited for human habitation. The only noteworthy settlement is Chesed, a city built where the Sellen River meets the Lake of Mists and Veils. Beyond its walls, most of the population is nomadic and ethnically Kellid. As Smite stated, they're primitive but not stupid. Chesed serves as a capable base of operations for anyone risking the Numerian wilderness."

"Like the rest of Numeria, technological ruins dot the Sellen Hills. Most of these remain unexplored due to the danger of the region, to say nothing of the danger the ruins themselves hold. Even so, some explorers dare the protective locals’ ire and mechanical threats in search of profit. We should keep our wits about us!"

"Sulfur Gulch juts from the side of a gully in an expanse even more barren than the surrounding region. The vapors that permeate the area have choked out nearly all plant life. We should be prepared for that!"

Knowledge (Local): 1d20 + 15 + 1d8 + 2 ⇒ (6) + 15 + (7) + 2 = 30

Finally, he recalls what he read about the local tribes.

"Most of Numeria’s population is Kellid. While many settled down in the region’s few cities, numerous tribes still wander the wilds. Their long history of clashing with neighbors for the land’s scarce resources gives these tribes a reputation for savagery, though many Kellids prove quite warm and hospitable under peaceful circumstances, as least so much as I hear. I've never met an actual tribe of them."

"Further, I read in a book that The Ghost Wolves are notorious for their open hatred of technology and their hit-and-run raids against the Technic League. Because they claim extensive stretches of the Sellen Hills, fewer sites there have fallen prey to scavenging opportunists."

"Kellids have a largely deserved reputation for distrusting arcane magic. The same is not true for the Ghost Wolves, who celebrate and train promising spellcasters to help fend off the alien constructs that sometimes emerge from the ruins. Thanks goodness! The Ghost Wolves are especially fond of invisibility, which protects against the constructs’ deadly light beams. That doesn't sound good does it?"

"I wonder if they'd be fine with psychic magic as well..."

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None
Conan O'Brien wrote:
"--DID THOSE HURT?"

"In all my time as a Pathfinder agent, I am still surprised this is the first time I've been asked that question. If you're actually curious, the answer is 'yes,' but only if you fail the procedure. I've had my fair share of it, to say the least."

Conan O'Brien wrote:
"You probably recognize me from my tour last summer, Make the Inner Sea Laugh Again, or perhaps you've caught my act down at the Homicidal Fey Trickster by the docks?"

"I must have missed those, but I always love a good comedy! Will have to make sure to get your schedule next time you tour!"

Alie Saechel wrote:
"Just had a doozy of a mission. That doggone ethereal plane is going to be the death of me. Again. I mean the xill nabbed me that one time and took me there and this time we teleported there on our own volition and then things got all sort of hinky. I hope we get a better mission this time...I need to get my mind off my troubles."

Knowledge on Xill: 1d20 + 15 + 1d8 + 2 ⇒ (12) + 15 + (1) + 2 = 30

"I've read about those in a book. Terrible beasts, I must say. Fear not! I have not been on a failed mission as of yet!"

Voros wrote:
"I had a special training. Secret. The last mission was the third one I failed. I chose to act so that it wouldn't happen again."
Alie Saechel wrote:
"Are you okay in there, Voros? You seem so different. And you look quite a bit different!"

A veritable lightbulb seems to flash above Lumpy's head. "Great Scott! You two weren't on the same mission, were you?"

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

You see a half-elven man of average height and of Garundi descent on his human side. He appears bright and cheerful, and carries a mithral shirt, totes a few wands, scrolls, and a spell component pouch. He wears magical glasses, a hat, a magical cloak, magical headband, magical belt, and magical rings. He carries with him a magical cane (That with a pretty easy Perception check is obviously a Sword Cane). He also carries a cylindrical shaped metallic device where one end is with a circularly bowed outward and contained a piece of glass sunken into the protrusion, and the device has a white rectangular switch on the side. (It's a flashlight) Lumpy is bedecked in white clothing.

More notably, you see that all over his body, he has many, many Ioun Stones implanted into his skin. So many that you are pretty sure you cannot count them all with his current attire, but it is no less than 15. (It's 32)

He straightens his glasses to make sure they align on his face properly, and holds on to one lens like a monocle as he speaks. "Very good, chaps. My name... well, my name is Lumpy. At least that's what I'd like for you to know. It's my detective name, anyway." He lets go of his glasses. "I get it from all these things on my skin. Oh, I do quite like how they look!"

"In my spare time when not on my Pathfinder job, I do some private investigation. The usual stuff comes up, like tracking a spouse that the significant other deems as unfaithful, or tracking down lost loved ones... or not-so-loved ones in some cases. I do say, you can sometimes meet up with some unsavory types in that line of work."

Lumpy thinks to himself for few moments, scratching his chin before saying, "But like I always say, it's not all that different from being in the Pathfinder Society, now is it? Sometimes I think 'Unsavory' should be my middle name.... Oh, no that wouldn't be appropriate. I meant 'Dealing with the Unsavory.' But that's too long isn't it?"

He glaces to each person in the room slowly, then after a few moments of awkward silence, he quickly realizes something and says, "Not that any of you are unsavory! Oh..." He quickly clears his throat and wiggles his mustache as if flustered, "Oh of course not! I mean our acquaintances of course!"

He sulks quietly a little at his poor choice of words while others introduce themselves.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Status conditions? My friend, have you heard of the Placebo Effect? It tricks your brain into thinking you don't have a condition, it's great! Of course, it comes back, but for a brief amount of time you are worry free!

I will always welcome a bard in the party. Honestly, I think it's one of the best classes in PF, and a great addition to a party.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

A half-elf dots the thread.

Grand Lodge

Half-Elf Investigator (Psychic Detective) 12 | HP 111/111 | AC 18 | T 13 | FF 16 | CMD 22 | F +14 | R +16 | W +14 | +4 vs. traps, +2 vs. enchantment, +4 vs. psychic spells/SLAs | Init +7 | Perc d20+d8+31 (+6 vs. traps, Low-Light) | Sense Motive d20+d8+17 | Inspiration 13/13 | Phrenic Pool 5/5 | Spells Level 1: 7/7, Level 2: 7/7, Level 3: 6/6, Level 4: 4/4 | Reroll 1/1 | Active Spells: None

Refen here. I would very much like to play my Investigator on this one. Will be setting up today or tonight.

He's not exactly a combat-heavy character, but can hold his own in that regard. He's pretty much got the skills down though.

You can think of him more filling the "rogue" role.

Already table variation. Rolling the Day Job with inspiration, which he can use freely on Profession. Investigators get a lot of table variation for day jobs, but Lumpy's isn't really that good anyway.
Profession (Private Eye): 1d20 + 6 + 1d8 + 2 ⇒ (14) + 6 + (7) + 2 = 29
So, it's a 20 if you don't let him use inspiration, 29 otherwise.

Investigator Rules Stuff:
  • Basically, anytime I roll a skill, expect it to be more complicated than usual.
  • Lumpy has the Expanded Inspiration talent, which means he rolls 1d8 for inspiration. He also has the Half-Elven Favored Class Bonus for investigator, which currently means he adds 2 to the roll when rolling for inspiration.
  • An important rule to keep in mind is that inspiration can be used even when taking 10 or 20, so Lumpy still rolls the 1d8+2 when taking 10.
  • In his stat line for his Perception and Sense Motive, I basically just included what is needed to roll the skill.
  • I wanted no trap out of reach for him, so he has Trap Spotter, Trapfinding, and Technologist.
  • Here is a list of skills that Lumpy can use without using Inspiration: Bluff, Diplomacy, Disable Device, Heal, Intimidate, Knowledge (All), Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, and Spellcraft.
  • He's a Psychic Detective, which mostly means he casts psychic spells and eschewed all parts of the investigator that have him deal with alchemy.
  • Not going to explain them all here, but he took Extra Investigator Talent 4 times, so he has a lot of talents...