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![]() Zelphar goes pew at the automaton: 1d4 + 1 ⇒ (3) + 1 = 4 Zelphar knowledge on automaton?: 1d20 + 11 ⇒ (9) + 11 = 20 Zelphar knows that the automaton is a modified Emerald Automaton, the robotic guardians of the Emerald Spire. When damaged, the automatons are known to emit electricity, and the water in the room will likely carry the aura further than 5 feet. He also knows Emerald Automatons are magic dependant, and they can be severely weakened by effects that weaken magic, such as dispel magic or areas of antimagic. ![]()
![]() Zelphar moves closer to the thing to maybe figure out about it. Kn Planes: 1d20 + 11 ⇒ (16) + 11 = 27 Zelphar relays that this is a "Mudlord". They are a mixture of a water and earth elemental. They are capable of engulfing as per a slime, have an attack that causes blindness, have DR 10/magic, and are particularly vulnerable to Transmute Mud to Rock. The water elemental attacks. From there, Zelphar knows his elemental doesn't have much of a chance, but it fights anyways. Slam: 1d20 + 5 + 1 + 1 - 1 ⇒ (5) + 5 + 1 + 1 - 1 = 11
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![]() Shenzen, not wanting to scare the children within the room with the shapeshifting guy, focuses his attacks on somebody at the top of the stairs instead. Psychic Nine-ring Broadsword on Orange: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9 Slashing: 1d8 + 4 ⇒ (5) + 4 = 9 Miss Ao runs up the stairs as well, running into the room with the strange man. Double move ![]()
![]() Ao slashes at the one next to him after drawing his weapon Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Also rerolling Wulthur's dice with the correct dice. As a greatsword isn't a reach weapon, it's only a 20% miss chance, which is a DC 5 on a d20 Wulthur's real miss chance: 1d20 ⇒ 5 ![]()
![]() Merritt quickly draws and throws a bomb at the lower arrow slit. Attack: 1d20 + 7 - 8 ⇒ (9) + 7 - 8 = 8 Improved cover
Ref save: 1d20 + 5 ⇒ (7) + 5 = 12 Deals splash damage of 7 Torrak approaches the lower arrow slit and attempts to attack. Attack: 1d20 + 8 - 8 ⇒ (6) + 8 - 8 = 6 Improved cover Miss
About QennaSex: Male Race: Dhampir Class: Bard(Negotiator) - lv 1 Alignment:True Neutral Stats:
Rac Mod Str 13 Dex 14 + 2 = 16 Con 12 - 2 = 10 Int 10 Wis 10 Cha 16 + 2 = 18 --------------------
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Skills:
Acrobatics: 1 + 3 + 3 = 7 Appraise: 1 + 3 = 4 Bluff: 1 + 3 + 4 + 2 = 10 Climb: Craft: Diplomacy: 1 + 3 + 4 = 8 Disable Device: Disguise: Escape Artist: Fly: Handle Animal: Heal: Intimidate: Knowledge(Arcana): Knowledge(Dungeoneering): Knowledge(Engineering): Knowledge(Geography): Knowledge(History): Knowledge(Local): Knowledge(Nature): Knowledge(Nobility): Knowledge(Planes): Knowledge(Religion): Linguistics: Perception: 1 + 3 + 2 = 6 Perform: 1+ 3 = 4 Profession: Ride: Sense Motive: 1 + 3 = 4 Sleight of Hand: Spellcraft: 1 + 3 = 4 Stealth: Survival: Swim: Use Magic Device: Spells:
0- Read Magic, Detect Magic, Lullaby, and Dancing Lights 1- Charm Person, Chord of Shards, and Cure Light Wounds Combat Stats:
Initiative: +3 --------
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Equipment:
Khopesh Quarterstaff Bards Kit Appearance:
Shoulder length dark hair. His skin is dusk, to the point of looking drow. Personality:
A jovial friendly individual with a dark and perverse sense of humor. Always friendly and ready to make a deal. Character Backstory:
Born the son of a Vampire Lord of Osirian Lineage and the daughter of a wealthy noble Qenna spent most of his youth in boarding school to avoid the embarrassment of his elicit heritage. However he could never stay long before he was found out. This was likely due to his being a class clown more than any obvious traces of his undead heritage. After spending the first half a century of his life hoping from boarding school to University learning many things and meeting many interesting people. His mother died, and upon her death her family promptly stopped paying for his schooling, and all but disowned him. So Qenna took to wandering from caravan to caravan for nearly half a century. Until he decided to form his own caravan. It was here that he learned where he could his broad skill set to do something other than entertain. Over the next 20 years he became a wealthy merchant. Now he spends his time on the road in search of ancient Osirian artifacts.
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