Seltyiel

Dakari Brightshore's page

44 posts. Alias of Vanulf Wulfson.


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Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

As the shark turns to attack Ku'Hania, Dakari takes advantage of it's distraction and buries his rapier deep into it's exposed flank.
Attack roll (archaeologist's luck): 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Damage: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari draws upon his luck and pokes at the beast with his rapier.
Attack roll (archaeologist's luck): 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Seeing Ku'Hania dive fearlessly into the water, Dakari follows suit. Drawing his rapier he launches himself over the side of the boat and swims toward the shark.
Swim check: 1d20 + 7 ⇒ (9) + 7 = 16


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

As the shark takes the bait, Dakari draws his crossbow. He spans and loads a bolt and, taking a deep, steadying breath, he sights and looses a bolt at the creature.
Attack roll: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 2


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari looks concerned for Ankha's wounds as he runs the flaming sphere over the ankheg's corpse just because he can. Once the sphere winks out he casts a spell on Ankha to cure her wounds.
Cure light wounds: 1d8 + 2 ⇒ (5) + 2 = 7

"Hmmm, that's not a bad idea Braxton. If we can get a cart or wagon from the settlement we could cart this b%&** to the docks and carve her up for chum to attract the shark." he scratches his chin "I don't suppose sharks are too picky about their next meal."


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari will look over each hole seeing if each is interconnected and which one was the first one made. Assuming he finds "hole zero" he says to the others "We should get the colonists to fill this one in as best they can, just to prevent another ankheg from using the first one's route to the colony."


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

"Get away from her, you b~*#%!" Dakari yells as the ankheg grabs Ankha. With a thought, he directs the flaming sphere to roll up on the creature from behind as he draws his machete and moves up besides Ankha.

Damage (flaming sphere) Reflex save DC:13 negates: 3d6 ⇒ (5, 1, 6) = 12


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Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Thanks, Ankha. That's what I was thinking of doing except I was thinking about using the color spray wand instead.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Yes, please take your time. We'll be here when you're ready to carry on.

Just an FYI. I'm going to be on vacation with my daughter for spring break next week. I'll be gone from Saturday the 9th until Sunday the 17th.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari stands at the edge of the field and let's out a low whistle "Damn, that's a lot of holes" he sighs in frustration "and she could be in any of them." His face lights up with and an idea and he let's out a loud whistle "Annie? Annie? Come here girl. Annie, Annie, Annie!" he shouts as he begins to stomp his feet on the ground.

He looks at the others as they stare at him incredulously and shrugs "What? It could work."


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari agrees with Ku'Hania's assessment of taking the mother out first. He seems a little aghast at Ankha's suggestion of using the body parts to lure the baby ankheg's out of he field "I don't know about that. Are they cannibalistic on anything like that?"
Knowledge check (dungeoneering): 1d20 + 8 ⇒ (4) + 8 = 12


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Intrigued by Carver's sudden conspiratorial actions, Dakari tries to get a read on the man but is unable to fathom the sudden change in the man's demeanor.
Sense Motive: 1d20 - 1 ⇒ (3) - 1 = 2

Dakari looks around to see if anyone is nearby to overhear their conversation, seeing no one nearby he lowers his voice just the same "I used to be an agent. For several years in fact, until...I got tired of "Stepping and Fetching" for the Decemvirate and I decided to branch out on my own." He gives Carver a knowing wink. "Interesting" he thinks to himself "let's see where this goes."


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari will spend the rest of the day help unload the Peregrine and get the colonists settled into the abandoned huts and tents of the earlier settlers.
If no one objects he'd like to give the box of divine components to one of the priests.

The next morning he will give Ramona the Goodberry wand in the hopes that someone in the colony will be able to use it. During breakfast he will chat up Carver Hastings and Perell Bey about the history and potential hazards we might face as we explore the island looking for the original colonists.

Once the group is back together in the house he'll speak up "I think we need to take out the mama ankheg first, I'd rather do that when we're fresh and then we can mop up the babies afterward."


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

RE: the remaining treasure (just my 2 cp's worth).

Dakari will take one of the masterwork machetes and donate his mundane one to the colony for clearing brush, etc. I think we should donate the other masterwork one to the colony as well.

Alchenist's fire x2. I think they should go to whoever has the highest Dex/BAB in the group (which would be Braxton, with the rest of us tied at a +3). I think Braxton should get at least one, if not both, with the other going to someone who's not going to be a front-liner. My vote is for Ku'Hania (1) or Ankha (2).

Cure light wounds potions x4. I think we should either split them amongst the four of us or, since Ku'Hania and I can spontaneously cast it, Ankha and Braxton should take two apiece.

Wand of Goodberry. I think we need to leave this with the colonists as it may be needed to supplement their provisions until such time as they can plant/harvest their first crops.

Any thoughts?


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Use Magic Device (archaeologist's luck): 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25

"Ignis" he shouts as a ball of flame appears in front of him just as the swarm of cockroaches flow out of the sacks of grain and boxes of foodstuffs to attack "See, I knew I'd get it...eventually."
Waving the wand around like a conductor in front of an orchestra he directs the flaming sphere back and forth over the mass of insects until they are all incinerated. As the last of the vermin sizzle and pop Dakari gags from the stench as he draws a breath. Looking at the rest of the party he says "I think we're going to need to leave that door open for a while."


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari enter the room with the wand in one hand and a torch in the other. He waves the wand around with a flourish and points it in front of him "Flame on" he says aloud...and nothing happens.
UMD check (archaeologist's luck): 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
He stares at the tip of the wand before slamming it into his palm a few times. "Fire?, Burn?, Fuego?" in desperation he tries every word he can think of for fire as the skittering noise of the swarm gets closer "Oh c'mon, man."


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Is there anyone who can use the wands? I'd say leave the goodberry wand here with the colonists. Maybe there's someone who can use/UMD it.

Speaking of the wands, I had forgotten the flaming sphere, so I may not need the alchemist's fire after all (provided I can get the thing to work).


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari will take the time to prep three flasks of oil to use should the vials of alchemists fire prove to be not enough. He will don the swarmsuit and waddle, along with the others, across the compound to the provisions hut.


1 person marked this as a favorite.
Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

A7 is good with me too

Dakari listens as Ankha lists off the difficulties they encountered while searching the settlement "Seems to me some of these will need to be dealt with sooner rather than later. I can't imagine leaving the village to go searching for what happened to the "old" colonists, while leaving the "new' colonists to be eaten by ankhegs or cockroaches."

Eyeing the swarm suit he says "Does anyone have alchemist's fire? I have some flasks of oil but they won't be nearly as effective"


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

I wouldn't mind getting the talisman (luck also plays a factor in being an Archaeologist, you know).


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Go ahead and take it.

GM of the Ruins wrote:
The wand is a wand of flaming sphere with 9 charges left.

This is the wand from the Grindylow Queen's chest. The wand Dakari is trying to identify is from earlier, before he joined the group.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Bards also get longsword proficiency but I don't really want it. If we're going to eventually be fighting underwater I'd rather stick with the rapier.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

As his eyes begin to glow blue as he casts detect magic, Dakari takes the wand out of the teak box and turns it over and over in his hands.
Spellcraft check: 1d20 + 7 ⇒ (17) + 7 = 24


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

I'm good with Ku'Hania taking the quick runner shirt as well. I think Braxton should get the mithral chain shirt too. I'd like one of the masterwork machete's if no one minds.

What do we know of the wand in the teak box? Has anyone tried to identify it?


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

"We managed to broker a truce of sorts. We don't bother them and they won't bother us." He shrugs a sort of apology "I don't expect it'll hold very long but it'll at least give us a chance to get our feet underneath us before we have to deal with them."

Given a chance Dakari will inspect the chest the grindylow queen had given them. Satsified, he begins to try and pick the lock.
Perception check: 1d20 + 7 ⇒ (16) + 7 = 23
Disable Device: 1d20 + 8 ⇒ (10) + 8 = 18


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Sorry everyone, it's been a busy couple of weeks at work

Dakari doesn't seem too pleased with the thought of tangling with a shark that's big enough to terrorize a tribe of grindylows, but as a way to insure peace between them and the colonists he doesn't see a way around it "It would be pleasure to share the meat with you and your tribe as we would have to deal with this predator ourselves before too long." he hopes his words don't convey his misgivings about the project.
Bluff: 1d20 + 7 ⇒ (8) + 7 = 15

He will pick up the other side of the chest from Ankha and prepare to haul it out when everyone is ready.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Drakari looks at Ankha as she talks to the grindylow "queen". "Yes, it seems things got quite chaotic after the colony was established. I'm not trying to make excuses for their actions but try and understand their point of view as strangers in a strange land." "and I'm sure you were all welcoming of them when they landed as you were when we did" he leaves unsaid.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari sees the look of puzzlement on Ankha's face and smiles "They're going to take us to see their queen." he translates into common.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Drakari follows the others into the water and wades into the caverns. He seems bemused by the grindylow's reaction to Haplo and he whispers to Ku'Hania "In grindylow culture they consider the octopus the height of beauty".

He listens to the byplay between Braxton and the grindylows with interest. "They just...left?" he asks in aquan "Where did they go?"


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Sorry everyone for the delay in posting but I tested positive for covid over the weekend and am just beginning to feel human again. I'll try and get something posted tonight


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari will approach Perell and begin a conversation "Perrel, If I may call you Perrel." He flashes her a smile "I can totally understand her concerns here. We're far from home and things aren't exactly proceeding according to plan but if there's one thing my time with the Pathfinder Society has taught me is nothing ever goes to plan. There are too many variables inherent in any undertaking to take everything into account, especially on a expedition of this magnitude." he looks deep into her eyes in all sincerity "The best thing we can do is face these obstacles and overcome them, together. Ramona's a fantastic leader and a wonderful choice for this expedition, we just have to trust in what she's doing and everything will work itself out."
Diplomacy check (archaeologist's luck +2): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Seeing some of the fear and doubt leave her face, Dakari continues "Some of the colonists need to be reassured that all is going to be alright and if you, someone with your vast array of knowledge, could help assuage their concerns it would go a long way towards getting things back on track. What do you say, hmmm?"

Dakari will wander over to where Ankha and Braxton are working on Harcourt. After listening to Ahkna talking to him, he senses an opening to get an "in" with the man. "Carrolby...Carollby? I knew I recognized that name. Your family breeds horses, some of the best stock so I've heard. People respect your family. Right now people need someone they respect, someone they can look up to, to show them that everything is going to be okay. They need you!. You need to lead them by example and get everyone working together to help ensure that this expedition is a success." he gives a knowing smile to Harcourt "Now, get out there and show them that through teamwork and perseverance that there's nothing to fear, no obstacle that we can't overcome. He slaps Harcourt on the shoulder "The people need you." he says again for emphasis
Diplomacy check (archaeologist's luck +2): 1d20 + 7 + 5 + 2 ⇒ (3) + 7 + 5 + 2 = 17

Ouch. Oh well, I'm out of rolls. The Dice Goddess giveth and she taketh away (thanks for the assist, Ankha). If someone else would like to throw their two cents in on Harcourt, that might be enough to push him overt the top.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Looks like Braxton the only one of us with a +2 BAB, so it looks like Faedwyr is all his.
Dakari will wander over to where Braxton is talking with Harcourt Carollby and start making small talk with them both, but it's soon apparent that all the talk of nobility, peerage, and privilege is soon too much for a boy from a small fishing village in the Mwangi Expanse.
Knowledge (local, untrained): 1d20 + 2 ⇒ (3) + 2 = 5
Wow! the Dice Goddess she no like me no more. I think I'm going to hold off on my last two rolls just to see where I can help best.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari will swim alongside the creature attacking Ankha and stab at it with his rapier, and once again he misjudges the amount of effort needed to overcome the water's resistance.
Attack roll: 1d20 + 2 ⇒ (3) + 2 = 5


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

I still can't move my token.

Dakari swims down to the echeneis on the lower left and stabs at it with his rapier but the weight of the water slows his attack and he is unable to skewer the fish.
1d20 + 2 ⇒ (4) + 2 = 6


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Michael


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Nope, can't move it.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari looks up at Braxton, standing at the rail "C'mon in, Braxton. The water's fine." he says with a smile. As he listens to Ankha and
Ku'Hania discuss strategy he draws his rapier and salutes "Right, fish kabobs it is" as he dives below the ship.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Knowledge (arcana)+(heightened awareness): 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari watches Ku'Hania graceful dive into the sea with some admiration. Pausing a moment to first cast a spell he steps up to the ship's railing and launches himself into the water after her. "Can't let her go alone" he shouts as he leaps into the air.
Swim check=16

Dakari will cast heightened awareness on himself. With the water child trait Dakari can always 'take 10' on any Swim check. Unless the DC is greater than 10 he will do that instead of rolling.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari winces inside when Ankha mentions, even jokingly, about a curse and a witch "Sailors are a superstitious lot. No need to increase their worry any more than necessary. " he thinks to himself.

Once Braxton arrives back on deck he will wave him over with a nod of his head and gather the others to a quiet part of the ship where his conversation won't be overheard. "There's some sort of magic affecting the entire ship. So whatever is causing this slowdown isn't natural."


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

"When your life depends on disabling a trap in some dusty tomb you get quite proficient, and quickly, at it" he tells Ankha with a smile.

Dakari will help the others launch the ship's boat before he climbs aboard and helps row out to the Peregrine. Once aboard he will talk to the crew about what happened to the ship, where, and when. Once he's satisfied he will cast detect magic. As his eyes begin to glow with an eerie blue light he wanders the deck to see if the ship is under some sort of magical curse as some of the colonists seem to believe.

If magic is detected: Spellcraft check: 1d20 + 7 ⇒ (5) + 7 = 12


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Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari steps up to the group when Anbkha calls out to him. He nods to Ankha "Yes, I remember you. It's a small ship and the fish ate well...at least for a few weeks before you got your sea legs underneath you." he smiles at the young girl to take any, unintended, sting out of his words.

He listens as she rattles off their findings examining the lost colony's outpost. His pointed ears perk up as she mentions the splitting of the expedition into two, possibly more, factions "Are you sure this Rayland murdered Silas Weatherby? Sometimes people will crack under the strain of being in a new, unknown, situation but you think the Bountiful Venture's recruiters would have tested for that in some way."

Dakari's eyes widen as Ankha mentions the clockwork spy "I've had some experience with clockwork devices from some of the expeditions I've been on." he looks to Dolgrin "May I see it, please?"

Assuming Dolgrin hands it over
Dakari turns the device around within his hands as he tries to remember anything about this particular type of construct. Satisfied, he pulls a set of tools from his pouch and, before he begins to tinker with it, he casts a spell and draws a deep breath and sets to see if he can get it to replay it's last recorded messages
Dakari will cast guidance and activate his archaeologist's luck before he begins to attempt to "crack it open"
Knowledge (arcana): 1d20 + 9 ⇒ (4) + 9 = 13
Disable Device (archaeologist's luck, guidance): 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Dakari stands at the edge of the clearing waiting for Ramona to debrief the others. Looking him over, the party can see that his pale skin has bluish/green tinge to it, the color of seafoam. His hair is shockingly white, like the white cap of a wave and just as wild. Along either side of his neck appear three parallel rows of what might be badly healed scars, or nascent gills. As if to further prove his heritage, slight webbing stretches between each of his fingers. Incongruously, a pair of dark drown eyes stare at the rest of you as you confer with Ramona.


Male Half-elf (shoreborn) Bard (archaeologist)/2 [HP: 14/14]
Character Information:
[Armor Class: 14; Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +2; CMD: 14]; [Saves: Fortitude: +1; Reflex: +5; Will: +2 (+2 trait bonus vs. charm and compulsion; +2 vs. enchantments)]; [Initiative: +2]; [Senses: low light vision]; [Perception: +7]
Archaeologist's Luck: 7/9

Hello everyone, I look forward to playing with you all. Unfortunately I'm on vacation this week and won't be home until Friday. I'll try and follow along but don't expect much in the way of posting from me until then