Sable Company Elite Marine

Daurros Erdai's page

971 posts. Alias of Bryan.


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Male Human Wizard (Universal) 9

"Yes, that would work as well. Whichever you prefer."


Male Human Wizard (Universal) 9

Daurros takes the other three Millenium Falcons aside as they sail. "Rather than simply stay here the entire trip, do we have a need to travel back to Sasserine to unload some valuables? I know I have some additional spells to research. Perhaps we could let Amella take the weapons back while we teleport back to the city? Meet everyone back in Farshore? Or, we can wait until after the tar pits. It matters not to me."


Male Human Wizard (Universal) 9

Daurros awaits the boat near the shore, keeping his eyes on it as it arrives. He tries to make out who's in it, simply out of curiosity.

perception 1d20 + 10 ⇒ (5) + 10 = 15


Male Human Wizard (Universal) 9

Well, if we just load everyone up, I can use my bonded object to cast teleport and take us right to the boat. Using the haversacks and tying everything else together we should make it w/o needing a litter, I think.


Male Human Wizard (Universal) 9

I can teleport all four of us, but only carrying up to our max load. If we can actually get all of the weapons on us, then that works. Otherwise, we woul leave some behind.


Male Human Wizard (Universal) 9

"Yes, that's an option as well."


Male Human Wizard (Universal) 9

"It would seem you have found yourself some excellant weapons for the battle, Toxim. So, do we leave immediately or in the morning? I can cast floating disc using my ring, but if we wait until the morn I can memorize it."


Male Human Wizard (Universal) 9

"I do have floating disk which we can use, and if I were to extend it, it would last 18 hours. I believe it would hold all the weapons. The issue of course, is that they would be completely exposed to the elements or anything that would try to capture them. But, yes, that may be our best option, Karkalla."


Male Human Wizard (Universal) 9

Daurros will also work to identify anything that Toxim cannot.

Spellcraft 1d20 + 20 ⇒ (14) + 20 = 34
Spellcraft 1d20 + 20 ⇒ (15) + 20 = 35
Spellcraft 1d20 + 20 ⇒ (9) + 20 = 29

"You know, it occurs to me - how do we intend on bringing these out? I may be able to carry some in my haversack ..."

Can't recall - anyone have a bag of holding?


Male Human Wizard (Universal) 9

"I think perhaps we should let Karkalla check around here. I do not wish to take any more swims today, if possible."


Male Human Wizard (Universal) 9

"A large fleet of pirates are on their way to destroy our people, who are living peacefully here on the island. These weapons, if they exist, would help our people defend themselves from being slaughtered by these fiends."


Male Human Wizard (Universal) 9

Daurros steps forward, and responds in Abyssal as well. "Our friend fights with us, against the foes of all good folk. He has stood by us steadfastly, and was key in our defeat of the ape demon who held sway over part of this island."


Male Human Wizard (Universal) 9

I don't believe I used it.

Daurros also does his best to understand the spoken words. Wish I had the tongues spell. Mental note.

linguistics 1d20 + 14 ⇒ (18) + 14 = 32

I speak Common, Draconic, Riedran, Abyssal, Infernal, Giant, Sylvan, Goblin, Elven, Quor, Terran


Male Human Wizard (Universal) 9

Daurros checks to see if they are the master statues, or Jaegermeister in the native tongue. ;-)


Male Human Wizard (Universal) 9

Once he's dried off, Daurros will stay near the middle of the pack.


Male Human Wizard (Universal) 9

"My thanks, Finn. That was undignified of me, I'm afraid. But yes, we must keep searching. I guess the tunnel may be our only option here."

Daurros uses his prestigitation ability to begin drying his clothes and hair.


Male Human Wizard (Universal) 9

is there anything that would keep me from costing?


Male Human Wizard (Universal) 9

Spoiler:
fort 1d20 + 6 ⇒ (8) + 6 = 14 oh for crying out loud ... guess I'll add an action point 1d6 ⇒ 31d6 ⇒ 5


Male Human Wizard (Universal) 9

Well, the odds of making that are pretty slim ...

reflex 1d20 + 6 ⇒ (1) + 6 = 7

Sigh ...


Male Human Wizard (Universal) 9

Daurros will inspect the statue and the murals.

knowledge history 1d20 + 11 ⇒ (7) + 11 = 18
knowledge religion 1d20 + 18 ⇒ (8) + 18 = 26


Male Human Wizard (Universal) 9

Daurros follows carefully. Before ascending, though, he'll use another charge from his wand of mage armor.


Male Human Wizard (Universal) 9

Daurros begins examing the ruins and symbols with intense interest. He also tries to determine if there are any other (hidden) entrances besides the top.

perception (take 20) = 30
knowledge (history) 1d20 + 11 ⇒ (16) + 11 = 27
linguistics 1d20 + 14 ⇒ (5) + 14 = 19

Daurros speaks the following languages: Common, Draconic, Riedran, Abyssal, Infernal, Giant, Sylvan, Goblin, Elven, Quor, Terran


Male Human Wizard (Universal) 9

"I agree. The ziggaurat would have likely been the center of this civilization, the most important building."

And it's only building that got it's own separate description, so hint, hint ... :-)


Male Human Wizard (Universal) 9

"Looks like you guessed the right way, Toxim."

perception 1d20 + 10 ⇒ (5) + 10 = 15
knowledge geography 1d20 + 16 ⇒ (1) + 16 = 17
knowledge nature 1d20 + 18 ⇒ (9) + 18 = 27
survival 1d20 + 1 ⇒ (4) + 1 = 5

perception 1d20 + 10 ⇒ (7) + 10 = 17
knowledge geography 1d20 + 16 ⇒ (19) + 16 = 35
knowledge nature 1d20 + 18 ⇒ (6) + 18 = 24
survival 1d20 + 1 ⇒ (2) + 1 = 3

wow ... eight rolls and only one above a 9. They average out to about a 6-7 ...


Male Human Wizard (Universal) 9

also

knowledge geography 1d20 + 16 ⇒ (13) + 16 = 291d20 + 16 ⇒ (5) + 16 = 21
knowledge nature 1d20 + 18 ⇒ (18) + 18 = 361d20 + 18 ⇒ (5) + 18 = 23
survival (as aid another) 1d20 + 1 ⇒ (12) + 1 = 131d20 + 1 ⇒ (3) + 1 = 4


Male Human Wizard (Universal) 9

Daurros will cast fly to get a bird's eye view.

perception 1d20 + 10 ⇒ (10) + 10 = 201d20 + 10 ⇒ (2) + 10 = 12


Male Human Wizard (Universal) 9

knowledge geography 1d20 + 16 ⇒ (8) + 16 = 24


Male Human Wizard (Universal) 9

Dauros wishes Guard well, and gets in the boat. He avoids rowing, if possible.

So, is it just Dauros, Finn, Karkalla, and Toxim? Anyone know if Ardanto / ADMaE is coming back?


Male Human Wizard (Universal) 9

"Thank you for the suggestion, Finn. I will take it under advisement." It's difficult to tell whether he's being sarcastic or not, but knowing Daurros ...

He's got a couple on scrolls already ...


Male Human Wizard (Universal) 9

Daurros doesn't really care which ship, although Amella's may make more sense to avoid risking our employer's ship twice in a row.


Male Human Wizard (Universal) 9

Agreed. Daurros doesn't have overland flight yet (next on my list) and fly won't last long enough.


Male Human Wizard (Universal) 9

Daurros only rests for a day before he tells the group, "Time is running short; I think we need to go after the weapons cache to properly equip these folks."


Male Human Wizard (Universal) 9

Daurros suggests going after the weapons next.


Male Human Wizard (Universal) 9

redotting


Male Human Wizard (Universal) 9
Finn Killshrike wrote:

Since Ardanto is the captain, perhaps he'll want to stay on board the Sea Wyvern while we tow it back.

Does Daurros need to make some identification rolls for the magic items we found?

Daurros will take 10 on the spellcraft checks, giving him a 30.


Male Human Wizard (Universal) 9

Agreed.

Daurros will get to work identifying everything that detected as magic.


Male Human Wizard (Universal) 9

Again with the detect magic on the chest contents.


Male Human Wizard (Universal) 9

Daurros scans the lair with detect magic.


Male Human Wizard (Universal) 9

Since he didn't use his arcane bond previously, Daurros uses it this time to cast alarm near where most of the work is being done. He'll also help with whatever spells he can, but he doesn't have many of the most useful memorized right now.


Male Human Wizard (Universal) 9

Perception to notice the wake in the water from Finn swimming

1d20 + 9 ⇒ (13) + 9 = 22


Male Human Wizard (Universal) 9

And I think everyone's hasted from Toxim, so that actually gives him a swim speed of 40', right?


Male Human Wizard (Universal) 9

Still flying and invisible, Daurros says, "It will be back. Might be best to fish it now." He swoops down by Finn, and uses his arcane bond to cast touch of the sea on Finn. (gives swim speed of 30', plus a +8 bonus on swim checks ...)


Male Human Wizard (Universal) 9

Not sure, actually. There's no mention that I saw in the pfrd that says you can move a pinned creature, and moving something versus using a Combat Maneuver are separate actions in the spell description. So, I guess I'll leave that up to Seeker, but maintaining the pin is my primary goal.

pin 1d20 + 21 ⇒ (2) + 21 = 23

uh oh. Let's hope he rolls low too.


Male Human Wizard (Universal) 9

"don't count your chickens, shifter! The way this thing is struggling, it's got a lot of fight left."


Male Human Wizard (Universal) 9

continue to pin 1d20 + 21 ⇒ (18) + 21 = 39

"You aren't going anywhere, whatever the hell you are."

Daurros will also spend a move action to fly invisibly closer, as well.


Male Human Wizard (Universal) 9

Daurros redoubles his efforts, using his telekinesis spell to attempt to put the creature into a pin. (+5 circmstance bonus since the creature is already grappled.) 1d20 + 15 + 5 ⇒ (18) + 15 + 5 = 38

Boo-ya!

Just a friendly reminder that any spells or spell-like abilities it casts require a concentration check; in this case DC 25 + spell level.


Male Human Wizard (Universal) 9

Bump


Male Human Wizard (Universal) 9
Keeper of Forbidden Lore wrote:
Sorry the last time it surfaced it was 80 feet from the boat and tried to disspell your flight, I was oh so very close on that one. Most folks have stopped rowing yes, so you are about where you where, maybe ten feet closer and the boat will drift.

So did it seem like it could see me through my greater invisibility?

Daurros is going to move away from his present position, taking a full move to a different spot while still invisible, looking for signs of the caster as he moves.

perception 1d20 + 10 ⇒ (1) + 10 = 11

Not seeing a thing, he readies a standard action to cast telekinesis to grapple the thing the next time it surfaces.

grapple check with telekinesis 1d20 + 15 ⇒ (19) + 15 = 34


Male Human Wizard (Universal) 9

How far away is the unknown caster that surfaced? Can I see it or get a clear view?


Male Human Wizard (Universal) 9

Daurros tries to find the suspected spellcaster, and takes a move action to review the battlefield.

perception 1d20 + 10 ⇒ (9) + 10 = 19

He'll then cast scorching ray, targeting the spellcaster if he sees him or the megalodon otherwise.

attack 1 1d20 + 6 ⇒ (15) + 6 = 21
damage 4d6 ⇒ (4, 6, 4, 4) = 18

attack 2 1d20 + 6 ⇒ (4) + 6 = 10
damage 4d6 ⇒ (5, 2, 4, 4) = 15

if I'm targeting the spellcaster, I'll spend an action point on that second attack. Otherwise, I'm guessing I may actually have hit the shark since it's touch ...

1d6 ⇒ 31d6 ⇒ 4

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