Dekantas's page

51 posts. Organized Play character for Philippe Lam.


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Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Mine is good, thanks for GMing and to the others for playing. Gotta apologize for being a little fidgety towards the end. Not used to experience real threat of PC death since a long time, but that's a good one to refresh

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

boon: 1d20 ⇒ 11

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Take 10 for perform oratory, it's +28 so it would be 100 gp I think

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Just saw that you asked last month for CMB/CMD but I totally missed it. Too late but still :

+12 CMB / 27 CMD

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

I thought it would last until the very end of the phoenix's pool of hp. Was freaking out quite a bit, but bad things can happen. It could have turned out a billion times worse.

And despite being annoyed as an archer, as a melee player, I say, you do what you need to do to avoid the worst for yourself. It worked and that's what matters

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He rushes to stabilize Lunette at the very least through healing.

Cure Critical Wounds: 4d8 + 11 ⇒ (4, 2, 6, 8) + 11 = 31

Hopefully it is enough to stave off the threat of death for the time being, if this isn't the case, then he will have to resort to more drastic solutions.

Essentially I might be ready to throw 16 PP of my own stash if Lunette has reached her max HP - 16 (her con amount from what I'm seeing)

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Reflex save: 1d20 + 18 ⇒ (17) + 18 = 35

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He now has a clear line of sight about what to do or not do. He shoots at the pheonix, no hesitation in mind.

Attack 1, Manyshot: 1d20 + 18 ⇒ (14) + 18 = 32
Attack 1, Rapid Shot: 1d20 + 18 ⇒ (6) + 18 = 24
Attack 2, Secondary: 1d20 + 13 ⇒ (7) + 13 = 20
Damage physical: 2d8 + 8 ⇒ (4, 7) + 8 = 19
Cold damage: 2d6 ⇒ (2, 2) = 4
Electricity: 2d6 ⇒ (2, 3) = 5

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He has to move a little bit to take account of the changing environment. As he also got stripped of his magical effects, he doesn't think it's very wise to try to land a single shot, as he has to move too. Instead he stops singing for a couple of seconds and casts a spell.

Casting Dimension door and singing again. Landing to the bottom right corner of the map unless it's an illegal square

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Wasn't following the topic much because not gonna hide it, while I do understand the logic behind solid fog, this is preventing me from properly acting. Zero-sum game at best ...

In practice I'm only losing a round repositioning myself, it's not the end of the world. I'm just annoyed on a personal level, but nothing that bad.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Solid Fog *sad angry archer noises*

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

I know this is a tough cookie, so I'll try to use a scroll of Monstrous Physique II to turn into a kappa during the two rounds of prep we have. Had to interrupt the song to cast the spell, the second round, I'll start singing again but Cold and Electricity instead

UMD: 1d20 + 16 ⇒ (9) + 16 = 25

He succeeds so he turns small and hits more accurately, but the damage dice size gets lowered as a result

As he now sees the phoenix, he's as reasonably prepared as he can be, and regardless of the strength of the creature, he knows his job and he's very single-minded.

Attack 1, manyshot: 1d20 + 22 ⇒ (12) + 22 = 34
Attack 1, Rapid Shot: 1d20 + 22 ⇒ (7) + 22 = 29
Attack 1, Haste: 1d20 + 22 ⇒ (12) + 22 = 34
Attack 2, Secondary: 1d20 + 17 ⇒ (13) + 17 = 30
Physical damage: 5d6 + 25 ⇒ (4, 6, 4, 1, 5) + 25 = 45
Cold damage: 5d6 ⇒ (2, 2, 1, 4, 4) = 13
Electricity damage: 5d6 ⇒ (5, 6, 2, 3, 2) = 18

Clustered Shots so applying only applying the physical DR once. This is assuming every hit lands, otherwise reduce the damage as seen fit

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Go head with hard mode, I assume the phoenix is Arcana knowledge so taking 10 would be 25

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Pfft the undead encounter, pain <_< :p

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Probably having to climb up the stair to have a line of sight, I attack Red, shooting through someone so probably getting +4 AC to cover

attack: 1d20 + 20 ⇒ (15) + 20 = 35
damage: 1d8 + 6 ⇒ (3) + 6 = 9
damage elemental: 2d6 ⇒ (2, 2) = 4

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He knows what he needs to do now he has done his initial buff job. He can focus now on being a decent secondary artillerist, or at least, he will try to. He focuses on the undead who does still look injured Black I think ?

Attack 1, Manyshot: 1d20 + 19 ⇒ (1) + 19 = 20
Attack 1, Rapid Shot: 1d20 + 19 ⇒ (5) + 19 = 24
Attack 1, Haste: 1d20 + 19 ⇒ (11) + 19 = 30
Attack 2, Secondary: 1d20 + 14 ⇒ (9) + 14 = 23

Damage 1, Rapid Shot: 1d8 + 5 ⇒ (5) + 5 = 10
Damage 1, Haste: 1d8 + 5 ⇒ (4) + 5 = 9

But this time he looks a little more uninspired than usual. He hopes he might be better six seconds later.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

oh then instead of haste I gotta cast good hope probably

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Will save against mind-affecting: 1d20 + 14 ⇒ (20) + 14 = 34

Same thing over and over again. At this point it becomes mechanical to him. Some would even say it's so robotic but it makes life easier for him to some extent.

Same thing, haste and raging song

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He only has a clear line of sight on one of the giants, so that's the one he will target. Red in this case, no point blank shot

Attack 1 manyshot: 1d20 + 19 ⇒ (14) + 19 = 33
Attack 1 haste: 1d20 + 19 ⇒ (15) + 19 = 34
Attack 1 rapid shot: 1d20 + 19 ⇒ (8) + 19 = 27
Attack 2 secondary: 1d20 + 14 ⇒ (7) + 14 = 21
Damage physical: 5d8 + 25 ⇒ (3, 1, 4, 2, 5) + 25 = 40
Damage elemental: 10d6 ⇒ (1, 2, 3, 3, 2, 5, 6, 5, 6, 4) = 37

If some of the hits did miss then substracting 1d8+5 physical and 2d6 elemental for each miss, same thing for possible DR and elemental resistance

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

I would have casted Heroism on myself. Probably not Delay Poison Communal since it's harder to anticipate

Dekantas gets to do his bard stuff again. He doesn't look overly concerned by the fact that his strategy is one-dimensional and borderline boring. Again, he casts Haste and yells his guts out to boost their manufactured weapons.

Everyone has haste and those not refusing the Raging song get the Beast totem power tree and Frost and Fire properties on the weapons

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He doesn't really have any preferences about where he wants to go, but slight mechanical preference to open terrain, so that's what he's thinking about.

[b/]" In the desert for me, unless you prefer fighting less space. Just a preference for me, either way I'm fine with."[/b]

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Litterally waiting for the start of the next part. It's like keeping warm to a speedrun ha.

But probably unlikely we could have scored another encounter on time unless it's a social one.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Don't think I'll do anything until the plot moves forward. I don't need too much prepping in the interlude

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

This time he won't be the one to shoot but doing his buffing job that he didn't really need to because Saya did. But as those who don't mind with the drawback of being restricted in their choice of actions, this is a little different.

Standard action, casting Haste, move action, raging song

For the rage powers so it's similar to Saya, but the bonus elemental damage isn't Sonic but Electricity and Fire. do 1d6 electricity and 1d6 fire. No strength bonus

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Dekantas is happy that the group and the ratfolks got out of the worst of the tunnel reasonably unscathed. But he doesn't like the possibly of this underground terrain being an ideal ground for an enemy casting Darkness. He hopes that the others in the group won't chide him for nixing any attempt at stealthing as it pretty much puts up a neon sign on them.

Taking an oil of Daylight out of the bandolier and dousing the charon it

Otherwise he will more or less follow the direction of who goes first.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He supposes he would focus on where he is best suited, but outside of securing ratfolk cooperation or pointing out the best holding patterns, he's less suited to anything else. This isn't blocking him from trying, though. He will see if he can improvise some tunnel reinforcement.

Knowledge Engineering: 1d20 + 15 ⇒ (2) + 15 = 17

But he gloomily misses the point and borderlines makes it worse. He rationalizes it by thinking he can't win every time.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

" I'm hesitating a little bit. One way or another is fine to me... but hell, not gonna delay the decision. As much as I want a payback on the Aspis Consortium for the slanders, go for the Pagoda. "

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Normally with that 5-feet I should have a direct line of sight on Green, but if the AC still occupies too much of my corner sight feel free to apply a -2 I think

He's not unhappy there's one of them still at the same height as them. He applies the same recipe as last time.

Attack 1 manyshot: 1d20 + 18 ⇒ (11) + 18 = 29
Attack 1 haste: 1d20 + 18 ⇒ (17) + 18 = 35
Attack 1 rapid shot: 1d20 + 18 ⇒ (15) + 18 = 33
Attack 2: 1d20 + 13 ⇒ (1) + 13 = 14
physical damage: 4d8 + 24 ⇒ (6, 8, 6, 3) + 24 = 47
sonic damage: 4d6 ⇒ (2, 2, 6, 4) = 14

He kind of expected to miss one of the five arrows, so he doesn't mind it as at least, most of them go through.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He isn't very happy these mohrgs move out of physical direct line of sight, and he isn't properly equipped to have homing ammo. There's still one target available, so the one he will target with murderous intent.

Red is the only one still being visible so the one I will shoot, also typo, the attack roll 2 has a +13 bonus, not +18, I just copy pasted without correcting that. Will reflect it in the confirm. Using Clustered Shots just in case there's DR involved.

Attack roll 1, Manyshot: 1d20 + 18 ⇒ (17) + 18 = 35
Attack roll 1, Rapid Shot: 1d20 + 18 ⇒ (1) + 18 = 19
Attack roll 1, Haste: 1d20 + 18 ⇒ (12) + 18 = 30
Attack roll 2: 1d20 + 18 ⇒ (20) + 18 = 38
Attack roll 2, confirmation: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 4d8 + 24 ⇒ (3, 5, 1, 4) + 24 = 37
Damage sonic: 4d6 ⇒ (1, 6, 3, 4) = 14

His accuracy is average, but he's not unhappy overall as he still deals serious punishment.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He's sluggish to the point he starts dead last, and then he might face the prospect of doing just nothing because he gets paralyzed. This is double jeopard like he absolutely hates.

Fortitude save: 1d20 + 13 ⇒ (20) + 13 = 33

But he holds up well, and he makes it very personal. He yells his best impersonation of Necril, given he can't automatically practice the language :

Linguistics: 1d20 + 18 ⇒ (13) + 18 = 31

" You'll see your un-maker next in a couple of seconds, swearing ..."

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Dekantas indicates he doesn't mind staying there and fight some walking dead.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

This is more in his wheelhouse now. Trying to calm down the halfling looks much more manageable. He moves forwards, effortlessly belting what he wants to hear :

" Not the end of the world, calm down ! One fail doesn't mean you lost the battle. The more you learn, the faster you can reach your goal. "

Diplomacy: 1d20 + 35 ⇒ (4) + 35 = 39

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Either he needs to pilfer something or need to dance opposite to these prayers to Sifkesh, which isn't a choice he is happy with because his training either way is at best poor, and at worst nonexistent.

Acrobatics: 1d20 + 12 ⇒ (6) + 12 = 18

His attempt at choreography borders getting pelted by rotten tomatoes.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Casting Heroism on myself, it lasts 110 minutes

Perception: 1d20 + 22 ⇒ (8) + 22 = 30

He clearly feels a little out of his depth as either locating the correct book or speaking like Korada would happen to be far outside his domain of expertise. Still he could have been much worse and possibly he could help somebody better placed than he is.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He doesn't like not knowing what he needs to do in that situation, but improvisation is part of his duties. He hasn't been part of that preceding missing seven years earlier, but he has a decent idea of what might have happened, and despite his misgivings, he is reasonably determined to avoid a repeat of future demonic rituals.

" Sure enough. A good demon is a demon which is staying in the Abyss as far as I'm concerned there. Where the ritual is. "

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Sounds like it's headed to mission 3 so go ahead there

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

" For purely logistical reasons, I would prefer to stay there to expand the cleanup duty further in the area, but if it sounds more important to help elsewhere, no objections. "

In practice this means he doesn't care either way, he just needs it to be decided reasonably quick enough.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Same thing, more than 4-5 pbp would start to seriously hurt my writing ability as more and I would have to resort to write in a very lackadistical manner

So 25 ? ouh là là

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He was correctly guessing the why of the dragon's actions. He then explains matter-of-factly :

" As members of the Pathfinder Society, we have frequently traveled to the Tapestry in the past as adventurers and researchers seeking knowledge and uncharted lands in order to safeguard this for future generations. "

" This is what we're doing since several years at least. But what is currently happening is pushing us to conduct a whole expedition to see what is causing all that. We do have to endorse some level of responsbility because we are the de facto custodians of the Tapestry, or at least we do not try exploit it in a destructive manner.

So in a sense, you and I are indirect colleagues in this duty. "

I will go for Sense Motive as I feel it's important to understand the dragon's inner motive

Sense Motive: 1d20 + 28 ⇒ (19) + 28 = 47

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Given a Sovereign Dragon is a quite a bit rarer than the average creature the group might encounter, he chooses to take more risk. Merely sitting idle and letting the average cosmic balance decide for him won't work.

Knowledge arcana: 1d20 + 15 ⇒ (4) + 15 = 19

Regardless of what he knows or not, he knows what he will say to the dragon :

" I don't know why you decided to empty the lake, and I don't doubt your possible intent. If it's what I think, it makes sense. It just happens to have disturbed the natural home of these kappas. I'm guessing you were the one who turned them over. Can't blame you if you felt irritated. If you have the bigger picture in mind, their concern is probably totally secondary. "

" Just that whatever this is, we know what we're doing. If you could restore the water flow, it would be very appreciated. We will share responsibility if something wrong happen. In any case, who requested to do what you did ? "

He asks that last question in an nonjudgmental manner, he's just trying to understand. As he's also recalling the very adult discussion between Lunette and Saya from a couple of minutes ago, he can't help but smirk a little bit. Luckily nobody else is around because otherwise people would likely get shocked. That's what he will tell both women afterwards :

" Sometimes you wonder what happens behind closed doors with the Blakros family. One of my brothers is married to one of Hamaria's daughters since the problem with at the museum ! " He refers to the #6-02 scenario

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

In order to recognize what kind of dragon it is, he prefers to not take the risk. He plays safe by settling for a middling result given there's no danger, though danger would mean the same thing as far as his talents of skald are concerned.

Take 10 on the knowledge check, it would be 25 regardless of the knowledge required

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Understanding these aquatic creatures are genuine, he can easily guess how being on the dry land would make them very uncomfortable. Luckily, he has plenty of water and/or food, though the latter might not necessarily be the most convenient for them since they are trail rations, by default. He gestures to the other members of the group that they need to be given help as soon as possible.

" No hidden agendas there, they need to be at least put into a micro pool of water as soon as possible, or at least given enough so that they can be more comfortable while we deal with the still not yet known situation. "

Then he turns to the turtles and ask a single but obvious question :

" What caused the lake to dry out ? Because there's no way it should be just a lake bed. "

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Dekantas look at the humanoid turtle a little wary, because he has always been trained to look at whether who is talking is telling the truth or lying. But he still prepares to help in the event this is real.

Sense Motive: 1d20 + 29 ⇒ (8) + 29 = 37

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

As far as he is concerned, if he can avoid direct fight as much as possible, he would prefer, but if the majority chooses, he won't mind. And it's entirely possible that what he thinks of the missions isn't what it is in reality, but it is a gamble. What 29 Steps suggests sounds fine so goes along with it out of convenience.

selecting Mystical Fountain : option 6

Raiment was casted before the mustering right, as for delay poison, everybody except me, so given there's an AC, it should be 110 minutes per target.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He hesitates for a little bit because he doesn't have a clear preference for a potion. He settles for an oil of daylight, gambling there's a high chance he might be facing an enemy who has a knack for enforcing magical darkness. Might as well to be a bad choice, but time will tell.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

OOC : I am on my Phone so cannot type that well. Thought it was one check flat, not one check per activity. Rolling for others

activity 3 gather information (diplomacy): 1d20 + 35 ⇒ (6) + 35 = 41
activity 4 perception: 1d20 + 20 ⇒ (7) + 20 = 27
Activity 5 : knowledge arcane, take 20 once a Day : 35
activity 6 diplomacy: 1d20 + 28 + 5 + 2 ⇒ (5) + 28 + 5 + 2 = 40
activity 7 geography: 1d20 + 15 ⇒ (17) + 15 = 32
activity 1 perception: 1d20 + 20 ⇒ (1) + 20 = 21
reroll activity 1: 1d20 + 20 + 4 ⇒ (17) + 20 + 4 = 41

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Played none of the list from what I'm seeing

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Some of the skills are right on his wheelhouse - he doesn't hold specific grudges against the Aspis Consortium, they're just rivals after all. But if he has to interrogate them, he won't hesitate. A talk from a pro to a pro and hoping he has enough force of personality to open them up.

Activity 2 : Interrogate the Snakes, Intimidate check. I cast Raiment of Command and use a Eau de Cologne to boost my check a little bit. +5 for Raiment and +2 for the Cologne

Intimidate: 1d20 + 28 + 5 + 2 ⇒ (3) + 28 + 5 + 2 = 38

Even if fate doesn't really smile on him, he starts from such a background that hopefully, it still pulls through.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

He stays behind, initially mute as he didn't know who he was teaming with. Reading the room, he understands this a little better. If there's one thing that's putting him on the edge is the mention of Rahadoum, but that's more of a problem of philosophy towards the country than anything else. Given he's a practical man, he can't comprehend the stance against divine magic. But he's a professional and that will not impact the journey in the slightest. He does explain a bit how he came to think that way :

" Don't mind me, I'm just having the feeling of having lived enough experiences that I grew white hair too soon. Everybody likes getting help, but not a lot actually do take the role of support. Swearing, too many are so obsessed by the kill count.

Pleasantly surprised support is plenty there. "

He was distracted enough that he didn't immediately see Aram Zey was the one calling the shot there.

Grand Lodge

Male Human Skald (Spell Warrior 11) - HP : 91/91 - Init +8 - AC 28/T 18/F 22 - Fort: +13, Reflex: +13, Will: +10 - Perception +20

Edited the profile for the character so you can see what he can do out and in combat

My char is also quite a bit into support, though more leaning on the aggressive side of it given he also moonlights as an archer.

@Lunette : I'm not a dedicated healer either, but I'd think as long the party doesn't take an overwhelming amount of damage in a single round, probably will be just fine

EDIT : Forgot to add that my Raging Song also adds DR1/-, not a lot but I'm counting everything that can help

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