Male Anthrosian Human Warder/Psion 3
Drake falls back behind the trap and then activates his defensive focus, which regains all my expended maneuvers and increases my threat range to 10 ft until the start of my next turn. Good idea Sky...keep em coming. And whatever you two numbskulls do, stay behind me!
Male Anthrosian Human Warder/Psion 3
GM Pteridologist wrote: oh MY GOD who ARE you!?!? Oh, YOU know who I am. ;) GM Pteridologist wrote: Visual? Baldur's Gate II CHUNKS! I went for the eyes. You can reapply your makeup later, Dru. *wink* Drake moves up to the 2 closest adjacent zombies and initiates Scything Strike, a whirling attack that is both frenzied and precise (it uses one attack roll to hit both targets). Attack: 1d20 + 10 ⇒ (2) + 10 = 12 Damage: 3d6 + 10 ⇒ (6, 5, 3) + 10 = 24
Male Anthrosian Human Warder/Psion 3
Well, might as well pull out the big guns. *wink* Drake moves up and initiates a maneuver against the finely dressed not-living fellow. Garnet Lance strike: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 5d6 + 10 ⇒ (3, 5, 5, 3, 6) + 10 = 32 (2d6 greatsword, 2d6 maneuver, 1d6 stance, ignores any damage reduction) If that hits I use my Armigers Mark ability on him, making him take a -4 penalty to attack anyone other than me. And if he happens to be an arcane spellcaster he suffers 11% arcane spell failure. This all persists for 5 rounds.
Male Anthrosian Human Warder/Psion 3
Lets see what we can do about that failed save shall we. Invoking my Second Chance trait to reroll a failed save once per day. Reflex: 1d20 + 2 ⇒ (11) + 2 = 13 If not Drake quaffs a potion of CLW 1d8 + 1 ⇒ (2) + 1 = 3 Drake will share the contents of the note with his friends. It looks like the nephew is out for the doublecross...I wonder what kind of bonus the old man will throw in for that information. Drake turns as soon as he hears the noise Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Male Anthrosian Human Warder/Psion 3
Hmmmm, I would say they were grave robbers, but they left all the jewels and other fineries untouched in the other room...maybe our patron had another group he hired for the job before us, and these are whats left of em. Either way, it required further examination. Drake will cast another detect psionics Perception: 1d20 + 10 ⇒ (5) + 10 = 15 Lol, I see Drake and Sky are synched up today.
Male Anthrosian Human Warder/Psion 3
Heh, I'd enjoy seeing you attempt such a monumental task, darling. *smile* Arcana: 1d20 + 9 ⇒ (2) + 9 = 11 I detected some faint magical emanations folks, one here, and one over there, but I cant quite pinpoint their exact incantations, proceed with caution my friends.
Male Anthrosian Human Warder/Psion 3
Damnit Dru, I told you to be careful! Thats it, your door kicking privileges have been revoked missy. *wink* Drake scans the room, looking for any signs of movement or anything notable. *casts Detect Psionics* (which also detects for magic) Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Male Anthrosian Human Warder/Psion 3
Drake gives Sky a wry smirk. So basically I go get up close and personal with the bad guys, while you hide in the back...I see we are going with the usual plan again. Obviously just razzing his old friend, he pats him on the shoulder before drawing his greatsword, adopting a unique fighting stance, and proceeding forward.
Male Anthrosian Human Warder/Psion 3
As much as Drake has enjoyed the last month cooling his jets (and sowing his oats) in the Anthropos capital city, and spending time with his uncle (not to mention the cush relaxation of his uncles manor estate). Frankly he needed it after the close call on that last job...damn undead abominations. But Drake is quite ready to find another worthy job to occupy his time, plus he doesn't like having to rely on his uncle TOO much.
Male Anthrosian Human Warder/Psion 3
Drake will pull Cole to the side and speak with him privately. Do you wish to make amends for the transgressions you took part in? If he answers yes then I will follow with, I know of a way in which you may be put your talents to beneficial purposes instead of the nefarious ones you indirectly aided. And I will then take Cole to Old Omars Oddities to speak with the woman there on how he may aid, and possibly join, The Legion of Steel, an organization that will be potentially far more up his alley than the Knights of Solamnia. If he says no to my question, we will turn him over to the mayor with the others, although I will attest to his cooperation and compliance. When the elves return I say we make haste to the mayor and turn in the bandits. Also return and speak with The Herald. Then we will decide what to do with the treasure we acquired from the bandits. If the gate guards give us trouble on the way in Drake will say we have official business with the mayor which all this pertains to. Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
Male Anthrosian Human Warder/Psion 3
I'm good on the questions, unless anyone else has anything, pretty straight forward banditry it seems. Good DM, I think we are ready to pass to the time when Seren returns with the elves. Then we can split loot, go back in the city, and meet back up with the Herald.
Male Anthrosian Human Warder/Psion 3
I never intended for us to approach the gate or enter the city, I was going to have "Seren go in and meet up with the elven contacts he has made to come meet us, just a bit outside the city, and turn the bandits over to them for justice." Since it has been brought up, before we leave I will attempt to question Derg and Cole to see if this group was anything more than simple bandits, whether they had other objectives than merely collection of wealth, alterior motives, or just any general information they might usefully provide, etc. Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19
Male Anthrosian Human Warder/Psion 3
Will the Alchemist be able to use CLW as an extract? I didn't know as healing in DL is supposed to be the sole province of the gods. I know the Bard was informed he couldn't take healing spells, but the Alchemist is its own special entity, so it might be allowed. We'll see what the DM has to say on the matter. And I agree, 2 skill points a level sucks. Whenever I DM I make minimum skill points 4 per level, it really helps out the fighter, cleric, paladin, etc. Plus there's no reason a Cavalier should have 4 per level whereas a Fighter only has 2. Although Wizards stay at 2, justifying that magical training and study is so intense it leaves little room for other pursuits (plus with their Int's they dont need 4). As for the input, it is my pleasure Rorgrim. I'm just of the opinion that clerics are awesome and super useful, providing many boons, not just healing. And if the serious need arises, you are just a Divine Power and/or Righteous Might away from facestomping. ;)
Male Anthrosian Human Warder/Psion 3
Well the actual Turn Undead feat/ability kinda sucks in Pathfinder, its a far cry from its AD&D glory days, but those sweet bursts of channel energy to harm undead when the need arises are pretty nice...."oh I'm sorry, did I just destroy the entire room full of skeletons in one round" :P
Male Anthrosian Human Warder/Psion 3
If I'm being honest I would personally prefer the cleric, Dwarven Cleric just has such a classical feel. Plus the healing potential he brings to the party is huge. I have a feeling this might be a tough campaign, and I think a cleric would be extremely beneficial.
Male Anthrosian Human Warder/Psion 3
Well seeing as Reorx is the god of crafters, and crafting is an Int based skill, I would think he would expect a bit more from one of his clerics. :P Personally if it was me I would have gone with Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 11, but then I really dont like stats under 10.
Male Anthrosian Human Warder/Psion 3
I say we do a quick yet thorough search of the rest of the camp, gather up all the spoils of victory for the party, then take the bad guys back. We will have Seren go in and meet up with his elven contacts he has made to meet us just a bit outside the city, and turn the bandits over to them for justice. Then we head back in the city and thank the Herald for his guidance before making preparations to depart.
Male Anthrosian Human Warder/Psion 3
Now THATS a dwarf! Good man. I never knew Reorx granted the Travel domain, I thought it was Artifice (formally Forge), Earth, Fire, Luck, and Strength (although I could see him having the Rune domain also). I'm curious what supplement you found that in (disregard the question if its something you worked out with the DM).
Male Anthrosian Human Warder/Psion 3
To the group, I agree that we cant turn over Pegrin and Derg to the Dark Knights, they may give them a slap on the wrist or even a pat on the back, and let them go. If there is no uncorrupted entity in Pashin that has the authority to hand out justice, then I would say Terevilas is right, the elves will be the deciders of their fate. Seren, you had dealings with the elves in the city, do you think you could contact them and explain the situation, then have them come out and meet us?
Male Anthrosian Human Warder/Psion 3
Drake turns to Cole I have looked into your heart and found there to not be evil within it. If you decide to repent for what you have done, and can dedicate yourself to the path of righteousness, not to mention abandoning the sorcerous arts and dedicating yourself to becoming a White Robe, the Knights of Solamnia are always looking for new additions to our wizardly branch, the Kingfishers. You would find a brotherhood and camaraderie like you have never known. Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
Male Anthrosian Human Warder/Psion 3
Drake will make that known to his companions, gesturing at the sorcerer. He does not seem to share the same evil in his heart as the rest of these lowlifes. For round 5 (if we are still on rounds and/or when my turn comes) if Cole continues to attack and be a hostile opponent, Drake will move to attack him. If not, Drake searches over the body of Pegrin.
Male Anthrosian Human Warder/Psion 3
I have taken 3 rounds worth of actions, including the surprise round. Thank you my elf friend, you indeed have the blessings of the gods For my round 4 action, when the time comes, I will stand up, take a 5 foot step to the bad guy the plant is attacking, and attack him. Attack: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16
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