Before we start:
Witch or Arcanist? I have to settle within 24 hours.
"Hmm, I see some honesty and wisdom in your words. I do not object to handing over what you ask."
With our amazing lack of murder-hobo for this setting, I too would prefer a diplomatic solution. I will assist anyone who makes the roll and remind our divine casters of Guidance for this very purpose!
Aid Other: 1d20 ⇒ 12
I have no negatives (Except to Strength), so that is a +4 to the Diplomacy roll of . . . ?
Enora swings at the Assassin in an attempt to put him off balance.
To HIt: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
No one ever claimed casters are proficient in melee!
Enora aids Zadim once they are in flanking position
To Hit: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8
and accomplishes naught.
Enora stands there and looks threatening.
Kazim, if you take a five foot step, we will be flanking. Enora is waiting to see whether she should take a five foot step back and cast, or if she should aid another to help Zadim strike or defend.
Since we are close to the end of the mission:
I am assigning this to : Eleanor Savet - 155714-2
if required to assign to a level 1,
-or-
Eponine Lokrien Savet - 155714-1 if can assign to anyone.
Enora bravely charges to a position where she can provide flanking for her slayer ally.
to hit: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
to hit: 1d4 - 1 ⇒ (1) - 1 = 0
Enora sighs, and tries again.
Enora tries the same tactic yet again!
Color Spray + Arcane Reservoir Point
Enora steps forward, and unleashes her Color Spray! Spending 1 use of Arcane Resevoir to increase DC by 1, DC is 10+3 (Mod) +1 (Level) +1 (Exploit) = 15
I cannot see or edit the map for some 6 hours. Please put me centered among the party, and I will use my wand of mage armor (refreshing as needed for 5 hours), and ready an action to cast 'Color Spray at any assassins who move within range.
"If that is the case, might I suggest we find the most defensible position possible? Hopefully a cave with only one, very narrow, entrance that zigs and zags making our enemies approach single file? I really have no other input."
Enora decides it better to Aid someone competent (Sharda) rather than try herself.
"Sharda, have we not gathered close to enough Ms. Ulish that she might be able to pay off her mark? I mean, she is wanted by mercenaries. Gold goes a long way to swaying the allegiance of such folk."
Aid Other (Sharda) Diplomacy: 1d20 + 3 ⇒ (3) + 3 = 6
Aid Other (Sharda) Sense Motive: 1d20 - 1 ⇒ (19) - 1 = 18
Oh how you confuse me, lord of the dicebots.
"A gnome would-be apothecary, Ezmerlilly Vanderpoof, recently failed to deliver some promised goods to the Poisoners’ Guild. She needs something to appease the guild before they decide to drastically renegotiate their contract. Or so I hear. Could we talk to him? Perhaps one or two of the sacs to him, and the rest to Ulisha? I would hate to leave someone in such bad straights if we could avoid it."
Gather Info: 1d20 + 3 ⇒ (20) + 3 = 23
Enora shares a all she learns.
All I have is a potential +4. Whoever wants to roll can roll the assist along with I suppose. I don't want my -potential- aid another bonus to skew someone one way or the other.
Eleanor casts (repeatedly) acid splash at the spider.
Entangled Concentration 1: 1d20 + 4 ⇒ (7) + 4 = 11 FAIL
To Hit: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d3 ⇒ 2
Entangled Concentration 2: 1d20 + 4 ⇒ (14) + 4 = 18
To Hit: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 ⇒ 2
Entangled Concentration 3: 1d20 + 4 ⇒ (12) + 4 = 16
To Hit: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 ⇒ 3
Enora fires another glob of acid at the spiders!
To Hit Touch AC: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Damage: 1d3 ⇒ 1
Enora recalls the bandits and opts for attacking sooner rather than later.
To Hit: 1d20 + 3 ⇒ (11) + 3 = 14 touch(acid splash)
Damage: 1d3 ⇒ 3
Enora tires her best to launch acid splashes at the enemies.
Giving priority to enemies NOT in melee.
To Hit v. Touch AC: 1d20 + 3 ⇒ (1) + 3 = 4 Yep, miss
TO Hit v. Touch: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d3 ⇒ 3
Cannot use map from work, please move me Sharda?
Fearful of being alone, Enora quickly follows after her companions.
Enora uses her staff to cast 'Shield' upon herself.
Increasing Armor Class by 4 (Shield Bonus), total AC 21.
Enora pulls her trusty wand of mage armor from her belt, and aims it at herself.
Only move action to draw a wand so I stay at 0
"Ouchies, ouch, ouch ouch... Ow."
Enora limps away from the location the Rager fell, moving towards the Cleri, and trusting in Zadim to dispose of the berserker.
Enora growls, takes a five foot step back, and again attempts the Color Spray increased by Arcane Resevoir.
Enora is at 0, and only taking a standard. If the zerker drops, she stands, otherwise she uses a move action to retrieve an item, and falls unconscious.
Enora equals in pain as the arrow pierces her side, unfortunately she does not have much time. Enora limps up to Zadim, and casts 'Color Spray' at the berserker, spending one arcane reservoir to increase the DC by 1.
If you heal Zadim, he could stand up in a turn.
Enora likewise follows the others to back up Zadim. I cannot view map, would someone move me up please?
Enora holds her move action until the others catch up, she then follows closely.
Enora double moved, first 5' and she can see out of the fog, so she made a run for it!
Enora form up with the shaman and priest and tries to make the narrow escape.
note well taken.
Nora walks carefully in the opposite direction of the sounds caused by the incoming warriors, and the direction opposite the last time said persons were seen.
Stealth if required: 1d20 + 6 ⇒ (3) + 6 = 9
Enora readies an action to color spray the first non-group member to come within her sight.
Enora waits for the Priest to speak [OOC]Kyra[/b] as she has proven herself to be the groups diplomat, and offers kind assurance at the priest's words Aid Other (Kyra) Diplomacy: 1d20 + 3 ⇒ (7) + 3 = 10
"Well, if it the coin of the realm, it will likely serve us well. Lets gather it up. We should grab the bracelet and anything not nailed down as well. If they are made of the same thing as currency, they are probably valuable?"
Appraise (Aid Sharda): 1d20 + 3 ⇒ (7) + 3 = 10
K. Engineering (Aid anyone with the skill, or anyone in general if no one has skill: 1d20 + 3 ⇒ (10) + 3 = 13
"Our hunter friend is probably better equipped to deal with traps than either of us. I will rely on his expertise."
"Well, we made it this far. Let's see what is inside?" Enora asks.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
"The hill looks like there has been a rock slide or something recently. The hill is a lot looser than it should be. Tread lightly."
Enora begins to carefully move down to investigate.
Climb: 1d20 - 1 ⇒ (10) - 1 = 9
if she slips. . .
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
The 17th is only 3 days from now, I suppose it would likely be the polite thing to do to NPC her until her return, unless you plan to wrap this segment in less than 3 days. I don't have any objection to NPCing her
Knowledge Untrained: 1d20 + 3 ⇒ (5) + 3 = 8
"Knowledge about History just isn't my forte."
"I suppose that is a fair assessment, Shardra. Off to the mayor then?"
Upon finding whoever serves as the local hierarch, Enora explains the staff, the priest, and the small group's actions as well as the reasons therefore.
If needed - Diplomacy: 1d20 + 3 ⇒ (5) + 3 = 8
"Well, I reckon there is a good chance they will reward us handsomely for our work well done; and an equally good chance they will run us out of town on a rail for getting rid of the priest. Honestly, I have no idea how that magic works, yet. Perhaps we should make good our escape in the comfort of this wagon, and leave a message with this unconscious guard in case they do wish to thank us?" Enora asks.
Quickly jotting down the details of the priests mind control and the heroic efforts of the party, causing no harm to anyone other than the priest, to be left on the unconscious former guard. Once done, she begins prepping to ride off with her brand newish carriage.
Enora casts Acid Splash at the priest.
To Hit (Touch): 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d3 ⇒ 3
Enora casts 'Color Spray' at the guard, spending a point of her Arcane Resevior. DC 15
If the guard makes his save, Eleanor remains where she is. Else she moves to the horse, ready to cast her final spell of the day should the priest attempt to enter the wagon and flee.
I think DM Panic's praise about last round sabotaged this round. Jinx are bad. 8P
Enora tries to use her new disguise and childlike innocence to point out the flaws in the Razmirian priest's teachings.
K. Religion: 1d20 + 7 ⇒ (1) + 7 = 8
and inadvertently bolsters his position on obedience by portraying a petulant child.
Enora casts' Disguise Self'. Disguised as a small human child, Eleanor feigns being a part of the crowd to dart a little further ahead.
My mundane disguise failed, so lets see if a magic one does better.
Not memorized, so using Quarterstaff Bonded Object.
DM Panic wrote: The DC of this check is 15. You cannot take 10 on this check. Kyra Dawnflower wrote: [dice=Knowledge (religion), guidance, take 10]10+4+1
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