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so did the other thing poof out of existence? getting the kill gives Falth some temporary HP, but I doubt it matters -Posted with Wayfinder
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Falth steps closer again. Seeing the monstrosity apparently content to leave him alone, Falth's spiritual attitude towards the levitating monster changes slightly... swift action to switch resistance judgement to justice judgment He raises his bow and again fires a pair of arrows. cruel Longbow, attack, divine favor, deadly aim, destruction judgement, justice judgement, bane: 1d20 + 12 + 2 - 2 + 2 + 2 ⇒ (5) + 12 + 2 - 2 + 2 + 2 = 21 for piercing, magic: 1d8 + 3 + 2 + 4 + 3 + 2 + 2d6 ⇒ (8) + 3 + 2 + 4 + 3 + 2 + (2, 6) = 30 -Posted with Wayfinder
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to clarify, Falth was attacking the levitating experimenter in the lab coat -Posted with Wayfinder
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Will save: 1d20 + 10 ⇒ (1) + 10 = 11 Falth shakes his head at the psychic attack before taking another step away. Whispering a prayer to the god of accidents, he unleashes two more arrows at the levitating freak. 5' step cruel Longbow, attack, deadly aim, divine favor, bane, destruction judgment: 1d20 + 12 - 2 + 2 + 2 ⇒ (10) + 12 - 2 + 2 + 2 = 24 for piercing, magic: 1d8 + 3 + 4 + 2 + 2d6 + 2 + 3 ⇒ (8) + 3 + 4 + 2 + (2, 6) + 2 + 3 = 30 iterative cruel Longbow, attack, deadly aim, divine favor, bane, destruction judgment: 1d20 + 7 - 2 + 2 + 2 ⇒ (5) + 7 - 2 + 2 + 2 = 14 for piercing, magic: 1d8 + 3 + 4 + 2 + 2d6 + 2 + 3 ⇒ (6) + 3 + 4 + 2 + (5, 6) + 2 + 3 = 31 -Posted with Wayfinder
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could Falth likewise have cast divine favor beforehand? Falth steps off the stairwell. He glares at the monstrosity but turns his attention to the tinkerer. He quickly raises his bow and looses a pair of arrows. cruel Longbow, attack, bane, deadly aim: 1d20 + 12 + 2 - 2 ⇒ (3) + 12 + 2 - 2 = 15 for piercing, magic: 1d8 + 3 + 2 + 2d6 + 4 ⇒ (1) + 3 + 2 + (1, 1) + 4 = 12 5' step -Posted with Wayfinder
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we are up to how many evidence points now? Do we know how many we need for success? -Posted with Wayfinder
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Sorry for the delay in posting. I expected to catch up over the weekend but spent literally all weekend helping my parents move. I hope to be caught up by the end of tomorrow. -Posted with Wayfinder
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Falth has a wand of CMW with 15 charges. Roll the dice and count off your uses, please -Posted with Wayfinder
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"I might know something..." Falth only has a +4 on those knowledges. Does anyone else have better that he could aid? -Posted with Wayfinder
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not only was Falth ineffective, thanks to fire resistance 10 and a good reflex save, I'm pretty sure he was also essentially unaffected by that whole fight... Falth applies Zurnzal's and Shohiraj's healing wands to their wounds. -Posted with Wayfinder
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Falth curses the mages under his breath as he slowly brings up his bow with another arrow and takes aim at the mage in green. swift action to activate judgement (2/3 remaining) -Posted with Wayfinder
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Falth; the Catastrophe wrote:
did you resolve this, GM? I deduced just now that my attack was against green and moved accordingly -Posted with Wayfinder
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Falth steps for position and then looses an arrow. 5' step N if green is still standing, then attack green -Posted with Wayfinder
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Will: 1d20 + 10 ⇒ (20) + 10 = 30 Falth shrugs off the blindness and sends another arrow sailing at the mage in blue. longbow, attack, deadly aim, slow: 1d20 + 12 - 2 - 1 ⇒ (1) + 12 - 2 - 1 = 10 for piercing, magic: 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11 -Posted with Wayfinder
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Falth grimaces slowly and steps forward as he raises his bow and sends a single arrow at the mage in blue. 5' step longbow, attack, deadly aim, slow: 1d20 + 12 - 2 - 1 ⇒ (5) + 12 - 2 - 1 = 14 for piercing, magic: 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11 -Posted with Wayfinder
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Falth dodges the worst of the flames; his fiendish skin absorbs the rest. He takes aim at the mage again. reflex: 1d20 + 8 ⇒ (14) + 8 = 22 that makes 9 damage. Fire resistance of 10 means no damage from the fireball longbow, attack, deadly aim: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28 for piercing, magic: 1d8 + 3 + 4 ⇒ (2) + 3 + 4 = 9 -Posted with Wayfinder
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fair enough. I typically default to taking 10 with skills my character is really really good at was there an alarm on the filing cabinet? Falth grins at the opportunity to apply violence. He brings his bow up and takes aim at the fool in the back... cruel Longbow, attack, deadly aim: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14 for piercing, magic: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10 cruel Longbow, attack, deadly aim: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 for piercing, magic: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10 -Posted with Wayfinder
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I would have tried to break it open. My posted action was to stand guard so Shohiraj could try again. If that is not an option I would have tried something else I meant why didn't you take 10. A 34 would beat most locks -Posted with Wayfinder
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why did you roll with a +24?? Falth takes up a lookout position to make sure no one finds them as Shohiraj gives it another go -Posted with Wayfinder
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After meeting at the rendezvous to share what he's discovered, Falth decides to check out the "important documents" at the processing facility. He will go to the building and try to find the alchemist's office, then quietly search it for any papers that look important. stealth: 10 + 18 = 28 -Posted with Wayfinder
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oh, I didn't see them in my cursory look. What hasn't been explored, then? -Posted with Wayfinder
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correct me if I'm wrong but it looks like we haven't explored the smokehouses or the threshing floor. Falth would check those out I think -Posted with Wayfinder
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that's what I was going to have him do. Weird playing an evil character but at least it is straightforward -Posted with Wayfinder
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Falth takes the cat of nine tails and holds it over his head menacingly. "Tell me everything you know about this place." He threatens quietly. intimidate: 10 + 18 = 28 -Posted with Wayfinder
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I suppose so. Is that the only useful thing to be done in the temple? -Posted with Wayfinder
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Falth decides to get a closer look and tries to enter the temple unnoticed. stealth: 10 + 18 = 28 -Posted with Wayfinder
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Falth stealthily makes his way to the shrine and then tries to discover its purpose in the larger Korholm schemes. stealth: 10 + 18 = 28 -Posted with Wayfinder
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Falth follows along quietly, keeping himself hidden. stealth: 10 + 18 = 28 At the site, he rigs up the trap at Rataji's suggestion. craft, traps, aided by Rataji: 10 + 9 + 2 = 21 Then, if Rataji has no other ideas, he heads back to the rendezvous. -Posted with Wayfinder
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Falth grins. "I set a nasty mess in the warehouse... I can handle your greenhouse idea." -Posted with Wayfinder
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Falth grins maliciously and begins rigging the warehouse. craft, traps: 1d20 + 9 ⇒ (12) + 9 = 21 -Posted with Wayfinder
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Falth nods in silent agreement before moving to check out the warehouses. stealth: 10 + 18 = 28 -Posted with Wayfinder
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"I'll make sure these Korholm types don't make any more... Accidents." -Posted with Wayfinder
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I am doing a special training thing at work. It is pretty disruptive to my normal schedule, so I don't know what posting will look like for me this week. Bot me if necessary. -Posted with Wayfinder |