HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Fendel watches and listens with interest. Perception: 1d20 + 28 + 1d6 + 2 ⇒ (4) + 28 + (4) + 2 = 38
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Realizing he has no need for such a weapon, Fendel allows the others to determine who it is best suited for. That is a pretty nice weapon.Wish the DC were higher, as most likely the target you would use the ability on will have a great save. However, hit a spellcaster with it.....??? Just saying that might be a great way to take one out of a fight.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective looks to see if either of the belts look unsafe or in need of repair before the team hops on. Engineering: 1d20 + 28 + 2 + 1d6 ⇒ (6) + 28 + 2 + (4) = 40
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
"Let's attempt to conceal ourselves whilst Renalus attempts to lure them away. Once they've passed, then block the chamber behind them after they have departed."
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
"More than likely we will have to dispatch them. Unless we have a way to facilitate taking control of them or divining the command protocols."
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective takes aim across the cavern and lets fly a pair of arrows. +1 Holy Longbow vs BLUE: 1d20 + 19 ⇒ (11) + 19 = 30
+1 Holy Longbow vs BLUE: 1d20 + 14 ⇒ (10) + 14 = 24
I believe the ogre is still flat-footed.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Fendel will use Legacy Weapon to place Bane vs Monstrous Humanoid on his bow (or whatever is most appropriate).
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
"I am curious to see what that route holds. Slash, if you wouldn't mind reconnoitering the path?"
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective watches with interest. Never dedicated any time to animal husbandry. Maybe I can pick up a useful technique or two. Of all the skills Fendel excels at, he only has a +3 in Handle Animal.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
While the others attack, the detective takes a moment to study the ogre. Finding a potential weak spot, Fendel fires a pair of arrows. Surprise Round = Study Target. Round 1, Full Attack +1 Holy longbow: 1d20 + 19 ⇒ (18) + 19 = 37
+1 Holy longbow: 1d20 + 14 ⇒ (9) + 14 = 23
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
"I cannot imagine he could withstand a targeted barrage from all of us simultaneously." I think we could target him in a 'surprise' round with range. I think we could drop him then approach the goat people.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
"While I am certain there are exceptions, I have yet to meet an ogre who was of high moral character. Additionally, this is not their mine. I say we eliminate him then see what transpires."
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective attempts to puzzle out the purpose of the large machine. Engineering: 1d20 + 28 + 1d6 + 2 ⇒ (8) + 28 + (5) + 2 = 43
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Perception: 1d20 + 38 + 1d6 + 2 ⇒ (14) + 38 + (1) + 2 = 55
Trapspotter 10'
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Leveled and Updated! New and Improved:
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
I am here. Can level tonight. Sorry for the absence. Life beat me on initiative in the latest round of combat.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (15) + 35 + (1) + 2 = 53
If more are needed...
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective studies the remaining gug for any weaknesses.
{DA/PB/Studied Combat}
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Fendel pulls his wand, but listens to the Feysworn cleric. I would rather keep my reserves for an emergency. He nods his acceptance of the half-elf's offer. "By all means, proceed. I was not going to presume anything."
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective takes a few moments to address the wounds. He then drinks an extract. Three charges of Infernal Healing and then drinks False Life.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Fendel takes a moment to study the remaining gug before launching a single arrow. +1 Holy Longbow {DA/PB/Studied Combat/BANE/PRONE} vs BLUE: 1d20 + 16 - 4 ⇒ (5) + 16 - 4 = 17
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
So, for clarification, the yellow gug 5' stepped through the stone? It was in the Northwest corner before, and now it is in the southeast even though there is a wall in the way. The detective is clearly caught off guard by the gug's speed. Never realized how fast they were. He takes a moment to study how this opponent moves as he takes a step back of his own, then fires an arrow. +1 Holy Longbow {DA/PB/Studied Combat/BANE} vs YELLOW: 1d20 + 16 ⇒ (8) + 16 = 24
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective winces involuntarily as the dark energy washes over him. Will vs DC 18: 1d20 + 10 ⇒ (10) + 10 = 20 6 points off of his False Life.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective takes a quick step back and snaps off a pair of arrows. Hoping to drop at least one of the gugs, he focuses his attention on the most wounded. +1 Holy Longbow {DA/PB/Studied Combat/BANE} vs GREEN: 1d20 + 16 ⇒ (14) + 16 = 30
+1 Holy Longbow {DA/PB/Studied Combat/BANE} vs GREEN: 1d20 + 11 ⇒ (19) + 11 = 30
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Fendel has a Spectral Shroud and probably has a good idea where the bad guy is. He will call out the location as it moves.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective takes careful aim and snaps off two arrows in rapid succession. Longbow vs PINK {DA/PB/Studied Combat/BANE}: 1d20 + 16 ⇒ (3) + 16 = 19
Longbow vs PINK {DA/PB/Studied Combat/BANE}: 1d20 + 11 ⇒ (14) + 11 = 25
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Fendel concentrates on his bow, imbuing it with a fraction of his occult essence. {BANE:Gug on his bow.}
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Fendel informs the team of the nature of the spoon. I can just slide it in my Haversack for now unless anyone objects.
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
"Some silverware. Give me a moment to determine the properties of the magic laid upon them."
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective muses, Curious. Perchance I can determine the use, though I may be able to guess. Spellcraft: 1d20 + 21 + 1d6 + 2 ⇒ (9) + 21 + (5) + 2 = 37
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
After determining the area is clear of traps and other threats, the detective scans for magic auras before attempting to open the drawer. Detect Magic
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective moves ahead while seeking out any magic auras as he proceeds, keeping an eye out for traps and other dangers. Detect Magic Perception (Trap Spotter 10'): 1d20 + 37 + 1d6 + 2 ⇒ (8) + 37 + (4) + 2 = 51
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective pulls another bomb from his haversack and tosses it into the remaining swarm. Alchemist Bomb: 1d20 + 14 ⇒ (13) + 14 = 27
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
The detective pulls an bomb from his haversack and tosses it into the mass. Alchemist Bomb: 1d20 + 14 ⇒ (12) + 14 = 26
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
I posted for the trap and the lock earlier, but here are more. Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (6) + 35 + (2) + 2 = 45 Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (16) + 35 + (5) + 2 = 58 Disable Device: 1d20 + 35 + 1d6 + 2 ⇒ (6) + 35 + (2) + 2 = 45
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
Nodding at the kind words. "Thank you Arush. While others in The Society have worked hard at blade or spell, I have invested a great deal of time on some of the more mundane threats and dangers."
HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1
"Save your resources. I will take a look." The detective kneels at the safe and gets to work on the trap. TRAP
LOCK
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