Inquisitor / 5 AC22, HP43; flat 20, touch 12, init +6; F+6, R+3, W+8, perc +12
Finlio moves closer (although his last set of orders had him move east a bunch but he is in the same place on the map?) Maintain Judgement of destruction, +2 to damage rolls And shoot the thing with his crossbow 1d20 + 7 ⇒ (20) + 7 = 27 to hit
1d20 + 7 ⇒ (12) + 7 = 19 to confirm crit
Inquisitor / 5 AC22, HP43; flat 20, touch 12, init +6; F+6, R+3, W+8, perc +12
Finlio moves E E E SE E E and shoots the thing, activating his judgement power as he does so! Judgement of destruction, +2 to damage rolls 1d20 + 7 ⇒ (4) + 7 = 11 to hit
I am getting confused with who is going when and etc.
Inquisitor / 5 AC22, HP43; flat 20, touch 12, init +6; F+6, R+3, W+8, perc +12
Finlio shoots one of the porcs! 1d20 + 7 ⇒ (19) + 7 = 26 to hit
Inquisitor / 5 AC22, HP43; flat 20, touch 12, init +6; F+6, R+3, W+8, perc +12
Finlio steps back (5 foot step SE) and shoots the lady! 1d20 + 7 ⇒ (3) + 7 = 10 which is probably a miss (1d10+4 damage if I am wrong and it hits) It's a kelpie! he yells. Tell me if it resists damage and if it is susceptible to damage.
Inquisitor / 5 AC22, HP43; flat 20, touch 12, init +6; F+6, R+3, W+8, perc +12
Finlio will run to help hold back the Professor! And try to think of what that thing might be. 1d20 + 9 ⇒ (19) + 9 = 28 knowledge nature
1d20 + 5 ⇒ (9) + 5 = 14 to grapple the Prof; not sure of his CMD in this case.
Inquisitor / 5 AC22, HP43; flat 20, touch 12, init +6; F+6, R+3, W+8, perc +12
Finlio helps unpack the horse, while keeping a bit of an eye out for anything out of the ordinary. He pays close attention to the young pathfinders and the gnome lady, wondering about their motives. 1d20 + 12 ⇒ (10) + 12 = 22 for sense motive
Inquisitor / 5 AC22, HP43; flat 20, touch 12, init +6; F+6, R+3, W+8, perc +12
Finlio steps SE and shoots the closest zombie Owlbear with his heavy repeating crossbow 1d20 + 7 ⇒ (8) + 7 = 15 to hit
And Finlio hopes someone is built for melee combat in this group!
Inquisitor / 5 AC22, HP43; flat 20, touch 12, init +6; F+6, R+3, W+8, perc +12
Finlio raises an eyebrow at The Hawk. Dressed in flamboyant colors himself (red scarf, violet girdle, a broad brimmed green hat and a orange bow tie with black polka dots), he still thinks the man is perhaps a bit odd. Finlio spent the moments before the Venture Captain arrived polishing a pair of enormous clown shoes, which he stows in his pack when the Hawk entered. He also tries to recall anything he might know of the area: knowledge nature 1d20 + 4 ⇒ (6) + 4 = 10
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