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Male Human (Shoanti) Witch 2
![]() Garidan smiles at the lady's words of wisdom, 'As long as we're the chefs and not the frogs, Mrs Lona Brigglespan,' he replies, 'that seems like a fine way to get things done.' I think the order I listed them in is the order Garidan would make them. The first couple of 'kits' aren't necessarily the ones which will get the most use, but trying to churn out potions of cure light wounds or enlarge person is likely to end up a more ongoing process - i.e. every time we get into a fight, if we're not careful. Better, I think, to brew up the ones which are circumstantial first - that way they can sit on the shelf until they're needed, then Garidan (assuming he's still around at such times) can brew a replacement when one of 'em is used. Obviously brewing the things will eat Garidan's daily spell slots too, so he's not planning on brewing potions 24/7 or anything - once he's got the basic 'kits' done, anyway. ![]()
Male Human (Shoanti) Witch 2
![]() Well Garidan plans on brewing up a 'kits' of potions and oils for use by the MSI: One each of oil of charm person and oil of interrogation to be kept for the purposes of questioning suspects (the 'good cop / bad cop' kit). One oil of restore corpse to help in identifying bodies (and possibly to aid in the use of speak with dead when Laya gets to a high enough level; the 'CSI' kit). A potion of cure light wounds each for those few watch members who can't spam a wand of the same (assuming we eventually get the funds for such a wand; the 'first aid' kit). As many potions of enlarge person as seem reasonable (for general brute force enforcement purposes; the 'riot police' kit). He could whip up mage armour potions too, but I'm guessing that the MSI members who are likely to be wading into the fray will have better armour than the spell provides anyway. Do I need to state which he's brewing first, or do we get some downtime now? ![]()
Male Human (Shoanti) Witch 2
![]() Garidan certainly goes along to the Pediment Building as moral support, probably spending his time looking big and glaring in a menacing fashion at anyone he thinks may be against Laya in the judgement (which may not help her case one bit, but is the closest Garidan can probably get to 'support' without being allowed to speak at the proceedings himself). Later on, catching Auriel's smirk as the funeral director approaches him, Garidan's expression is briefly one of mild confusion and concern that Auriel seems so pleased that her comrade's mortal remains are being taken away - did she hate the man that much? - but facing questions about the funeral arrangements themselves doesn't appear to faze him in the least... 'Markiv gave his life to defend this city,' he says to Ms. Palmera, 'as I'm sure you are aware. We must continue to honour his memory and deeds in story and song. The patron at the Cenotaph Arms has already volunteered to aid in such memorial, placing Markiv's image amongst the honoured fallen in battle. We will dedicate a hunt to him when opportunity arises in the near future. As to the disposition of Markiv's mortal remains, I am not of the Skoan-Quah myself, although the priestess Laya is a servant to your goddess who, as far as I understand these things, fulfils a similar role in your society. Come, we will seek her out together!' Taking Ms. Palmera by the arm, the big Shoanti escorts her to Laya to properly arrange the funeral. ![]()
Male Human (Shoanti) Witch 2
![]() When Auriel leaves the pub, Garidan shakes his head sadly, 'That one seems to think she's the centre of the cosmos,' he comments to the others, 'even when we're here to pay our respects to her fallen comrade. I'd like to say such an attitude only infects outsiders, but Veristan proves that even my people, who should know better, can fall prey to such things. A huntress who cares more about her own safety than that of her fellow hunters is likely to get herself or them killed...' he shakes his head again, seeming more disappointed than anything... then looks up and shrugs, '... although maybe things work differently here in the city? In any case, we can hope that it is merely a symptom of her grief, and not a genuine lack of spiritual depth.' If there are no more comments to be made... Garidan takes his leave and, as suggested by the Captain, gathers his things to arrive at the MSI headquarters in the morning. ![]()
Male Human (Shoanti) Witch 2
![]() Quote: "What more?" she answers testily. "To still be alive, maybe? Sorry, but if it were me dead, the thought that a bunch of people I barely know were drinking in my name wouldn't cheer me up much. Pretty sure everyone here would be drinking whether Pops were dead or not; they'd just have paid for their first round instead of drinking on someone else's coin. One person dies and a tavern full of strangers gets a free ale: where's the solace in that?" 'Then I suppose you should be grateful that it isn't you dead...' Garidan returns, evenly, '... and thankful that Markiv's sacrifice was not your own. It could easily have been any one of us who died in his place. So, if you refuse to celebrate the man's life, then maybe you'd at least be willing to celebrate your own?' ![]()
Male Human (Shoanti) Witch 2
![]() Quote: "Hawk Dancer! You should team up with Heward Table Dancer. His smooth moves helped us win the day." Quote: "He already did. If he hadn't shoved that table and spear at me, I wouldn't have been able to reach Veristan." 'Aye,' Garidan nods, ''tis a fine name, to commemorate an impressive victory over such a slippery foe.' Clapping his hand on Heward's shoulder once more, Garidan declares, 'From this day forth, amongst my people, you shall be known as "Table Dancer"! It is a name well-earned.' Couldn't resist, with a set up that good! :) ***** Quote: "I'm not sad. I'm not ... anything. It's just.... What the Hells is the point? We lock up one jerk for stealing from another jerk, Pops dies, and no one cares. Nothing changes. What are we celebrating? What did any of this actually accomplish?" 'Look around,' offers Garidan, indicating the tavern full of revelers all toasting the fallen watchman, 'how can you think that no one cares? We celebrate the life and deeds of the one who has passed, we honour his memory and his spirit. As to what we accomplished: the city still stands, its people still live - such may not have been true had we failed this night. Although he's locked up, the Captain seems to think that Veristan will soon pay for his crimes with his life. As to why we stopped him - I don't know about you, but I stopped him to protect the people: that he stole property which had long ago been stolen from my people has little to do with it - it was what he intended to do with that property, and the lethal methods he chose to employ in seeking it out that motivated my involvement. By all means, grieve over the death of your...' Garidan looks a little confused thanks to Auriel's penchant for nicknames for a moment, but presses on, '... Father? But to equate the passing of his life with a pointless existence is to dishonour the man's accomplishments. Thanks to his sacrifice, his tribe continues and blossoms... what more could a man desire out of life?' ![]()
Male Human (Shoanti) Witch 2
![]() Leaning on his spear, Garidan turns back to the Captain - and also looks to gauge any reaction from the others to Percival's suggestion... 'A Shoanti in the watch?' muses the tattooed Shoanti out loud, with a slight smile playing at the corners of his mouth, 'What would your Lord Stafford say?' ![]()
Male Human (Shoanti) Witch 2
![]() Garidan joins in the toast, and the drinking, but finally, as the evening starts to draw into dawn, gets to his feet (a little unsteadily), claps Heward on the shoulder, and grins at the assembled group in general, 'I'd love to stay,' he says, his words only slightly slurred, 'but doing favours for the Captain here doesn't pay the bills! I bid you watchmen fairwell... and keep up the good work!' ... With that he heads on out and towards home (where ever that may be)... ![]()
Male Human (Shoanti) Witch 2
![]() Once in the Cenotaph Arms, Garidan stands the first round, seven mugs of mead... the seventh being in memory of Markiv. 5cp per mug sound about right? That's based on the Linnorm mead from the Adventurer's Armory. Since mead is fermented honey, I imagine it actually goes really well with muffins, although I can't recall ever combining the two in real life... ![]()
Male Human (Shoanti) Witch 2
![]() Garidan, level 2 (Witch): Skills: (2 Witch + 3 Int + 1 human) Craft (alchemy) 2 ranks
Hits Points:
BAB +1
Hex - cauldron New spells known: Frostbite, Mage Armour Aaaannnnddd... a '1' on rolled hit points: what did I tell you? ;p ![]()
Male Human (Shoanti) Witch 2
![]() Barely supressing a grin, Garidan manages a formal nod towards Percival, making sure the guests see that it is the Captain who's managed to 'control' the 'savage' Shoanti. Determining to find out what the whole exchange was about when in a more private setting, Garidan turns to the others, 'There was talk of drink and... muffins?' he asks, keen to put the mansion and the posh folk behind him. ![]()
Male Human (Shoanti) Witch 2
![]() Sense Motive (without familiar at hand): 1d20 ⇒ 5 Garidan grunts and nods his acceptance of Captain Percival's judgement on the fate of the enjoiner, and when Laya mentioned her plan for Calatin to study and destroy the fragment the watch are keeping, he appears to relax considerably, 'You speak words of great wisdom, priestess,' Garidan says to Laya, bowing slightly (as he recalls that she's already saved his life several times...). When the richly dressed man places his hand on Laya's shoulder, Garidan steps forwards and place's his hand on the man's shoulder, 'How about trying that with someone your own size,' the big Shoanti growls at the man, looking him up and down as if he were nothing, 'unlike my companions in the Watch, no "civilized" sense of decorum is preventing me for applying a "savage" beating to your worthless hide.' Intimidate: 1d20 + 6 ⇒ (13) + 6 = 19 ![]()
Male Human (Shoanti) Witch 2
![]() When Percival approaches, Garidan will hand the rest of the enjoiner over to him with a shrug, 'It's too hard to simply smash,' he admits in a matter-of-fact manner, 'although I suggest you find some way to destroy the thing. It's a blight on my people's honour, and a threat to this city. It certainly should not be returned to those who allowed it to be stolen and re-assembled in the first place - those who care nothing for honour or communities. I'm trusting you to do the right thing, Captain - a good man died to prevent this foul thing getting into the wrong hands... it would be a terrible misdeed to allow that death to count for nought by handing it back to those unworthy of the responsibility of dealing with such an item.' ![]()
Male Human (Shoanti) Witch 2
![]() Quote: I don't know if I'd go so far as to say it's a house rule, but I find the spell quickly becomes next to useless if you have to keep both hands and feet against the wall all the time, so I do it that you have to have all four appendages to move, but you can "sit" on the wall to do other stuff. Maybe it's not RAW, but I feel it fits Rule 0. No, I like it - very Spidey! I just like to keep these things in mind when it comes to potential future spell selection, as the interpretation does vary from DM to DM, and it can be a shock if stuff doesn't go the way you assume when you've spent character resources on it... Though having said that, I'm not even sure that spider climb is on the Witch spell list... I guess I just assumed it was, since it seems pretty 'witchy'... In any case, good to know - thanks! Garidan nods to Heward, 'Yes, the elder was certainly a worthy hunting companion, I would be glad to join in honouring his memory, if you'd have me.' Glancing at Veristan again, the Shoanti's brow furrows, 'I'd suggest keeping that one unconscious, at least, or having a weapon at his throat at all times when he's awake. Truth be told, slaying a helpless enemy does not sit well with me - although the ancestors know that piece of filth deserves it. The quicker your city officials decide to execute him, the safer we shall all be, I'm afraid.' When either Calatin or Laya appear, Garidan will hand over the case of potions, explaining what he's detected so far. He seems to assume that Heward or Awgin will take the other things. ![]()
Male Human (Shoanti) Witch 2
![]() Garidan pockets the enjoiner (not in a sneaky way - he just takes it), and explains his findings on the rest of the items, 'The non-magical liquid is interesting,' he comments, holding up one of the three glass bottles to the light, 'it didn't detect as poison either... anyone have any ideas?' No Slippers of Spider Climbing? How was he doing all that stuff whilst hanging from the wall if it was just a spell (spider climb requiring both hands on the surface to work)? House rule maybe? ![]()
Male Human (Shoanti) Witch 2
![]() Garidan thanks Laya (again) as he awakens... Then he'll search Veristan, checking everything with detect magic and detect poison as well. 'He's too dangerous to live,' the Shoanti notes calmly, gesturing towards Veristan, 'even bound and gagged he can call forth creatures with a mere thought. If he wakes up, we're all dead.' Glancing up the stairs, Garidan muses out loud, 'What sort of man installs stone floors, thick enough for a three-foot tall earth elemental to pass through, on the upper stories of his home? And then insists that the incredibly dangerous artifact stolen from my people he keeps as some sort of sick trophy has to remain in that particular room, when it's under threat from a man known to be able to conjure just such earth elementals? One could almost assume that such a man wanted his piece of the enjoiner stolen - that he was part of the plot from the very begining. If I were a watchman, I'd certainly keep an eye on such a suspicious individual.' Also, he notes once again... 'We should just attempt to destroy the enjoiner - it's too dangerous for anyone to posses, and if we can just smash it we should.' ![]()
Male Human (Shoanti) Witch 2
![]() Handing off an object to someone waiting for it can't be a move action, surely? That would imply it takes as long as picking up an item, moving a heavy object, or retrieving a stored item. In action-economy terms that would mean it's faster for everyone involved to drop something at an ally's feet as you run past than actually passing it to them, which would seem weird... to me at least... :/ Picking up the halberd would be a move action though. Of course everyone conscious can freely attack the fire elemental now - assuming it has orders to attack Calatin and nothing else was mentioned to it. Garidan tested that theory with the other elemental (which ignored him and kept attacking the table when he took a chunk out of it) so it would seem unlikely that Veristan thought far enough ahead to give the elemental attacking the wizard contingency orders. 'Damn!' Garidan exclaims as his spear thrust (or whatever he's ended up using...) misses the target, adding, 'Heward, quickly - Veristan is down and out, but your wizard friend needs help!' Enough to get Heward on track? :) ![]()
Male Human (Shoanti) Witch 2
![]() Quote: Oh, right, Awgin's unconscious again. That puts you up to follow your own advice, Garidan. :) Absolutely - and that's his plan; it's just that talking is the only action Garidan gets to take when it's not his turn... so talking is what he did until it rolled round again. Now that it has... 'Heward - my spear, if you please?' Garidan holds out his hand for the spear as he eyes the fire elemental assaulting the owl's master... Delay until Heward can hand over the spear, then move and attack the fire elemental... Long spear attack: 1d20 + 2 ⇒ (6) + 2 = 8 Damage: 1d8 + 3 ⇒ (4) + 3 = 7 If for some reason the spear fails to materialise, he'll use his dagger instead. If Heward does get the spear to Garidan then the Shoanti will probably have to drop his dagger to complete those actions in the time he has, correct? If so, then he'll do that. Looks like a miss whatever he does... Bang goes Garidan's 100% hit success rate! ;) ![]()
Male Human (Shoanti) Witch 2
![]() 'Yes!' Garidan pumps his fist in the air as Heward takes down Veristan... then glances about, a little embarrassed by his outburst... Knowledge (arcana): 1d20 + 7 ⇒ (19) + 7 = 26 'The summoned creatures will continue to follow their last instructions,' Garidan calls out, 'Ignore the one under the table; banish the one attacking Calatin!' ![]()
Male Human (Shoanti) Witch 2
![]() Zova's still out patroling, isn't she... nothing weird to report I assume? In the meantime... Glancing towards the burning mage, Garidan's features twist into a mask of concern and anger. He calls out to Tylluan... Feral Speech (birds): 'We will do our best to save your master... but if Veristan escapes, can you stealthily follow him, and learn where he lairs? It may be our only chance to extract revenge for what he has done.' ![]()
Male Human (Shoanti) Witch 2
![]() 'Keep at him!' Garidan urges Heward, 'If he vanishes again we may never get another chance to halt his madness!' Seriously - the guy seems low on spells (otherwise he'd be invisible right now) and is cornered and wounded. We've basically gotten nowhere tracking him down via investigation, so I say we may as well go all in to stop him now. It's hardly going to go any better if we let him go (possibly with the last piece of the enjoiner), rest up to full power, and try again - we'll still be fighting outside our weight class. It's not like we've made a load of mistake here - we'd be mad to think we'd do any better at a later date when the bad guy is holding all the cards. Noting Auriel's retreat the Shoanti calls over, 'Find some water to stop the fire spirits, or something to pry this bug from his perch!' To Veristan he shakes his fist and yells... Shoanti:
'You're cornered and bleeding, bug, and now I have your scent! You better pray to the ancestors you fail to respect that these watchmen get to you before I do - you know what I'll do if I get my hands on you...' Intimidate attempt: 1d20 + 6 ⇒ (1) + 6 = 7 Wah-wah-wah... :( ![]()
Male Human (Shoanti) Witch 2
![]() Sorry - I was just pointing out that Auriel's combat and casting abilities are roughly on par... which is one of the things that a class like the Bard is all about: jack of all trades and master of none. Bards get a good selection of weapon proficiencies, the ability to use (and cast in) armour, shield proficiency, a d8 Hit Die, and a ¾ BAB progression. To rule out any sort of combat role utilising that stuff seems a little self-limiting... but again, only IMHO. YMMV. ;) ![]()
Male Human (Shoanti) Witch 2
![]() Auriel and Garidan seem a bit similar, Ability Score-wise, in that neither character has maxed out their casting stat, so neither is going to be much good at save or suck spells or effects. While disappearing act can be awesome, a DC 13 save is pretty easy to beat, I'm afraid - especially when caster classes tend to start with +2 to their Will saves and get better from there. Assuming Versitan is a 5th level Summoner with no other bonuses to his Will save, for example, he saves against Auriel's disappearing act on a 9 or more - so she'd only have a 40% chance to effect him with that anyway: pretty much on-par with her combat abilities as far as the numbers go. Again, purely from a numbers point of view, casters without maxed-out (or at least near maxed-out) spell DCs are much better off sticking to spells and effects which don't allows saves. That's one reason Garidan likes his enlarge person spell - he knows it'll do what it's meant to do when he casts it. After all, spells and effects which end up doing nothing, because the other guy made his save, are even less fun than buffing your teammates... IMHO, naturally. ![]()
Male Human (Shoanti) Witch 2
![]() If it helps, Auriel Vs the fire elementals (assuming Bestiary stats for the sake of argument) works out as: Melee: +0 BAB +0 Str Vs AC 16 = 25% chance to hit
Trips and disarms are both great for combat support characters, as they tend to generate extra AoO for the front-line melee guys. A successful trip gives your allies in melee with the target both a bonus to hit (since he's now prone) and an AoO against him (with that bonus added as well) when he tries to stand up. A successful disarm often means the bad guy provokes by attacking unarmed (and un-skilled...), or by trying to pick up his weapon. Even if they don't provoke, the bad guys often waste actions making sure they don't provoke, or are forced to fight with less effective weapons or from a disadvantageous position. CMD is often (much) less than AC, and the creatures for which that isn't true are usually obvious (as they're giant-sized and / or multi-legged). Medium and small humanoids usually have pretty poor CMD compared with their AC (since BAB and Str are added in, the full BAB classes are usually better off in that regards, of course). Caster-types in particular often have sucky CMD (as they have sucky BAB and Str scores), and a timely disarm of a wand or holy symbol can do wonders for turning the tide of a fight. Ready an action to disarm any spell components the enemy caster pulls out of his spell component pouch and watch him flounder! The main impediment to using combat maneuvers isn't that they're particularly difficult - it's that you provoke when you attempt them. Since a whip allows the trip and disarm combat maneuvers from up to a 15ft range, it neatly sidesteps that problem (they can't AoO you if they can't reach you). Since a whip has the trip and disarm qualities, you also get to add any other bonuses you get on attacks with the whip onto using those maneuvers with it. So if Auriel (as an example) had Weapon Finesse then she could replace the Str part of her CMB calculation with her Dex in regards to trips and disarms when using a whip - without the need for the Agile Maneuvers Feat. If it was a +5 Whip, then she'd get +5 to those two maneuvers with it as well as just with normal attacks. But that's just the numbers - and they're pretty meaningless next to a character's chosen fluff. I'm not trying to tell anyone how to play their character here, just trying to illuminate available options. :) ![]()
Male Human (Shoanti) Witch 2
![]() Hmmm... can't cast without provoking from the little burner under the table, judging by the map (and I'm not a fan of casting defensively), so... Seeing the small flaming spirit manifest under the table Heward is standing on, Garidan scowls, shakes his head, and draws his dagger (move action), 'Keep at Veristan!' he calls to Heward, whilst he himself (against his better judgement...) thrusts his dagger at the fire elemental trying to immolate the table and watchman both... Dagger attack: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d4 + 2 ⇒ (1) + 2 = 3 ![]()
Male Human (Shoanti) Witch 2
![]() Yeah - I haven't really geared the guy towards being a big de-buffer, which is where Witch characters can excel as far as offense goes, but gone for investigation and support. The enlarge person is his best combat spell, and that got shut down pretty quickly... Still, if he lives, at least Garidan can fill his spare slot with what's sure to be a much needed cure light wounds... ;) Quote: *waves* Why would I use a whip, though? Sounds more like an elf dominatrix. :P So... that's where your mind instantly goes, huh? Not a certain Doctor Jones? I won't judge... ;) ... But yeah, Bards get proficiency with the whip for free, and it's such a useful and versatile (and easy to conceal, and cheap) weapon that all Bards really should carry one 'just in case'... IMHO... ![]()
Male Human (Shoanti) Witch 2
![]() therealthom wrote: ProfPotts: thanks for the boost from the table. Inspired thinking there. No problem! To be honest, Garidan is really un-optimised for this sort of thing... but at least he's got enough Strength to lug furniture around! :) What we really need is someone with a whip - 15ft reach and can trip spider-boy off the wall so we can all pound on him. Is there a Bard in the house? With only one guy able to attack at all we don't really stand much of a chance (unless Heward gets a lucky critical hit or two in with the spear)... I don't suppose anyone has a grease spell handy? If Garidan makes it to level 2, I really need to see about weaponizing his spell list a bit... ![]()
Male Human (Shoanti) Witch 2
![]() Ah - he moved across too - that's a lot clearer, thanks! In that case... Watching Veristan scurry away, Garidan grabs the handy-dandy table they have nearby and moves it so that Heward can jump up onto it and continue impaling the bad guy! 'Get on this to reach him!' Garidan says as he moves the table into position. And yes - Garidan only has an 'open' level one spell slot at the moment - not really knowing what to expect... but I doubt Veristan is going to abide by a 'time out' whilst he fills it... ;) ![]()
Male Human (Shoanti) Witch 2
![]() Heward has a what? Nine or ten foot vertical reach, is standing on stairs, and is using an eight foot long spear... And spider-boy still has room to climb up, out of reach? This place is frickin' huge! With his 'protection from anything we can chuck at him' spell up, I'm rapidly running out of ideas as to what to do next... I guess I'll await Garidan's next turn and see what happens in the mean time... ![]()
Male Human (Shoanti) Witch 2
![]() Quote: ... Heward can ready an attack for when Garidan gets the spear to him, however. Readying would be a little insane, since there's no reason Heward would be wanting to interupt Garidan trying to hand him the spear, and no reason he'd want to limit his potential action so much. A simple Delay - where he still gets his full action once he has the spear, and has the option of jumping back into the flow of activity before then if something interesting happens - seems more like what the chap is doing... IMHO, of course... ;) As soon as he's able, Garidan heads to Heward's side move action, hands off the spear I'll assume free action, maybe swift?, then asks the tribal spirits to offer Heward some guidance as the watchman attempts to strike down their odious foe standard action to cast a guidance cantrip on Heward. ![]()
Male Human (Shoanti) Witch 2
![]() Peering around bleary-eyed for a moment Garidan mutters, 'Did anyone get the number of that cart?' ... before smiling at Laya, 'My thanks to you and your goddess both!' Then he'll retrieve his long-spear. If possible he'll toss the reach weapon over to Heward, calling out, 'Get him!' as he does so. If not in a position to do that, he'll instead clamber to his feet taking the remainder of his action. In any case, he'll shout over to Veristan in Shoanti, Shoanti: 'How about you try fighting like a man for once in your miserable life, you odious little tick on the backside of Golarion? Curse the b!tch who s#@t you out for not leaving you to the elements on the side of a mountain like the sickly little runt you are!' ![]()
Male Human (Shoanti) Witch 2
![]() Yeah, I was hoping that the big guy may get some healing and back into the fight before the enlarge person wore off, but no such luck. As for the cats... to be fair to 'em, I only asked that they be on the lookout for an invisible guy which the stupid non-cats weren't noticing - since that's what we thought the perp's M.O. was at the time. Since it turned out that he's actually using mundane disguises, which no-one saw through, and only did the vanishing thing when it all kicked off anyway, I think we can probably forgive our feline friends this once... ;) ![]()
Male Human (Shoanti) Witch 2
![]() Quote: ... just as the ranger shrinks back down to his normal size... We've had ten rounds already? ::sigh:: - there goes my last contribution to combat... But at least I got first blood... or first 'chip' I guess... in on the elementals... ;) Lying unconcious, Garidan dreams... ![]()
Male Human (Shoanti) Witch 2
![]() Stabilization checks... 1d20 + 2 ⇒ (11) + 2 = 13 1d20 + 2 ⇒ (15) + 2 = 17 1d20 + 2 ⇒ (9) + 2 = 11 1d20 + 2 ⇒ (11) + 2 = 13 1d20 + 2 ⇒ (10) + 2 = 12 1d20 + 2 ⇒ (8) + 2 = 10 1d20 + 2 ⇒ (6) + 2 = 8 1d20 + 2 ⇒ (2) + 2 = 4 1d20 + 2 ⇒ (3) + 2 = 5 1d20 + 2 ⇒ (12) + 2 = 14 ... if none of them work, then he's toast! :) ![]()
Male Human (Shoanti) Witch 2
![]() Quote: Elemental 1 bends down and begins searching Garidan's prone form (Awgin can take an attack of opportunity). T-bagged by an elemental! Noooo!!! ;0 Luckily, being a Shoanti shaman and all (Garidan doesn't really refer to himself as a 'witch') Garidan has all sorts of ritually significant (but monetarily worthless) Shoanti trinkets, charms, and amulets on his person... that should slow down the search a bit! ;) Stabilization roll: 1d20 - 2 ⇒ (10) - 2 = 8 Ouchie! ![]()
Male Human (Shoanti) Witch 2
![]() Quote: I don't see the witch one-shotting the two of these guys. Oh no? Right then... Moving within reach of his longspear, Garidan thrusts the gleaming point towards one of the elementals (hoping not to break his spear on their stoney hides...)... To-hit: 1d20 + 2 ⇒ (16) + 2 = 18
... and managing to chip a piece off the little blighter! :) ![]()
Male Human (Shoanti) Witch 2
![]() Garidan will keep up the detect magic until something happens - he'll focus on directions other than the (nicely blocked) door, of course, assuming (as he is) that the bad guy is going to try something clever to get the enjoiner fragment (or nothing at all... since this is unlikely to actually be costing the guy any tangible resources, there's really no reason to think he wouldn't just abandon his attempt and try again when there's not a room full of city watch between him and his trinket...). But in the meantime... 'I'm sensing no magic other than that which we have wrought,' comments Garidan to the others, 'and I've had no empathic indication that my winged friend has noted anything unusual outside either. If our foe does not come for the fragment, then I fear there's little we can do to otherwise locate him...'
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