Radi Hamdi

Hassan al'Akbar's page

392 posts. Alias of DM DoctorEvil.


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The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

I am going to drop out. Have a new campaign to GM and another on the way.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan calls out, "She is the spawn of witches or other sinister begins. Do not fall for her traps. Save your soul and avoid her." While he thinks everything is witchcraft, this might actually be something, so he thinks back to his training and doctrine for any clues.

Otherwise he avoids the ghostly child, despite her insistent need.

Know Arcana: 1d20 + 5 ⇒ (7) + 5 = 12
Know Religion: 1d20 + 5 ⇒ (18) + 5 = 23

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan hears the voice and sees the girl, and hears her words. At first he reacts to save the girl, and then his suspicious mind kicks in. "Witchcraft!" he says aloud, but then again, he thinks everything is witchcraft. The Sarenrite fundamentalist draws out his scimitar and
scans the area with detect magic

Perception DC 10: 1d20 + 8 ⇒ (13) + 8 = 21

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan slowly picks his way towards the field of boulders, watching the strange hut. "If it is a lookout, we may have already been spotted." he says with a frown.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan notices the blood trail, and keeps his eyes peeled, thinking that a wounded animal might be more dangerous than a normal one. He can't help sneaking glances over at the strange stilted building though, wondering if that is where the wintry weather is emanating from.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Thanks for the bot. I marked off the fire bolt. Back now, and ready for regular action.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan is looking at the tracks with interst, and is startled when the trees come alive and attack. He looks around hurriedly, thinking that in this strange land even the trees attack, and here they are surrounded in the woods full of theoretical foes. He thinks strongly of just going back to the desert plains of Qadira.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Survival: 1d20 + 8 ⇒ (14) + 8 = 22

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Please note that I will be having house guests in starting tomorrow evening through Monday night for graduation. (My daughter's). AS such, I will be very unlikely to post much in the interim, as I will be playing host instead. I may be able to sneak in a post or two, but it's possibly courting disaster with my overlord...See you after.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan says a few words of mourning for the man he did not know, telling him that the face of the Dawnflower will soon shine upon him once they can rid themselves (and the woods) of this infernal cold.

Hassan is well bundled in the magical cloak and does not feel the cold at all. He makes sure Wasilissa gets teh animal bane arrows. "If there is truly a great weasel about, these may come in quite handy."

With the gear from Kepp sorted and the proper words said, Hassan suggests it is time to continue moving on. "Keep a sharp eye out for this weasel." he says to all.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

While the others debate about bite marks of various snow-bound predators, Hassan uncovers the satchel from the snow and folds back the flap to expose what is inside.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Fearing the worst, Hassan will slowly move up on the rusty stain, cautiously peering around in case what appears to be rust is actually blood in the snow.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan saw Arrac take the brunt of the explosion from the frosty skeletons, and casts a healing spell on the warrior, warming his wounds mildly as if in the bright sun.

CLW on Arrac: 1d8 + 2 ⇒ (5) + 2 = 7

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan moves about 20' to his right to get a clean shot on the remaining skeleton. He fires one more spell intended to destroy the undead. This time his aim proves slightly better than before.

Disrupt Undead ranged touch, into melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
Dmg: 1d6 ⇒ 3

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Moving closer, Hassan unleashes another bolt of energy that is meant to disrupt the unquiet dead, but again the holy spell flies wide of the mark.

Disrupt Unedead, rangged touch, into melee: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Slide 11

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan is wearing the cloak of the yeti, which give a permanent protections against cold ala endure elements.

"Minions of evil!" cries Hassan as the undead reveal themselves. "Let the power of the Dawnflower unmake you!"

He steps forward and readies to cast disrupt undead when the creatures come within range (30').

Readied Ranged touch: 1d20 + 3 ⇒ (7) + 3 = 10

Probably not good enough to hit...

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan hustles across the bridge and follows along behind the others, his bow at the ready. As the unusual tracks appear, Hassan bends to try to see what he can tell from those trails.

Hassan Survival: 1d20 + 8 ⇒ (12) + 8 = 20

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan may have seen or heard of these creature during his time learning how to combat evil magic. What he does know is that this thing seems resistant to damage and heals itself. The inquistor steps forward and calls out, "Sun Goddess let you cleansing fury burn this spawn of evil."

Bolt of Fire, ranged touch: 1d20 + 3 ⇒ (18) + 3 = 21
Fire dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Know Arcana: 1d20 + 5 ⇒ (5) + 5 = 10
Heal: 1d20 + 11 ⇒ (7) + 11 = 18

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan takes aim against the flying creatue, amazed at its icy breath weapon. He lets fly hhis first arrow just after the wintry blast hits his teammates.

Haassn bow: 1d20 + 3 ⇒ (13) + 3 = 16
Dmg, if hit: 1d8 + 1 ⇒ (3) + 1 = 4

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan also has a coil of silk rope which he makes available if anyone else needs tied down. As the dwarf points out something in the trees, the outlander looks, but cannot see the threat. He readies his bow anyway, on the off chance there is a threat.

Hassan Perception: 1d20 + 9 ⇒ (7) + 9 = 16

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

I am fine with the distribution you made above. Hassan is already at medium encumbrance so he can take some of the other items. He already has a silk rope and has no use for the MW thieves' tools. He will take the grappling hook, crowbar and 4 of the alchemist fires.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan would also take for the intimidate bonus.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage
lucklesshero wrote:

Ok couple questions...before I make a big post...1st off I missed a big magic item that was in the planing room draped over a chair..

** spoiler omitted **

I'm going to assume Wassillisa gets this since she's the one that struggles the most in the cold right now..However, if you do want to sell it you'll get 2,000gp for it (perhaps reduce Wassilissa's share of the rest of the treasure up to players..

Also after Newmark is through copy the spells from the spellbook you found into his own spellbook...you can sell the one you found for 43gp.

Here's what I need..
1. don't sell all the treasure and divide it up yet
2. please let me know if anything remains 'unidentified' Newmark has the spell identify so pretty much everything is eventually identified.
3. Some of the values I gave on items may be in error because Newmark didn't nail every appraise check.. so please update..the 'loot sheet as much as possible....
4. when you have decided what items to sell we will make one pile of gold...we'll subtract part of the value of any major magic a PC is going to keep...from their share (up to you guys typically anywhere from 10%-50% of the sell price of a magic item is deducted from a character's share of the loot) [for instance if you decide 25% of the sell price is to be deducted...and newmark decides to keep say tghe scroll of 'unseen servant' sell price...

Think the loot sheet is as updated as I could make it. There are still unidentified items which Newmark can work on. There are also still the things suspected as poison.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

I will be traveling Wed-Sun this week for Spring Break. I will not be posting, most likely, during this trip, so please bot Hassan appropriately once the game gears back up again.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

we found 10 alchemist's fires in the lodge, not sure you need to buy any...

If I use the sell value of all the mundane items in the loot pile, it comes up to 2014. Divided 5 ways, that's 402.8gp. It leaves several items we might find useful and all the magic and unidentified items.

GM, are you ok with us selling all that and getting that amount of gold to start? I highlighted in yellow on the Loot Tracker all the things I did NOT include in that sum.

Hassan added the 2 scrolls of magic weapon and the potion of lesser restoration to himself for general party use sometime.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan will take a look at the scrolls, which are probably divine in nature and see if his training will allow him to make heads or tails of them.

Once the scrolls are studied, he will head to the trap door, opening it with blade in hand, hoping that some clue of the whereabouts of the lady they came all this way to find is inside.

Scroll 1 Spellcraft, spell sage: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Scroll 2 Spellcraft, spell sage: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Scroll 3 Spellcraft, spell sage: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22

I will add the other art objects etc to the Loot Tracker. Unless there is objection, Hassan will take the healer's kit.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage
Wassilissa wrote:

** spoiler omitted **

Not to be a spoil sport here, but that spell has some serious limitations.

Ooops didn't see. If you guys have Endure Elements covered, I will go back to the well on something else. Thinking Divine Favor.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

With his training in identifying magical uses, Hassan examines the potions, but they prove to be beyond his ken. He does say to Lanfried, "Careful friend. If that priest was indeed a servant of Norgorber, the god of murder, those green vials could be some form of poison. It is often used by the evil cult."

Hassan Spellcraft DC 16, spell lore: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12

Of course...

I added the loot above to the Loot Tracker, and split the coins 5 ways for 83.6gp per player including Newmark.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan will add Know Religion and Arcana (he is a witch hunter). He will also add in Sense Motive, Perception, Heal, and Spellcraft (to trigger his spell sage special ability).

He will add acid splash and a spell called winter feathers, which protects against need Fort saves vs cold, to his casting repertoire.

He gets Cunning Initiative which adds his Wis mod (+4) to his Init making it +6. He also gets Knowledgeable Defense, which gives a +1 to saves vs spells which he can identify with Spell Sage (which itself gives a +4 bonus on Spellcraft checks).

Also gets +1 to Fort and Will, and +1 to BAB.

Will email the .por file but the stat block is attached here:

Hassan Stat:

Hassan al'Akbar
Male human (Keleshite) inquisitor (witch hunter) of Sarenrae 2 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 53)
NG Medium humanoid (human)
Hero Points 2
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 14 (2d8+1)
Fort +3 (+5 circumstance bonus vs. cold weather), Ref +2, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron longsword -1 (1d8+2/19-20) or
dagger +3 (1d4+2/19-20) or
scimitar +3 (1d6+2/18-20)
Ranged composite longbow +3 (1d8+1/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 2nd; concentration +6)
7/day—fire bolt (1d6+1 fire)
Inquisitor (Witch Hunter) Spells Known (CL 2nd; concentration +6)
1st (3/day)—cure light wounds, hex ward[UM] (DC 15), winter feathers[ARG]
0 (at will)—acid splash, daze (DC 14), detect magic, disrupt undead, light
Domain Fire
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 10, Wis 18, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Favored Judgment[UM], Persuasive
Traits flame of the dawnflower, vigilante witch hunter
Skills Acrobatics -3 (-7 to jump), Diplomacy +2, Heal +9, Intimidate +7, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +9, Ride +1, Sense Motive +11, Spellcraft +5 (+9 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll), Survival +8
Languages Common, Kelish
SQ hero points, knowledgeable defense, spell sage, stern gaze +1
Other Gear breastplate, buckler, arrows (52), cold iron longsword, composite longbow (+1 Str), dagger, scimitar, backpack, bedroll, belt pouch, blanket[APG], candle (10), canteen[UE], cold weather outfit, flint and steel, holy text (Sarenrae)[UE], manacles, silk rope (50 ft.), spell component pouch, trail rations (2), wooden holy symbol of Sarenrae, 73 gp, 16 sp
--------------------
Special Abilities
--------------------
Favored Judgment (Humans) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Fire Bolt 1d6+1 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Witch Hunter) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Knowledgeable Defense +1 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th
Spell Sage +4 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
--------------------

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Taken aback at the angry outburst from the small fey, Hassan changes his mind. "If they will threaten us now, leave them be. They can stay in the cage for eternity."

He does take note of the names dropped by Vrixx. Teb Knotten and Izoze. He considers if those names are known to him, and asks the others (who are conscious) the same.

He looks around the rest of the upstairs rooms for anything of interest or note, especially looking for clues about the missing Taldan noblewoman.

Any chance we have heard of those people before this?

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

"Take it outside first," warns Hassan sternly. "We don't need those little things flittering about in here."

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Good idea!

To the extent, he can move the big man, Hassan bends and hooks him around the collar and pulls him back from the melee where Grawlic is in a life and death struggle with the frosty skeleton.

"At least he won't be exposed to that cold any longer," says Hassan, realizing there is no more healing available from any of the assembled group at present.

Hassan STR check to drag: 1d20 + 2 ⇒ (18) + 2 = 20

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

So again, Hassan is blocked from acting offensively. Will continue to delay.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

So Hassan can't move past him before the skeletons act? Guess we are all on the sidelines then?

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Not skilled in alchemy, Hassan sniffs the liquid in the vials, trying to perceive what it could be. Knowing that priests of Norgorber are notorious murderers, he is careful when handling the stuff, thinking that it could be poison.

If he can't make heads or tails of the stuff, he soon sets it aside and holding the key out, he begins to look around the rest of the cabin for something to fit it into. He starts with the rooms along the north wall, working is way around the building in a counter-clockwise fashion.

Hassan Perception, liquids: 1d20 + 8 ⇒ (2) + 8 = 10
Hassan Perception, looking around: 1d20 + 8 ⇒ (6) + 8 = 14

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

When the unholy symbol of Norgorber is found, Hassan reacts negatively. He spits and takes the symbol and casts it into the fire. "Best that thing was never made. Let these flames unmake it!"

He looks at the vials of non-magical liquid trying to determine what they may be. Also he takes the key, examining if he can tell by make or size what it might open.

Is there some check for this? Arrac, fine if you take the magical weapon. I will add the rest of this loot to the loot tracker on the home page. Will you spell out the looted weapons etc?

Divided 5 ways, the found coins equal 23.8gp per player. I added them to the Cash Tracker as well.

Hassan Fort: 1d20 + 2 ⇒ (11) + 2 = 13

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Getting up from his prone position now that the fight is ended, Hassan kneels next to the fallen girl and tends to her wounds, binding and bandaging what he can.

Once she seems stable, he goes over to the corpse of the fallen cleric, and begins searching it, looking especially for any kind of healing potion or other health-restoring item.

Hassan Heal: 1d20 + 8 ⇒ (11) + 8 = 19

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

While laying prone and badly hurt, Hassan calls to his patron, the sun goddess for succor at his time of need. "Let not the god of murders win this day," he murmurs weakly. "Give me, your vessel, the strength to get back into this fight and win glory for your blessed name."

So saying, he casts a curative spell, his last of the day, to get himself back into the fray. With his vitality returned, Hassan stands back up ready for more action.

Standard to cast cure light wounds. Move action to stand up (no weapon in hand).

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Is Arrac still considered a foe? That is, if I cast a spell will it provoke an AoO from him?

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

For OOC purposes only, what spell is the evil cleric using on Arrac?

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Swiftly praying for his judgement to change from defense to offense, Hassan shoulders past Arrac and the outlined priest till he is standing directly behind him. Then he whirls, lashing out with his scimitar from the rear.

Swift action to change judgement to Justice which grants +1 to hit. Move Action to push behind priest, no AoO if no weapon out. Standard to attack with flanking.

Hassan scimitar, flanking, judgement: 1d20 + 2 + 2 + 1 ⇒ (11) + 2 + 2 + 1 = 16
Dmg, if hit: 1d6 + 2 ⇒ (5) + 2 = 7

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage
Hassan al'Akbar wrote:
. Does the caster have a weapon out?[/ooc]

Still a question?

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

He doesn't provoke from Hassan while reading the scroll because he's around the hard-corner? IMO, the hard corner provides concealment which supersedes any AoO, but have seen different GM's rule it differently. Does the caster have a weapon out?

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Thinking that the sensitive nose or ears of the cat must've located the invisible caster, Hassan hustles across cutting in front of the possible location of the foe but then striking out with his scimitar at the invisible villain

Scimitar, judgement to hit: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Dmg, if hit: 1d8 + 2 ⇒ (5) + 2 = 7

Move Action to cross the room as indicated. Provokes from the invisible guy if, in fact, he is there. But that should also make him fully visible again. Swift Action to change active judgement to "hit" bonus. Standard Action to attack. Use concealment roll above as approved by GM. Hassan has AC 20 for AoO, but drops to 19 once he switches judgment after his move action.

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

As soon as the sick bandit surrenders, Hassan moves slowly throughout the room, listening and feeling for any invisible caster. If he senses the caster, he shouts to the others, pointing him out and then attacks swinging his scimitar as effectively as he can against an unseen foe.

will move along the path of the red arrow (that bandit/zombie is dead right?), if I sense him along the way will stop and attack. understand the attack will be with concealment, which indicates a 50% miss chance.

Hassan Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Attack miss chance 50%, low is hit: 1d100 ⇒ 98

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

With the zombie obliterated, Hassan steps over to the fallen girl, and calls on the healing power of the Dawnflower to attend to her wounds. He kneels and touches her prone form, making the symbol of the sun on her forehead.

Move Action to get to indicated square, standard to cast cure light wounds Should remove all NL and still cure 5 normal dmg. Think that might get you back up in the fight.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

I moved you to where I think you want to go.

The raised bandit takes Hassan's attention away from the invisible caster for now. "It's a zombie, slashing is most effective. Arrows will not harm it much." He moves away from the closed door and attacks the undead abomination but misses.

Know Religion DC 11: 1d20 + 4 ⇒ (17) + 4 = 21
Hassan scimitar: 1d20 + 2 ⇒ (4) + 2 = 6

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

Hassan stops and stills himself, straining to hear the invisible caster and pinpoint his location, but he can't locate him over the din of the fight.

"The leader is still in the room somewhere, but he can't be seen. Spread out and find him. Send Grawlic to smell him. We can't let him get away."

Hassan stands alert, ready to pounce should the cleric reveal himself.

Ready an action to charge the caster should he become visible. Swift action heals 1 more hp of damage, making Hassan full at 8/8 once again. He changes his judgement to Sacred Protection which buffs his AC by one.

Hassan Perception: 1d20 + 8 ⇒ (6) + 8 = 14

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage

So can we assume that Hassan spent his second move actin last round closing the door instead of barring it?

What is the perception check to locate an invisible caster by the sound of the spell?

The Exchange

M HP: 14/14| AC: 19 T: 12 FF: 17 | Fort: +3 | Ref: +2 | Will: +7 | Init: +6 | Perc: +9 | CMD: 15 | Condition: None Spells: Hex Ward, Divine Favor Other: Fire bolt 6/7 ; Judgement; spell sage
Wassilissa wrote:

@Hassan

if the door was open, he may as well be outside already.

You are right, of course. I just assuemd the door was shut already. Yes or no?

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