Barbarian

Hoenn's page

21 posts. Alias of Lemmy.


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Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

This Ghast really likes to think his tactics through :P


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Done.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Kristeva could act. She acts right after Armand, anyway, so it's unlikely to make any major difference, unless one of them is going to buff the other or something.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

See? That's why you gotta use the forum's profile page! XD


Scavion wrote:
Ghouls.

You evil bastard....


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

I just realized I could have cast a spell instead of reading an action... Well... Whatever.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Ah, I forgot we were in a tunnel... Okay. How far are the ghouls?

EDIT: Nevermind... I'll just use a move action to use Study Target on the nearest Ghoul and then ready an action to strike any enemy that comes within striking distance.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

You're welcome.

BTW, I could use a map... Also, the Ghasts acts before me.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Kn(Religion): 1d20 + 7 ⇒ (17) + 7 = 24

To identify the creatures and recall any useful information I have.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Kristeva lacks initiative!

Hoenn jumps down the burrows entrance (assuming it's not high enough for me to suffer damage) and slashes any threat he might detect.

Kogo no Ha: 1d20 + 5 ⇒ (15) + 5 = 20 damage: 1d8 + 7 ⇒ (7) + 7 = 14


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Wait... This thread was updated?

Is this real life... Or just fantasy?


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Is that tumbleweed?


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Somewhat disappointed that he didn't get the chance to kick a door through a ghoul's face, Hoenn follows Armand into the room...


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

I focus on Detect Evil. And keep my readied action to kick the door! >:)


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Since it's a maintenance room, I assume it has a door. I ready an action to kick it as soon as an enemy opens/unlocks it. That's gotta be fun!

If there is no door, just the archway in the wall then, I hide by its side and ready the action to attack any enemy that walks through it.

Kōgō no Ha: 1d20 + 5 ⇒ (14) + 5 = 19 damage: 1d8 + 7 ⇒ (3) + 7 = 10


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

I do have Drow Sign Language as one of my known languages. I've long learned to always take some sort of non-verbal language and advise the other party members to do the same.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Did everyone remember to pick Drow Sign Language as one of their known languages this time?

"Careful now..." whispers Hoenn "A dark presence dwells in that room..." the half-orc then slowly draws his Kōgō no Ha, his silversheen katana.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

"Let's find these spawn of darkness and banish them to the hell whence they came. The wisdom of the empress shall aid my senses."

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Also activating and sustaining Detect Evil, which allows me the presence of evil auras in a 60ft radius.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

I aid Kristeva for a +2 bonus to Survival/Track.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

"We shall do our best to find your friend." says Hoenn as he calmly stands up and places one of his hand on the handle of his blade.


Male Half-Orc Inquisitor 3 - HP 26/26 AC 20 (tch 13, ff 18) CMD 21 Fort +7, Ref +6, Will +7; Darkvision, Perception +8, Sense Motive +9; Initiative +6

Just waiting now...