Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
If it devours the lead researcher, do we lose anything like treasure bundles or magic items or additional prestige? Can we leave it in the cage or does it escape? If it does escape can we fight it?
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
You said one of the three things we can do, but I wasn't 100% sure to roll perception or otherwise for it.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Oh, missed my name in the post, update coming.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
will save: 1d20 + 13 ⇒ (7) + 13 = 20 not dazed
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
knowledge arcana: 1d20 + 9 ⇒ (15) + 9 = 24
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
perception: 1d20 + 12 ⇒ (14) + 12 = 26 open spoiler
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter steps and strikes blue twice hit: 1d20 + 8 ⇒ (12) + 8 = 20 dmg: 1d12 + 8 ⇒ (10) + 8 = 18
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter will attack blue twice with his +1 bladed belt. hit: 1d20 + 13 ⇒ (2) + 13 = 15 dmg: 1d12 + 8 ⇒ (11) + 8 = 19
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter demonstrates freedom. Total freedom is having the right to break laws. It ain't total freedom unless you can do whatever you want, including break the law. Speaking of which, I just exercised my freedom of speech.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Still here, I currently don't have any ideas as to what to do right now. I had one, but it was a bad idea. Hopefully one of my allies has a good idea.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
oh, right. Hunter can't turn invisible but will try to be sneaky as he approaches the manor with the others.stealth: 1d20 + 12 ⇒ (5) + 12 = 17
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Um we all took 2 actions, I thought we were on phase 3, unless each phase is 2 rounds.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter will now change shape to make it look like she belongs disguise self: 1d20 + 35 ⇒ (18) + 35 = 53
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter will check out the greenhouses(2) and plant traps in some good hiding spots. stealth: 1d20 + 12 ⇒ (11) + 12 = 23 sleight of hand plant traps: 1d20 + 14 ⇒ (18) + 14 = 32
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Well, then we shall not fail you, we either succeed or die trying, no use going home a failure, if we fail, we keep on it until we succeed or die.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
I do not know what is wrong with my account, but I won't let me send you pms. I do not know what went on. Though things can be cleared up with the administraters of this website, they can tell you if I did or not send pms , which ones are fake, etc.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
I do not know where this is coming from. I promise I did not pm anyone with bad stuff. I would not do that. Which the DM makes it sound like I did.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
My prayers have been answered Gozreh, I might live after all My characters is not dead, he is stabilized, but I'm assuming someone would take 20 on a heal check for my character taking 10 minutes of game time for first aid after the battle is over to wake him up. That way I can channel energy three times and heal us all for massive HP. I'm glad I'm only at -6 HP, as I came that close to instant death.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Thank you Gozreh for sending her. You must have led her here somehow. He says this while his soul is temporarily out of his body, which means only Hunter and the spirits and the Gods can hear what was said.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter prays to Gozeh while his spirit is temporarily in heaven. Give Chief White Eagle the Strength. Edit: I might not have to remake him after all, not that I'm attached to him or that I want him to die, but a new character would restart all IC relationships good and bad.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Oh, right in round 2, they did have to move 3 spaces to get to me, instead of just a 5-foot shift. Boy I hope this combat isn't completely wrong. So many mistakes in this combat. But you only get one AOO per turn unless you have combat reflexes, so I suggest you go after the weaker one so I don't take the damage from the one who died.
I recruited one already, but Chief White Eagle is welcome to pick one as well and he accepts other submissions as he said. I just had a preference because I was trying to find what our team lacked and some team combinations. I was trying to avoid redundancy in what the team already had in class or in concept.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
I'm not dead yet, I took 10 and 16 for -6 out of 16, so I'm not yet negative bloodied, will have to roll a saving throw on my next turn though. Though If I do come down to a new character it will be the same alias different character, so I won't have to browse through all my aliases to find what is what. It will be a different Hunter Deadeye altogether.
I'll find a unique way to roleplay it too. Also, what are the rules for bringing in a new character?
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter takes a withdraw action. This means he gets two moves and does not provoke an attack of opportunity from moving out of a threatening square.
He moves 15 feet to get to the tree then starts climbing it. He has 15 feet movement left over for his first move.
3.75+7.5=
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
um dm, if you looked at my movement I should be here, as I posted it on an updated map. Not sure if that changes anything or not. where Hunter is suppose to be
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Sorry, Chief, but I have to shoot them, they approached us, if we could have found them and stealthily approached them, we could have used your taming method. Hunter moves back and part of his move action pulls out his already loaded crossbow, and as an attack action shoots. attack: 4 + 1d20 ⇒ 4 + (20) = 24
Crit crit: 1d52 ⇒ 33 33. Infection - Double damage and target contracts filth fever (Fort negates crit damage: 1d10 ⇒ 5 Also as a free action, knowledge nature: 6 + 1d20 ⇒ 6 + (8) = 14 to see if these are average boars or something else.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter recovered his spells from yesterday, and he can keep watch today, besides if another troll comes, I'm going to wake you up. You can run if you want, Hunter might try to kill it, even if he has to try alone. Though if you are opposed against me trying to sacrifice myself to defeat it, I will run with you.
okay the DM asked me to recruit people. We need one gunslinger or Arcanist or summoner for Kingmaker. I might take 2 if there are good submissions, but there can only be 1 gunslinger. 20 point buy
If interested pm me for further details.
Female Enigma doppleganger mesmerist toxitician 4: spd:20, Init:1, Perc:12 Darkvision, AC:19, T:12, FF:17, 72/72 HP, Fort:7, Ref:9, (immune charm sleep) Will:13
Hunter will go first for the watch and he cooks off the last of the frogs for the night, after all 2 frogs lasted a couple of days and he kept them. Hunter also will hide if he hears something coming with crossbow readystealth: 7 + 1d20 ⇒ 7 + (14) = 21 |