Seoni

Ida's page

106 posts. Alias of Edgar Lamoureux.


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Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

I've been stuck in a situation where I can very seldom post, so if I need to be botted, please feel free to do so.

I'm in a real pinch IRL, so I seldom have time to be online at all. Sorry for any difficulties this causes, but I'm trying to rectify the situation as quickly as possible.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida draws her morningstar, and attempts to bash the skull in of the skeleton just south of her.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24

Crit Confirm: 1d20 + 4 ⇒ (14) + 4 = 18

Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Extra Crit Damage: 1d8 + 2 ⇒ (4) + 2 = 6

The skeleton's head gets blown to splinters by the impact of her morningstar. She then steps back 5 feet diagonally towards Velden.

I'd move myself on the map, but I'm out at the moment and can't, my phone not doing Google Docs particularly well.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Channeling positive energy in the middle of a group of fairly low-level undead works pretty well. Who knew?


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida channels positive energy (to harm) in a large burst of light, and the skeletons get a Will Save DC 15 to halve the damage. Her burst of Positive Energy will, now that I see, hit every single skeleton.
1d6 + 1 ⇒ (3) + 1 = 4

Will saves, starting at top left, working to the right, then down a row starting at the left again.

Wall of Will:
Will Save, Big Guy: 1d20 + 4 ⇒ (6) + 4 = 10 Failure, full damage.
Will Save: 1d20 + 4 ⇒ (20) + 4 = 24 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (7) + 4 = 11 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (17) + 4 = 21 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (1) + 4 = 5 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (14) + 4 = 18 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (19) + 4 = 23 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (7) + 4 = 11 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (2) + 4 = 6 Failure, destoryed.
Will Save: 1d20 + 4 ⇒ (5) + 4 = 9 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (12) + 4 = 16 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (13) + 4 = 17 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (6) + 4 = 10 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (8) + 4 = 12 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (14) + 4 = 18 Success, down 2 HP.
Will Save: 1d20 + 4 ⇒ (8) + 4 = 12 Failure, destroyed.
Will Save: 1d20 + 4 ⇒ (11) + 4 = 15 Success, down 2 HP.

As the light dies down from her channel, and slightly charred bones start dropping to the ground, motionless, she says to the others, "Focus on the big guy! I can take the small fries!"

For whatever reason, it's not letting me, like, take things off the map at all. It's not letting me edit for whatever reason. If someone could do that for me, that'd be great. Also, the destructions might impact what kind of damage you took from Skellingtons.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida nods. "Can do," she says, not questioning it, and moving forward behind him, trying to stay generally in the middle of the group.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Well, Prestidigitation lacks the ability to duplicate any other spell effects, which specifically keeps it from making the fire, since Spark exists and the APG is in play. In a Core-Only environment, I don't think it would be out of the question, really.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

He's actually fatigued for two, Bishnu. Not that it makes too much of a difference, but it's something to be conscious of.

Ida shakes her head, drawing her shield. "I can see just fine without the torches, and if I need to, I've got light of my own. See?" she asks, casting light on the front of her shield.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

To be fair, being able to see the map makes it intrinsically more difficult to separate OOC knowledge from IC knowledge. Separation of IC/OOC knowledge is already sometimes a difficult thing to do. Once you've seen where traps, doors, etc are, it becomes that much more difficult. "Would my character step left, or right? I know there's a trap right, but would I have stepped right without knowing?" etc etc.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Sorry, I've not had a lot of time to make posts, but here we go.

Heal: 1d20 + 9 ⇒ (17) + 9 = 26

These horses died from what appears to have been a crude blade of some sort, or maybe even claws. The wounds are really rough and jagged; it looks like it was really painful, if they didn't die outright.

After She and Bishnu take a tumble, she turns to him and takes his wounds onto herself, using 2 Transfer Wounds uses before she casts Cure Light Wounds on herself.

Transfer Wounds: 1d6 ⇒ 3

Transfer Wounds: 1d6 ⇒ 4

At this point, she's missing 4 actual HP, and is down 7 nonlethal.

Cure Light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8

That'll cure both Nonlethal and Lethal damage at the same time, healing both her nonlethal and lethal HP damage completely.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Except in a game with large amounts of political intrigue, I've never seen Detect Poison taken. It's simply too focused of an orison/cantrip. Sure, it's handy when you need it, but that's not very often, if ever, in most campaigns.

To be fair, though, Purify Food and Drink, one of the Orisons I took, is also a fairly unused one.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Kn:Local: 1d20 ⇒ 2

Ida pouts as the others say they're going around the other side. "I can only keep you healthy if I'm closeby, so we'll either have to all go, or some will have to go without. On the matter of water, though, I can purify it, whether it's poisoned or not!"


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

"Well, that doesn't sound very appetizing," Ida says, frowning. "But I suppose, if we have to, it's an option. I can't make it taste any good, but I should be able to take any toxins out of the meat."


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ah, I didn't realize it was one of your Talent powers. Inertial Armor is indeed 1 hour/level, though, which is pretty good.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

I'll be alright with the +1 Wis. That's just fine with me.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida manifests Vigor using 3 PP, targetting Bishnu, Jack, and herself, granting each 5 temporary hit points.

Thicken Skin lasts 10min/level, as does Inertial Barrier, just so you know, Aannra.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

I suppose Str will be 1, Dex will be 2, etc.

Ability Score, Down the Line: 1d6 ⇒ 5


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

That sounds delicious.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Tharivello went with Pumpkin pie, so I'll go with a savory dish for Ida. Let's go with Deviled Eggs. I haven't had those in years.

As for marking position, Ida would like to be as central to the group as possible.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida's still holding her action, but she nods to Jack when he offers the greater field of vision.

Jack, I notice that you've still got the missing HP. I had some overflow healing the wounds of Elo, and so I sent it to you, so you should be full now.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida holds her action for now.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Not gonna bother rolling the Perception check, as it's impossible for me to reach.

Retcon:

Ida checks on the status of Bishnu, and, finding nothing wrong with him, despite seeing him take a fairly painful-looking hit, says, rather confusedly, "Congratulations, I guess. We beat..... Nothing? There were certainly never orcs there, and you never actually had any wounds, but I'm not sure where they came from."

No PP used.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

You'd be surprised.

Ida checks the status of Bishnu as a swift action, and if he's actually damaged, manifests Vigor with 3 Power Points, targeting Bishnu through the collective and giving him 15 Temporary Hit Points.

I don't know if my interaction with the wounds is enough to give me a will save, but I'll roll it anyway. If not, just ignore it, I suppose.

1d20 + 8 ⇒ (11) + 8 = 19


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

If it is indeed an illusion of sorts, I believe that being told it is grants another save, at a +4 bonus. I'll find a rules citation.

Saving Throws and Illusions (Disbelief) {CRB pg 211}:

Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

Since it's been called out that they're illusions, I believe that allows a saving throw, whether you've interacted with it or not.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

GM:
Ida would like to, the night before leaving, try to identify the glove, using Detect Psionics.

Spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Line of sight is required for re-entry, but you can break it as long as you stay in range.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Keep in mind that I can't keep track of you if you're more than 120 feet away. Before leaving, Ida would've at least gone over that as one of the limits of her power.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

At some point when everybody's within 30 feet of her, Ida channels energy, directing most of the positive energy to Elo. Everyone but Elo and Jack feel the warmth of the energy tingle across their skin before it's whisked away towards Elo.

Channel Energy: 1d6 + 1 ⇒ (2) + 1 = 3 x7 people = 21 points of healing. According to his vitals section, Jack is missing a hit point as well, and that's just enough healing to have a single HP left over.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida nods. Of course I can, she says, adding everyone into the collective, since they should be within range for that.

I can't seem to find an HP total for you, Elo, on either your vitals section or your Character Sheet. It's not too big an issue, but I'd rather heal as efficiently as possible, and extend my daily resources. Once you get back to me on that, I'll decide on a method to heal you with, though, or a combination of methods.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

"You already know my answer, Five, as I'll be joining the group on this whoever goes. After all, who'd keep you lot alive otherwise?"

Sorry, can't post a lot right now, as it's 2AM and I need to get to sleep, but I figured I'd get something up.


If he wants to do a cleric, he can be fine to do so. His Channel Energy uses will be worth more than they usually would be, as the excess will be able to be redirected, but I wouldn't suggest focusing on healing as a cleric. I've got the job pretty well in hand, though extra bits are certainly appreciated.

If you want to go for a support-y sort of person, you may want to go for like, a Paladin/Bard. With that combo, there's some supportive healing to be done, straight buffing, and some good all-around general tankiness.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida tries out all sorts of foods, making faces at some, and really enjoying others, enjoying the drink, and generally having a good time. She dances more gracefully than many around, but nothing too spectacular.

Peform:Dance, because :D: 1d20 + 4 ⇒ (14) + 4 = 18


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

I'm fine any way you want to handle the festival. Separate sections are fine.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Sorry, thought I'd already posted.

Ida takes Five's outstretched hand. "Well, if that's what you want, Balthe, then feel free. If it's what makes you happy, do it!" she says, leading the way to drinks and dancing.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

"Well, then. It looks like we've found it, eh? Looks like a pretty lively place, too!" Ida says, eyes darting about with interest.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Sorry I couldn't help much, I've not dealt with poisons in quite some time, Ida says, scratching the back of her head. Turning to Balthe, she says, "I've no experience tracking, so I don't really know too much about it. If that's the way you think we should go, I don't really have any arguments.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

"Were you bitten, or something? There's poison in your blood.... Unfortunately, there's nothing I can do magically to help with that, so we'll have to do it the old-fashioned way, Ida says, getting to work treating the poison, having Jack lay down, stay calm, etc etc.

[dice=Heal Check to Treat Poison, DC = Poison DC]1d20+9[/dice]

That's probably no good, so odds are, there's no +4 bonus to his next save. Oh well, I'll continue trying as long as it afflicts him, as necessary.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

The one I usually use is not, though I have an ability for poisons and diseases.

Ida seems confused for a moment, and focuses her attention on Jack.

[Dice=Health Sense, DC 15 Heal check to sense poison/disease]1d20+9[/dice]


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida adds each person back to the collective as they come within visual distance, and checks the health of them as they come.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida turns to look at Balthe as he comes into view. "Welcome back! I'm glad you made it. That means you heard me, I guess? That probably means the others have heard me, too, which means they're probably on their way!"

Ida fumbles about with the glove for a while whilst waiting for her companions.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida's tattoos glow a bright green, resonating with those on the monolith. Her hair starts flowing around her head slightly, almost as if she's in water. She tries reaching out to those she was travelling with. :: Can you hear me? I've found a stone, something that might be able to bring us all back together, but I'm not entirely sure how it works. ::


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

I was just giving some time for responses.

Five:
"Potentially. I don't really know..." she says, unsure of how to activate the portal, but she places her hand on the stone.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

GM Wolf:
Ida seems more and more frustrated as you continue walking, and not finding the others. Her frustration disappears in curiosity once we come to the monolith. [b]"Hmmm.... It says: 'Summoning Stone, a site to bring those lost to you, a focused point. May the children always have a way to find their parents.' she says, pointing to each of the words as she translates.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Five:
Ida nods, turning back the way she came from and starts walking back.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

I've been thinking about the feat that you asked us about, the one we're thinking of taking at 3rd level, and realized that the selection I made isn't actually very good in this party. The only person it would really help would be Jack, and he's already got Expansion with plenty of power points to fuel it if he needs it.

Instead, I'm probably going to take Selective Channeling, if that's alright. I'm more efficient with Channels than most people with them, but it still would be nice to not heal enemies.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Five:
Something strikes Ida as odd. "The rest should've been here by now..." she says, turning around and looking worried. "Speaking of which, where did the other guy go? The one who was with you?"


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

GM Wolf:
Simply knowing it can come off if she needs it to is enough for her. "I suppose... I've no idea what it does, though." Ida looks at the box for a moment, but knowing that she's not very good at puzzles, leaves it to Five. She expends her psionic focus to manifest Detect Psionics, looking at the glove first, then the staff, for 3 rounds each to try and identify them.

"Anything interesting left in there, or is that it?" she asks,

Spellcraft to identify, if Magic/Psionic Item: 1d20 + 4 ⇒ (8) + 4 = 12
Spellcraft for the Staff: 1d20 + 4 ⇒ (4) + 4 = 8

Well, I'll know if they're magical or psionic, at least, but that's not high enough to identify anything.

After she (unsuccessfully) tries to identify the items, she watches Five work, over his shoulder.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Five:
"What, this?" Ida asks, holding up her newly gloved hand. "I haven't the foggiest. When I came through the fog, I noticed it was on my hand. I don't know when it actually got hooked on..." she says, pulling at it for a second or so.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

GM Wolf:
Ida fumbles with the glove a bit, wondering where it came from, before noticing Five, and turning around. "Guys! We're up here!" she shouts before turning back and running over to Five. "What's that, now, Five?" she asks, still fiddling about with the glove.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

GM:
Yep, growing more worried by the second.


Vital:
16/16 HP 18 AC|T12|FF16 _ Init: +6 _ Perception +9 _ Sense Motive +9 _ Fort +6|Ref +4| Will +8 _ CMB +3|CMD 15 _ Speed 30
Skills:
Acrobatics -1|Bluff +8|Diplomacy+8|Heal +9|Intimidate +10|Perception +9|Sense Motive +9|Spellcraft +4| UMD +5

Ida swims towards the edge that Five and Balthe went to. "Uhhhh.... Five? FIVE?! Hrmmm..... This is outside my knowledge, too, I think."

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