M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
Free action, perception to see if I notice anyone who revived them, then full attack on Zombie 4 Perception: 1d20 + 7 ⇒ (13) + 7 = 20 Claw 1: 1d20 + 4 ⇒ (17) + 4 = 21
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
*assumes that Boram killed it and goes off to help Baird* If not.. I'd like to alter this *hopes to hell he kills something -_-*
*hates life...
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
Yea... sorry, things are a bit complicated for me right now. *takes advantage of the flank and goes full on the pick axe fighter* Claw 1: 1d20 + 6 ⇒ (7) + 6 = 13
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
I'm gonna apologize for what's going to inevitably be my lack of RP. I'm going through a pretty dramatic time in life right now and it's killed pretty much most of my mood. I'll try to keep things going when I can, but I'm not going to really be on the ball. Sorry for the inconvenience =/
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
had to read that a few times as it's actually a good question. But I do believe it would take you a full round action as you need to pull things out. It's only saying you combine as a move. But that's how I'm interpreting it.
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
"Looks like we have people that need saving..." *charges towards the weird lady, casting Create Water to summon a downpour ontop of her once he is within range* Is there any possible way for my cat to get inside?
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
"Ow! What the hell is your problem? That hurt!" and in case Barham misses... *retaliates with both claws* Attack 1: 1d20 + 4 ⇒ (17) + 4 = 21 - Damage 1: 1d4 + 4 ⇒ (2) + 4 = 6 - Claw 2: 1d20 + 4 ⇒ (2) + 4 = 6 - Damage 2: 1d4 + 4 ⇒ (4) + 4 = 8 *Poor Kitty still trying to break in the door* strength check ahoy: 1d20 + 1 ⇒ (14) + 1 = 15
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
Someone should try and get those doors open! We don't want to be locked in here and letting my companion in would help quite a bit as a couple of us are ill-equipped for combat. *looks at Baird, pointing towards the entrance we came in.* to be fair, even with flanking, he doesn't have a true weapon on him to really do anything lol
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
It's all good. I just noticed my character wasn't placed in the backseat with the rest of the group like he should have been. Seems I looked at the wrong one when I thought I couldn't move. So, I sat myself next to Boram and moved to the closest Drunkard to attack.
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
What the world is going on here!?
*hearing the panic inside, Kitty tries to claw through the door* I'm assuming all doors are barred? So, trying a strength check to bust through
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
*looks around with a bit of concern and casts Detect Magic trying to find a source*
*..meanwhile, Kitty perks up from the sound, staring at the entrance to the opera house, prepared to charge in*
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
*takes a sit at the bar, ..If there is one. watching the barkeep in hopes of finding a moment of his time. While waiting, he keeps his ears open for chatter from the crowded room*
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
*glances around as he walks through the entrance, keeping his distance from the random strangers as much as possible*
I figure I have a 50/50 shot of seeing something, but if I don't see anything important.... *in a low voice so only the group can hear* I will make my way to the bar for a drink as it seems I should not have any trouble getting through this place. Perhaps I could luck out and overhear some chattering locals of something important. And maybe bring some drinks for this social event. Is there any point to continously cast Detect Magic through-out this building, or will I more or less receive the same response as above?
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
That is actually possible. Although, considering the standing.. You may consider yourself (depending on how they typically look), a guard of the royal court and could perhaps gain entry through another portion. But then again, that might be pushing one's luck. XD
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
We would have to be able to get to the bar first. He said our entrance was the green entrace, so we would be making our way through security before getting entrance to it. It may also take a Diplomacy/Bluff check to get the bartender to do our bidding.. lol
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
It is possible to leave weapons outside with someone. I know it's a bit uncomfortable, but they'd be a lot closer than the lodge. As for the scimitar lock, I believe the issue would be the same. Best I could see for the scimitar is perhaps have it tied around your waist line under your belt-line and have the blade along your leg. May make walking a little difficult but viable? Not sure, depends on the length of a scimitar.
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
I'm most likely the least charismatic of the group. Braid at least has a 0 lol.
The biggest concern to me is that, while we can pretend on some level, RP wise, being a tiefling, I know how much I stand out even with the whole noble outfit. Not too common.
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
I figured as much, but wanted to try anyways. Ya never know. XD *shakes his head* Very well, we'll get it done. *sighs then heads off to the market to purchase appropriate attire with Kitty following behind him.* *purchases an outfit with colors consisting of greens, browns, and whites for a more 'nature-y' feel as well as a few pieces of cheap jewelry to match the outfit.* Thankfully, I don't care about weapons. XD As for Kitty, she will be staying at the entrance, keeping her ears perked incase she hears unusual distress and panic inside. *heads to the entrance of the Immortal Sons* Unfortunately, Kitten, you to stay here for now. I hope this doesn't take too long. *scruffs up Kitty's neck as she lays down on her paws and waits patiently* And just to be sure... *casts Detect Magic while outside, facing towards the building to check for any unusual possibilities before we head in.
M Init+4: HP10/10: AC 17 (T:12, FF:15), CMD 16, Fort: 3, Ref: 2, Will: 5, Perception: +7 Druid 1
*nods and pets his Kitty on the head* *Kitty purrs happily with a fang-bearing smile* While I do understand the rules of society, being apart from one's companion is quite difficult. We also have lack of funds for such an attire as we have lived among nature for quite some time. If you would be able to assist us in order to better help you find Mr. Wuthers, it would help a great deal. |
