HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
"Why do these things' eyes hurt? Ah!" Fort: 1d20 + 10 ⇒ (5) + 10 = 15 Hope keeps trying to lay into the White hound creature, hoping to put an end to at least some of the cutting gazes. Longsword, TT: 1d20 + 11 ⇒ (15) + 11 = 26 vs OG White
Light Hammer, TT: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27 vs OG White
Light Hammer: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24 vs OG White
Light Hammer: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20 vs OG White
If my hunted prey moves or manipulates: Disrupt Prey, Longsword: 1d20 + 11 ⇒ (6) + 11 = 17 Slashing: 2d8 + 4 ⇒ (6, 8) + 4 = 18
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Second Fort save: 1d20 + 10 ⇒ (8) + 10 = 18 Hope studies the white hound and rushes into the fray against it. Then gives it the old one two weapon swing. I can't move myself thanks to the layering so just assuming I'm moving opposite Nikebei to flank White. Longsword, TT: 1d20 + 11 ⇒ (4) + 11 = 15 vs OG White
Light Hammer: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16 vs OG white
Hunt White, Stride to flank, Twin Takedown If White moves or manipulates: Disrupt Prey Longsword swing: 1d20 + 11 ⇒ (17) + 11 = 28 Slashing: 2d8 + 4 ⇒ (3, 3) + 4 = 10
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Is anyone still able to get a treat wounds in the hour we're still in? I could do one on myself but I'm not sure I need it the most out of us.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope tries not to panic and tries to keep the arch attuned together, knowing he can't do anything for Fioriel quickly enough and just wants to stop it from choosing even more victims. Religion to manipulate: 1d20 + 8 ⇒ (9) + 8 = 17
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Reflex: 1d20 + 10 ⇒ (9) + 10 = 19 Hope holds his footing even the wake of the earthquake taking them all by surprise. "Please, if any time would be the time for some divine intervention it would be now!" And Hope tries to continue his incantation in reverence of Sarenrae to fix the arch's magic. Religion: 1d20 + 8 ⇒ (13) + 8 = 21
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope desperately now tries to attune to the arch, pushing every bit of his robust rooty form to its limits. Fort: 1d20 + 10 ⇒ (12) + 10 = 22 And since his nose hasn't started bleeding sap everywhere he then tries to call upon the power of great Mother Sun to help seal the time rifts. Religion: 1d20 + 8 ⇒ (14) + 8 = 22
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope tries to get up to the arch, but it's a bit of a ways. This will be Stride x2 and then connect since I can't get there in 30ft Connect:
mental damage: 4d4 ⇒ (3, 1, 4, 3) = 11
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
"Undead? Well why didn't you say so? Charge!" Hope strides twice to get up to the new target before it has a chance to suck out anyone's life essence or something. Then he hunts the new target (White) and swings twice at it. Longsword, TT: 1d20 + 11 ⇒ (3) + 11 = 14
Light Hammer, TT: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Hasted Stride, Stride again, Hunt Prey White, Twin Takedown White
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope sees the two creatures calm and start wandering around and chuckles, choosing to hunt the uncalmed Black Temporal in the meantime and approaches it, swinging several times at its form. Longsword, TT: 1d20 + 11 ⇒ (2) + 11 = 13
Light Hammer, TT: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
Light Hammer, Hasted Attack: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
I think my first vote at least would be for combat since we've been having some rotten dice luck with the last couple skill challenges.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope uses his Gravelands training to try and secure the perimeter by keeping his eyes peeled. Survival: 1d20 + 10 ⇒ (16) + 10 = 26
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
"Well I'm not the best with machinery but I do know my anatomy! Even uhhh dragon anatomy, I think." Medicine: 1d20 + 8 ⇒ (7) + 8 = 15
Medicine: 1d20 + 8 ⇒ (10) + 8 = 18 Hope did not, in fact, know dragon anatomy at all. The incredibly complex draconic text to explain what mechanisms need to turn in what order to keep that kind of body safely in stasis without killing the creature outright end up being too difficult to decipher for the bulb headed knight.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope takes a long moment and uses each of his instincts honed in the wasteland that is the Gravelands back home and tries to channel them out to boost the magic here in whatever way possible. Survival: 1d20 + 10 ⇒ (10) + 10 = 20 Fort: 1d20 + 10 ⇒ (4) + 10 = 14
The ice stings across his fibrous plant body and he has to fight against the instinct to curl up in wake of the feeling.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope gets back into his herbalism and scavenging roots and tries to find some magical catalysts to assist the magical experts. Survival: 1d20 + 10 ⇒ (9) + 10 = 19
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope waves his young herald forward to try and make an introduction for him. Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16 Okay that's just middle of the road enough I think I won't use a hero point cause I could just as easily do worse.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope will attempt to help patch up Black Molly in the 10 minutes. "I'm not the smartest around but I've been learning from my fellow knights how to keep a body mostly intact!" Medicine, Treat Wounds Black Molly: 1d20 + 8 ⇒ (13) + 8 = 21
That's all I personally got but hopefully it helps.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Yes I will hero point it since I have 3 anyway let me do that right now. Thank you! Fortitude, Hero Point: 1d20 + 10 ⇒ (4) + 10 = 14 Well... at least it's not a crit fail...
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope finally gets a chance to study the woman before swinging at her this time around and stares her down with his strange garlic head eyes. Then he swings twice at her with greater fearsomeness.
Light Hammer, TT: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 vs OG
If the woman is still alive he swings one more time for the knees, seeing nowhere else he wants to move to in this snow at the moment. Light Hammer Attack #3: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 vs OG
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope ever so slowly runs to the far side of the spooky Red lady but it eats up all of his time so he can only manage a single attack at her in the area of the faerie fire. Longsword: 1d20 + 11 ⇒ (17) + 11 = 28 vs Off-guard
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope, startled by the brambles sees little choice other than to continue forward and take care of the one side of the threat he can see and access now. He trudges through the ice up to the changeling and attacks her three times.
Light Hammer, TT: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16
Light Hammer: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Disrupt Prey on Changeling if she moves or manipulates: Longsword, TT: 1d20 + 11 ⇒ (20) + 11 = 31 Slashing: 2d8 + 4 ⇒ (3, 7) + 4 = 14
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope begins to study the one perceivable changeling and then begins the slow painful trek across the snowy wasteland. Hunt Prey at Changeling, then Stride x2. Apologies for the late posting I was stuck doing my grad research all day up until the end of class today.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope slowly but surely trudges his way through the snow. "We're here to protect this land from errant time rifts!" He says, trying to yell over the snowy way and pointing at the rift the two are working at.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope follows Edda up to the two individuals. "We probably shouldn't be leaving something like this out here. Sounds a bit dangerous."
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
With one target left, Hope focuses on them and trying to eliminate this last stinky undead. Longsword, TT: 1d20 + 11 ⇒ (10) + 11 = 21 vs off-guard
Returning Light Hammer, TT: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18 vs off-guard
Returning Light Hammer, TT: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 vs off-guard
Hunt White, Twin Takedown and since I don't have a better third action another Strike.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope changes his target to the Blue ghoul, thankfully he doesn't need to move any further on this slippery ground at the moment. Then he just tries to rip into the creature hardest to get to. Longsword, TT: 1d20 + 11 ⇒ (10) + 11 = 21 vs Blue
Light Hammer,TT: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10 vs Blue
Light Hammer Attack #3: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18 vs Blue
Disrupt Prey if Blue moves or manipulates: Longsword, TT: 1d20 + 11 ⇒ (15) + 11 = 26 Slashing: 2d8 + 4 ⇒ (1, 4) + 4 = 9
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope nearly stumbles at the stench alone but to save those bodies and get them recovered there really is no other option than to approach, now. He attempts to move towards the black ghoul.
And he keeps his footing, but as for the stench.
Both his footing and his lunch stay where they need to, miraculously. So, he follows up and hunts the creature before him and swings twice. Longsword, TT: 1d20 + 11 ⇒ (11) + 11 = 22
Light hammer, TT: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Disrupt Prey if Black moves or manipulates: Longsword, TT: 1d20 + 11 ⇒ (19) + 11 = 30
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope being the spry little guy that he is attempts to lead the group to the east. Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18 I assume that means we mark back up to full HP? Or is it a specific amount of time I should roll Medicine for?
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope starts by making two more swings at aberration #1. Longsword, TT: 1d20 + 11 ⇒ (2) + 11 = 13
Light Hammer, TT: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
But seeing his first fly completely wide he will continue to swing for the fences, hoping at least to keep the flank set up for Nikebei if nothing else.
Light Hammer attack 4: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
Twin takedown, and two more strikes, probably with only one of them hitting. But continuing to make the creature off-guard for our great cook I continue to have Disrupt Prey if it tries to move or take a manipulate action: Longsword, TT: 1d20 + 11 ⇒ (6) + 11 = 17 Slashing: 2d8 + 4 ⇒ (5, 4) + 4 = 13
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Head's up, Edda's player has told me they have some really crazy things going on at work so will need to be botted by the GM till the weekend.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Will Save: 1d20 + 10 ⇒ (8) + 10 = 18 Hope feels pity for no apparition and immediately turns to the now moving statues, making a run for the far corner to try and maintain the strategic advantage. "Who designed statues to spit acid? That's awfully disgusting! I usually hate to break someone's hard work as an artist but I think these statues deserve it." Longsword,TT: 1d20 + 11 ⇒ (13) + 11 = 24
Light Hammer, TT: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Damage for those strikes combine. Hunt Prey on #1, Stride, then Twin Takedown on #1 If Statue #1 moves or manipulates: Disrupt Prey, Longsword: 1d20 + 11 ⇒ (1) + 11 = 12
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope, not having any arcane or occult insight instead takes the moment to take a peek at the green pool and look at its surface. "This reflection is... odd. There is a very large dragon-like figure dressed in winter clothing and toiling over a sarcophagus during a snowstorm. In fact... it looks just like the sarcophagus from earlier. The one that was in that strange area past that magic wall. Some of you remember, right?"
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope holds out his wayfinder as his young herald steps forward to introduce him. "Good citizens, this here is Life Sprouts Anew and so Hope remains. He is a good training knight of Lastwall and as you can see is on duty to protect these Pathfinders. Certainly we have no monsters of any kind with us."
Let's use one of those hero points. Diplomacy, for real: 1d20 + 6 ⇒ (7) + 6 = 13
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
I'm at 17 HP actually cause the mutagen also made me take slightly more from the fire in addition to adding the cold.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope gives chase to the last Firey Fox and catches up with it just in time to make one big swing at it. Longsword: 1d20 + 11 ⇒ (7) + 11 = 18
Persistent Flat Check: 1d20 ⇒ 8 Stride twice, Strike and I guess I continue to be on fire.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope winces slightly at the burn erupting on him with the condition of the mutagen in play but is ready to push through it for now. He makes several attacks at the White Fox creature. Longsword,TT: 1d20 + 11 ⇒ (2) + 11 = 13
Light hammer,TT: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Light hammer attack #3: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
I'm going to assume a nat 20 on that final one kills it and use my last action to move to Wisp 3. Fire Flat check: 1d20 ⇒ 14
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
I don't know how I keep posting at the same time as you Hmm I swear it's not on purpose! But thank you I'm sure that hero point will be useful soon enough...
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope points at the white ember fox before rushing up to it and taking two wide swings at it. Longsword, TT: 1d20 + 11 ⇒ (10) + 11 = 21
Returning Light Hammer: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Hunt Prey on White Fox, Stride, Twin Takedown If White Fox moves or manipulates: Disrupt Prey: 1d20 + 11 ⇒ (14) + 11 = 25 Slashing: 2d8 + 4 ⇒ (3, 5) + 4 = 12
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
"Nikebei, I need you to do me one favor, grab our injured ally and get him out of the hallway right behind me. The rest of you, run!" Hope takes in a deep photosynthetic breath and decides that seeing the horror of all this he needs to lend aid in the way that knight helping to protect the world from dangers would do... so he rushes through, trying to just slide and roll his way through setting the traps off long enough to let the rest of the group through. Three Fortitude Saves now, I assume:
Fort: 1d20 + 10 ⇒ (11) + 10 = 21 Fort: 1d20 + 10 ⇒ (14) + 10 = 24 Fort: 1d20 + 10 ⇒ (11) + 10 = 21 Alright, GM. Hit me with your best shots, I guess. I'll also give you three Athletics checks to try and roll through some of it if that would give me a bonus to AC for them or something. Three Athletics Checks as well: Athletics: 1d20 + 10 ⇒ (13) + 10 = 23 Athletics: 1d20 + 10 ⇒ (12) + 10 = 22 Athletics: 1d20 + 10 ⇒ (2) + 10 = 12
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope readies their sprinting stance should they need to just race through to save the man and his companion by any means. I do not have Thievery and I feel like probably most of us don't so I cannot contribute to disabling traps but happy to do a Leroy Jenkins run through first and set them off for everyone else if I need to.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope, keeping out of the way to let those more divine work their magic cautiously approaches the injured Pathfinder slow and still keeping an eye out for further traps but, hoping to glean some information about his condition and situation. "My good fellow Pathfinder, please tell us what transpired here so we can do what we can to prevent it ever happening again. On my honor as a knight in training I promise I shall do all I can."
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope wanders over to the books and flips through one of them, handing another off to his herald as they try to parse something out of them. Religion: 1d20 + 10 ⇒ (3) + 10 = 13 But unfortunately the book he picks up is just too damaged to glean any helpful information from.
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope produces a slow whistling noise from... Somewhere. He doesn't have lips or a mouth but somehow in the same way he speaks he can whistle. And he tries to use it to lure the wolverines away now that Edda has their attention. Nature: 1d20 + 8 ⇒ (14) + 8 = 22
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
I think I am the only one hurt and I don't know if someone has a better Medicine than me but since I'm up I'll give it a whirl and we'll go from there if I need a potion or a spell afterwards. Hope picks up the hemostats off his medical kit and uses them to very carefully peel back a couple layers of his head's protective film to try and pack in a bit of soothing mulch moisture that promotes regrowth. Medicine vs DC 15: 1d20 + 8 ⇒ (4) + 8 = 12
Ehh...I'll stand on that and just use a potion for now. Not seeing much of his root skin regrow after about 10 minutes he sighs and drops a potion on his legs, letting it absorb through the roots that way instead. Lesser Healing Potion: 2d8 + 5 ⇒ (2, 6) + 5 = 13
HP 45/58 | AC 21 | Fort +10, Ref +10, Will +10 (+2 DC vs Trip and Shove attempts) | Perc +10 (Break initiative ties), Low-Light Vision | Ranger 4 | Hero Points: 1/3 | Active Conditions: None |
Hope steps up, studies #1 and tries to take two swings both at the same weak point. Longsword, TT: 1d20 + 11 ⇒ (19) + 11 = 30
Light Hammer, TT: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Step, Hunt Prey #1, Twin Takedown If #1 moves at all or takes a manipulate action: Disrupt Prey Longsword: 1d20 + 11 ⇒ (8) + 11 = 19
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