Satinder Morne

Lucem's page

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Female Half-Elf Cleric/2

Lucem is hesitant to move anywhere since she has no idea how this...thing is going to attack. Malstrom appears ready for an onslaught but seems hesitant to move forward also. At this Lucem realises that they are at the back of the group and decides to quickly check nothing has appeared behind them, or is next to them in the house.
If needed - Perception 1d20 + 6 ⇒ (15) + 6 = 21


Female Half-Elf Cleric/2

Perception 1d20 + 6 ⇒ (8) + 6 = 14
Will Save 1d20 + 7 ⇒ (18) + 7 = 25
Lucem looks up and as she registers what she sees her eyes open wide in disbelief. She starts talking to Sarenrae under her breath.


Female Half-Elf Cleric/2

I can detect magic, but given the size of the prison that we have to go through. I'd prefer to save it for when we're in there. I'm figuring we'd encounter more opposition in there too. Archeos you sure you want to go back in? I'm not keen going back in to rescue you.


Female Half-Elf Cleric/2

Cleansing this place with fire is very tempting. But I'm guessing it would give away the fact that we are here. We need to deal with what ever it is before the whole place knows we're here. I like the idea of pulling it through the floor. Do the beams look weak enough that a few hits will do it?
Making the assumption that a gaurd house would have exposed beams for the floor above, and not a ceiling covering them. Cost saving when building it.


Female Half-Elf Cleric/2

As the group ventures up the path taking in what used to be a fine example of stone mason workmanship a sense of unease washed over Lucem, with a shiver the feeling disappeared (rolled a 17).
Lucem took comfort in the sun shining down on the group. It seemed to be bringing out a lot of detail of the warden's house. (rolled a perception of 24).
"Did anyone else see something move in those windows?" (the following is said out loud, but more just talking out thoughts.) "I wonder how something really old can be shiny enough to reflect the sun like that?"
As Lucem took in the rest of the gaol she couldn't get her attention away from the derelict condition of the building. (perception roll of 11) "So we're supposed to be going inside that!"


Female Half-Elf Cleric/2

Oh and good luck to Connie and the rest of the family Creeds. Since you have so many boys, get her a bell and they can wait on her.


Female Half-Elf Cleric/2

If those arrows aren't needed by anyone else am I able to use them as bolts for a crossbow? I won't be greedy and take them all.


Female Half-Elf Cleric/2

Since we have no idea about what force is in there and everyone seems to leave the place alone, we may aswell just walk up to the front entrance. Clearing the guard house out the front first. Having no engineering skill whatsoever climbing through the broken part of the mansion that could collapse is not enticing. Going into combat soaked even if I dont wear armour is not my idea of a fun time. Besides once we're inside we'd leave a wet trail everywhere.


Female Half-Elf Cleric/2

Can I grab the wand, or would you like to roll for it Malstrom? I've just learnt hide from undead, so someone else can take those scrolls, unless ofcourse I'm one of the few who can read them. Can I grab some of the holy water and if noone wants to carry the box with the two vials and spiritual communications I;ll take it.

This heat is so draining. Will hopefully have somehting more comprehensive soon.


Female Half-Elf Cleric/2

Even though Lucem can't understand the ramblings from Malstrom. She figures out that Malstrom needs help to bring everyone up to the roof. The feeling of guilt is quickly overcome when she realises the plan to pull everyone to safety, not just her. She starts to climb up with aid of Malstrom.
Climb 1d20 + 2 ⇒ (12) + 2 = 14
Quickly Lucem turns and starts to help Malstrom to pull the others up to the roof. Push your mother up, we'll pull her up from here. Then help each other up. Last one has to jump up. Diplomacy if you need it to convince the boys. 1d20 + 2 ⇒ (10) + 2 = 12
climb 1d20 + 2 ⇒ (19) + 2 = 21
climb 1d20 + 2 ⇒ (1) + 2 = 3
climb 1d20 + 2 ⇒ (3) + 2 = 5
I'm guessing the old girl is quite heavy. Sorry Koal. :)


Female Half-Elf Cleric/2

Lucem looks around the group looking for anything that could be used to slow the zombies down. The river looked like more trouble than it was worth and knowing the luck so far the zombies would be smart enough to use the bridge and meet the group on the other side. Lucem appraised the bridge, even with her lack of combat tactics she noticed that it could be a defendable position. But probably not with such a small group against the horde. Taking the privledge from the discussion with you mr DM. Her eyes met Malstrom's and the look spoke clearer than the incoherent ramblingsnthat was coming out of his mouth. It looks like we have to carry your mother. If we take turns we should be able to keep in front of the horde. If they get too close you boys take over and we'll try to keep the zombies occupied.
1d20 + 2 ⇒ (4) + 2 = 6
Oh this is going to suck
Lucem looks to Malstrom for reasurance that her idea will work.


Female Half-Elf Cleric/2

Hey DM,
What is around us at the bridge? Is the bridge over a river/stream or a moat type setup? How fast is the water flowing? Is there a wall stopping us from going over the side of the bridge or the river? Are there any obstacles blocking our escape?
Also do you want these sort of questions asked here or in the main dialogue?
Cheers.


Female Half-Elf Cleric/2

I'm assuming that the mindless zombies are far enough away that we/family are not in immediate danger. Lucem will try to assist Malstrom with the family and encourage them to keep ahead of the horde. As Malstrom is helping the men, Lucem will concentrate on getting the old lady moving.
If a horde of mindless flesh eating undead aren't getting you to move, I'm guessing my sword is going to do squat. Fantastic, talking instead of moving. I should have gone to the hall instead of the dance.
Maam, what's your name? insert name here you need to keep moving, the rest of your family needs you. So you need to get up for your boys and show them how strong the old war horse is.
Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7
Heh, wonder if the warhorse comment will get her moving.


Female Half-Elf Cleric/2

Lucem draws her eyes from all of the half digested blood pooling around Malstrom and sees all the undead coming towards them. After a moment Lucem realises that Malstrom is talking to his sword. Talking to swords or the walking undead. How do I get into these situations? Mind you how unusual is talking to swords given what's happened? Do all fighters do this? Thankgoodness they're slow. I agree, safety in our few numbers would be best. I don't know if the church would be sanctuary against these undead. The only other place that might be of some safety would be back at the house. We need to keep these people away from those creatures. Especially any family members that might recognise the dead.
Any stragglers we'll try to help, Lucem will try for diplomacy mainly. Mind you who would need much convincing to run away from a zombie. If there are people who are emotionally torn about seeing their loved ones alive Lucem will use religion with diplomacy to keep them away.
Diplomacy:
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (1) + 2 = 3
Religion:
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (12) + 5 = 17


Female Half-Elf Cleric/2

Still feeling lightheaded and slightly sickened with the thought of the long preboscus draining her life, Lucem turns to Malstrom to see the same thing happening to him. Watching the abdomen contract severel times then start to enlarge as it started to turn red almost made Lucem bring up the feast she had eaten earlier. Malstrom's abusive language brings Lucem to reality and seeing the probuscus being pulled from Malstrom's neck Lucem takes the oppurtunity to strike at the bug. The red, fat abdomen presents itself as a ripe target. Lucem swings her scimitar upwards, accelerating all the way to the bug.......
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm crit: 1d20 + 2 ⇒ (12) + 2 = 14

DM:
Even tho we did crits last night. I forget what the damage is going to be and I can't remember what the AC is for the bugs. My scimitar damage is 1d6+2. Could you do the combat scene for me? Can there be a lot of blood if I rupture the abdomen, please. :) cheers. Or alternately I can do it if I do kill the bug.


Female Half-Elf Cleric/2

Lucem feels the shield envelope just as one of the bugs flies straight for her. She doesn't dug in time, she feels the hooks on the bugs feet take hold of her skin and secure themselves. For a moment there's a piercing pain in her shoulder which is suddenly followed by a warmness and a sense of nothing wrong with her shoulder. The realisation that the bug had embedded its proboscis into her shoulder was quickly followed by a feeling of being....Its draining me!!. Lucem could start to feel weakness creeping in. As Malstrom Lunged at the bug draining her, Lucem struggled to wrestle herself from its grasp. Not able to effectively use the blade of her scimitar, she could only pummel it with the handle and the flat of her blade.
CMB 1d20 + 2 ⇒ (13) + 2 = 15


Female Half-Elf Cleric/2

I forget how to take on con damage and how it affects me from now on. I remember that it takes a day to restore each con point. Also is there anyway to track the con damage on hero lab?
Cheers.


Female Half-Elf Cleric/2

Lucem mentally curses herself for leaving her crossbow in her room at Kendra's Stupid, Stupid, Stupid! No, I won't need any more weapons. No, there won't be anything wrong at a festival. No, nobody will cause harm somewhere with so many people. Stupid!
She draws her scimitar no longer concerned for causing panic A scimitar or a pair of flying, blood sucking, killing bugs. Yeah, right how much panic am I going to cause?
Lucem turns to Malstrom I'm going to cast shield of faith on myself and try to draw them down so we can hit them. Unless you have something hidden under that dagger that can get them from here?
Lucem casts shield of faith on herself. AC is now at 16.
If Malstrom doesn't have any other ideas Lucem will try to get the attention of the bugs.
Mr. DM can I do all this in one go (cast and draw weapon)? If not I'll take the shield over the weapon. Also is there anything hanging up i.e. streamers that would cause the bugs to fly lower for longer?


Female Half-Elf Cleric/2

Lucem will move forward to N19 and figure that together with Malstrom their chances would improve. Depending on how busy it is where she is in relation to the crowd will dictate whether Lucem withdraws her scimitar. If most of the crowd is between the two and the stage Lucem will draw the scimitar with her offhand so as to draw as little attention as possible. What will a perception at this distance reveal? 1d20 + 6 ⇒ (15) + 6 = 21


Female Half-Elf Cleric/2

Hey all,
Just a quick g'day from the land of EH! We've conquered the Vancouver section of the trip. Got to see some orcas at sea and a couple of grizzly bears in a habitat, not a zoo but a ski resort, literally a ski resort, not as tacky as it sounds. And we're on a road trip to Banff and a few other places. Driving on the opposite side of the road and being on the opposite side of the car to drive is fricken weird and picking the car up from the city was a baptism by fire. Good to hear everyone else is enjoying their holidays, or planning to anyway...Creedo :p I'll try to keep up wth the play since I'm missing out on the games at Pete's.
Enjoy all.


Female Half-Elf Cleric/2

For the DM, Eh!:
After the heavy news of losing a friend and having to afront misguided locals at the funeral Lucem thinks that watching the music festival will brighten her spirits and hopefully improve her opinions of the locals. Well knowing there will always be some misguided fools in any group to sour the whole.
Lucem will stay back from the stage to be able to watch the whole stage and take in the ceremony of the dancers. She'd note that the structured dance would be similar to ones of older times that greeted the starting of the seasons.
Perception 1d20 + 6 ⇒ (7) + 6 = 13
Can I hold on my action till I know what I perceive? If not.....I might ask a local nearby about the noise or go investigate, I'd prefer to investiagte with someone I know, can I see any others from my group that I can team up with? Jusst giving you options incase I cant get online.


Female Half-Elf Cleric/2

Consider it done Pete, the idea of the hound changes my perspective somewhat.


Female Half-Elf Cleric/2

Lucem wanders through the market place enjoying the sun on her face and being able to let her hair out. She hoped that letting her hair out would help mask her elven features. But the weird looks she would occasionally catch of people staring at her told her otherwise. She was also ejoying watching the poor town boys fawning all over Koal. knowing that they had no chance.....probably didn't have a chance.....may not have a chance with her. Boy were they trying hard.
Occasionally people would come up to speak to her as a cleric. She would talk to these people about every day life and then subtely bring the converstaion around to the events that were happening in the town and see what information she could get.
diplomacy:
1. 1d20 + 2 ⇒ (12) + 2 = 14
2. 1d20 + 2 ⇒ (17) + 2 = 19
3. 1d20 + 2 ⇒ (6) + 2 = 8
4. 1d20 + 2 ⇒ (14) + 2 = 16
Sense motive:
1. 1d20 + 4 ⇒ (3) + 4 = 7
2. 1d20 + 4 ⇒ (15) + 4 = 19
3. 1d20 + 4 ⇒ (15) + 4 = 19
4. 1d20 + 4 ⇒ (9) + 4 = 13
Not sure what/how many you needed DM.
Lucem saw Kendra and her giant shadow go by and had to smile how out of place ulric looked following Kendra like a lamb following a shepherd.


Female Half-Elf Cleric/2

Lucem relished the cleansing of the morning rituals to Saranae. Feeling renewed a market day sounds like a perfect way to get information given how suspicious people were around the time of the funeral. Lucem also figures that locals would be more at ease with women and willing to talk to them, than a group of adventurers. She puts these thoughts to Koal.
Happy to go either solo on market day as a group. If I'm going solo I'd try to stay within sight of the rest of the group.


Female Half-Elf Cleric/2

Lucem calls out Brethan do you need a heal or can you hold on till we wipe these creatures out?
If Brethan needs a heal Lucem moves to E5 and casts cure light 1d8 + 1 ⇒ (2) + 1 = 3
If he doesn't Lucem will move to D4 and have a swipe at the crunchy critter 1d20 + 2 ⇒ (14) + 2 = 16, damge dealt is 1d6 + 2 ⇒ (6) + 2 = 8


Female Half-Elf Cleric/2

Seeing the centipede writhing in agony Lucem has another go at it. If it weren't for those fangs I'd be tempted to just stamp you into the ground.
Hit:1d20 + 2 ⇒ (13) + 2 = 15
Damage:1d6 + 2 ⇒ (4) + 2 = 6
Hearing the screaming from Brethan Lucem calls out Who's been bitten by these things?


Female Half-Elf Cleric/2

Lucem will attack the one to her left. She'll step up to E5 and attack.
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Hit: 1d6 + 2 ⇒ (6) + 2 = 8
I love low level characters


Female Half-Elf Cleric/2

With scimitar drawn squishy number 2 will move up alongside Koal and check the inside of the crypt for anything that stands out with detect magic.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Anything that Lucem notices will be passed on to the group.


Female Half-Elf Cleric/2

Survival check:1d20 + 4 ⇒ (10) + 4 = 14
Lucem looks inside room not noticing much except the darkness and a dank smell that was almost pleasing compared to the zombie stench. I swear I've got some of that zombie in my hair. I can't wait to get rid of that stench. The bones become obvious once pointed out. I can't even spot a pile of bones in a room with nothing else except tombs. Come on paranoia you should be helping me stay alive here.
Given that's its only small creatures, here's hoping that whatever lives in here isn't much larger and is actually living.
For battle order Lucem will be middle towards the back.


Female Half-Elf Cleric/2

Sorry a bit of preemptive speech there. TFIF


Female Half-Elf Cleric/2

Lucem will have detect magic up. A quick once over the door while Archeos is disarming the trap can't hurt. Breaking into a tomb is making me paranoid.
Before we go in I'll check for any other magical wards.
After the door is disarmed and opened Lucem will check out the inside before anyone enters. Here's a perception aswell: 1d20 + 6 ⇒ (5) + 6 = 11 Anyone else see anything I've missed?


Female Half-Elf Cleric/2

Lucem looks at the hand and reaches for the short sword May I? With the putrified smell rising from it she doesn't really want to touch it. Looking at it impaled the way it is she gets an image of it on her face with a tail wrapped around her throat. She shivers inwardly and looks carefully at it in the light coming from the shield.
Which ever roll you need DM.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Knowledge Religion: 1d20 + 5 ⇒ (4) + 5 = 9
Heal check: 1d20 + 4 ⇒ (8) + 4 = 12
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13
Geez my rolls suck, I even need new virtual dice.
Its a bit hard to tell in this light. But I'd say.... While explaing what she can discern, she hands it to anyone else who wants a gander.


Female Half-Elf Cleric/2

Maybe I hould hit refresh after leaving the computer for dinner before posting. Lucem will use the perception to try and determine the tomb.


Female Half-Elf Cleric/2

Lucem nods a thanks to Ulric and takes in the decomposing body at her feet. She looks up and looks towards Koal's shrieks.
Perception for any other creatures that are out there. Lucem has low light vision too.
Perception 1d20 + 6 ⇒ (18) + 6 = 24
If Lucem sees something she'll tell everyone else. If its close enough to engage with relative safety she will.
If there isn't anything else she will go to Koal's aid. Assuming she's still in U5 Lucem will move to V5 and attack.
To hit:1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Female Half-Elf Cleric/2

Lucem Feeling the power of light filling her takes a moment to admire her strike on the zombie and that it seemed to do more damage than the flail. Thanking Saranae, she then notices a figure slowly staggering to her, the decaying flesh stench is upon her and she realises that she has let her foe get too close. She turns and engages the decaying flesh monstrosity. I shall return you to the ground!
To hit: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
In her haste to strike she over balances and in this instant the thought creeps in This is going to hurt.


Female Half-Elf Cleric/2

Keen to wet her blade and rid this world of these abomination, Lucem mutters a small prayer to Saranae and heads in to the fray. She steps up to W7 with her scimitar drawn.
To hit: 1d20 + 2 ⇒ (12) + 2 = 14
Damage:1d6 + 2 ⇒ (6) + 2 = 8
As she gets a closer look at the zombies she gets a flashback of recognition.
Knowledge Religion 1d20 + 5 ⇒ (4) + 5 = 9
It must have just been a picture in a book that looked familiar.


Female Half-Elf Cleric/2

A flaming torch held high in a cemetary on a foggy night. Just like how all the ghost stories start. I might keep my distance from that flame.
Initiative 1d20 + 2 ⇒ (5) + 2 = 7
Perception 1d20 + 6 ⇒ (3) + 6 = 9
Lucem will cast detect magic and have sword drawn.


Female Half-Elf Cleric/2

When we leave, are we able to take a nondirect route out of the grounds, continue talking about what happened but be looking around aswell well? Or are we compelled to leave straight away and the most direct way? If we are able to take our time I'll tell Ulric my plan and then I'll have detect magic up, and here are some rolls:
Perception:1d20 + 6 ⇒ (14) + 6 = 20
Survival:1d20 + 4 ⇒ (8) + 4 = 12
Bluff:1d20 + 2 ⇒ (11) + 2 = 13
I'm looking for anything that I can tell is unusual or may be of note if we have to revisit at a later time.


Female Half-Elf Cleric/2

Will save 1d20 + 6 ⇒ (7) + 6 = 13
Spell craft 1d20 + 8 ⇒ (5) + 8 = 13
As we are leaving Lucem will follow the compulsion but call out as she leaves. Since it seems we have no choice but to leave. We came freely to aid you as Lorrimar feared that the Whispering way were in this village and his dieing wish requested that we help. You need only to ask. Remeber the light battles the darkness and if you have some darkness here already you need as much light as possible. And by the way I can tell that you know we aren't here to kill you.
Diplomacy from earlier 19.


Female Half-Elf Cleric/2

Lucem will wait for the priest's reply to say her piece she will just do a sense motive till then. 1d20 + 4 ⇒ (5) + 4 = 9 The priest is going to be a lot harder to read than that toad out the front.


Female Half-Elf Cleric/2

Looking around at all the religious artifacts Lucem inhales deeply and exhales saying A place of worship, there is no other smell in the world like it. She joins Ulric by the statue, she bows her head to the statue and says in the tone of a personal message rather than Ulric's war cry My thanks to you Pharasma. May they have been worthy and are not in your graveyard. She takes a moment then turns to Ulric and quietly says Nice subtlety could you shout any louder? I don't think that acolyte in the yard heard you. Mind you I did like you're subtelty with him. I'm sure there was a puddle where he was


Female Half-Elf Cleric/2

If there is a group effort in the library Lucem will help. Many eyes will make light work of so many books. Can I use knowledge religion to help narrow down the field and choose which ones to read 1d20 + 5 ⇒ (17) + 5 = 22.
If Ulric wants the company and feels having a cleric would help when talking to the priest, or convincing him, Lucem will accompany him. Not sure how you want me to roll for the conversation. Diplomacy 1d20 + 2 ⇒ (17) + 2 = 19 or use of religion 1d20 + 5 ⇒ (2) + 5 = 7. Lucem will try to back up Ulric and concentrate on how her diety abhores (spelling?) those that follow the darkness and try to pervert this world and those worthy souls who have earned their rest. If we do go and see the priest can we use the time to 'admire' the church, for another visit, aswell.


Female Half-Elf Cleric/2

Lucem will cast Detect Magic to see if the chest or anything else has a magical aura or anything else of significance. I'm guessing any relics will have an aura, can Lucem determine what the aura is or anything else of importance?


Female Half-Elf Cleric/2

Will Lucem's knowledge religion shed any light on the situation?
1d20 + 5 ⇒ (8) + 5 = 13

"I agree with Ulric, you do need to be protected and don't feel that you would be safe in your family home on your own. But I do have misgivings with you joining us."
"Kendra have you noticed anyone that has turned up in places you wouldn't expect or more often than usual? Better yet is there anyone in town that you get a creepy or suspicious vibe about....lets try to narrow it down to the last month or so."


Female Half-Elf Cleric/2

Lucent steps up and kneels beside the boy. you stupid boy, get some booze in you and you're man enough to take on anyone. I bet that fool leading you will say we're the barbarians.We just want to pay our respects to our friend.She tends to the wounds 1d20 + 4 ⇒ (19) + 4 = 23 figuring use of magic might scare the rest of the crap out of him. probably won't be ale to post till sun night. Snuck this one in on some down time on the mobile, so slow. Cheers for the NPC.


Female Half-Elf Cleric/2

Oh yeah, the diplomacy roll 1d20 + 2 ⇒ (4) + 2 = 6
This should be good.


Female Half-Elf Cleric/2

perception:
1d20 + 6 ⇒ (18) + 6 = 24

If there is still grumblings from the group Lucem will join in with:
Gentleman, I too don't wish anything to be done that may....sully this day of remembrance. I am a cleric of Sarenrae as you would know my God does not abide anything dark or evil. If you would permit me i can cast detect magic at the casket points to the casket emphasising this, so it doesn't look like I'll turn them into a frog and look into it to ensure there is no necromantic magic inside. Would that put you at ease? Then we can put our freind to eternal rest.

If it looks like a biff is on the way Lucem will be prepared to use casue fear on the bloke infront.


Female Half-Elf Cleric/2

Lucem turns to Kendra and with a stonefaced expression tells her tale Your father had a profound impact on me many years ago. Quite simply, he saved my life. In the younger years of my life, we had some travellers come to our farm and we gave them lodgings in the barn. We invited them into the house to join us for dinner. This they took to their advantage and killed everyone in my family. I was spared as my mother had fallen on me during the confusion. I daren’t breathe as they went through the house looking for anything of wealth. Late the next day your father found me. He may not have been able to fire a crossbow, but he easily disarmed me and placated me and started to look after me. As I had no one else, he took me on his travels. Whenever darkness came, he kept a fire going to make sure it was light enough to keep the shadows at bay and the nightmares away. During those travels, he saw that I had an aptitude for healing and magic; he also saw that I had a determination in my eyes not to be as defenceless as my family. When we travelled to a major city, he secured me a place in the temple of Sarenrae; I guess he saw it as a fitting way to keep the darkness away. In that short time together, he seemed to have understood me very well. He knew I had revenge just under the surface. And to make sure that I was prepared for what came, he paid for many lessons in combat. For that I am in his debt. As the story ends Lucem holds the symbol around her neck and takes the face of someone in deep contemplation.


Female Half-Elf Cleric/2

Lucem turns to Malstrom and saunters over to him with a mischievious grin on her face. And says to him a seductive tone as she starts to lean down towards him Malstrom, you seem to be a man who doesn't enjoy the tension in the room. Or are you a man who just likes to....relieve his.... tension anyway he can. She winks at him and stands Really, masterbation when we're gathered in the remembrance of our friend? I'd love to hear how you'd show a girl a good time. On second thoughts maybe not.and she starts to walk around the room looking at Lorrimar's belongings out of interest and to see if anything stands out as different for Lorrimar.

diplomacy:
1d20 + 6 ⇒ (20) + 6 = 26 I don't have charm as a skill. Although if these interactions keep up I may have to change my mind.

perception:
1d20 + 6 ⇒ (18) + 6 = 24

For the DM:
If you want me to roll a perception to notice Archeos watching me its 1d20 + 6 ⇒ (9) + 6 = 15 or I can be too involved in looking around the room regardless of the roll.


Female Half-Elf Cleric/2

Lucem contemplates:
It's amazing how similar they look. Father and daughter, well some facial features and manarisms anyway.

Is this just a front room for meeting guests or is a main living area ie a library or a desk with work on it?

About Xvark

Crunch:

Xvark
male alien
hgt: 4'5 wgt: 35 lbs
eyes: black
hair: bluish-gray, with black markings
age: 20

Racial notes:
4 arms*
*d6 in Strength and Brawny edge in exchange for not using the extra limbs in melee.
Wall walker
Natural weapons
Curious
Water intolerant
-2 Charisma (alien appearance/mannerisms)

Languages:
Common, Alien, 2 more?

Attributes:
Agility d8
Smarts d6
Spirit d4
Strength d10
Vigor d6

Derived attributes:
Charisma -2
Pace 6"
Parry 6
Toughness 5

Skills:
Fighting (Agility) d8 (3 pts)
Investigation (Smarts) d6 (free 2nd + 3rd advancement)
Knowledge: Advanced tech (Smarts) d6 (2 pts)
Notice (Smarts) d6+2 (2 pts + Alertness)
Piloting (Agility) d6 (1 pt + 3rd advancement)
Repair (Smarts) d6 (2 pts)
Shooting (Agility) d8 (3 pts)
Taunt (Smarts) d6 (2 pts)

Hindrances:
Curious (Major)
Water intolerant (Minor): can't swim

Edges:
Alertness
Ambidextrous
Brawny
Hard to kill - house rule bonus

Gear:
claws Str+d6
Sonic Pistols x2 : Range=? 2d6 nl

Fluff:

Xvark

Small and six-limbed, Xvark's bluish-gray fur with black markings is mostly hidden beneath a prisoner jumpsuit. He moves with sudden speed, and his large ears and the antennae on his head and back are always twitching, picking up the world around him with endless curiosity.

Xvark was an engineer, but got caught up in a rebellion he wasn't a part of, and sentenced along with all the rebels.

Advancements:

Novice:
1st - Smarts attribute from d4 to d6
2nd - Alertness Edge + free Skill = Investigation at d4
3rd - increase Investigation and Piloting skills from d4 to d6