Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
"It's worth a shot." Maraiah says turning and heading back to the column that acted as a switch.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Walking over to where Gargon stands, the ranger inspects the stones for signs of some sort of mechanism. Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Perception: 1d20 + 8 ⇒ (6) + 8 = 14 Rolling for Described DC's
"From the sound of it the Turtle would be a Dragon Turtle, and the bird sounds like a Phoenix" Maraiah says trying to piece together the descriptions.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
"Can you see the bottom?" Maraiah asks Gargon, knowing his vision was far better adapted to the darkness.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Pretty sure a risk of falling to your death counts as immediate danger "I might alto be able to hit one of them with a grappling hook to provide an additional support line or another means across." Maraiah says to the others.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
C ceiling G ground. Easy way to remember which is which Maraiah looks up, studying the stalactites intently as she looks across the distance. Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Leaving enough distance for his scouting to be effective, Maraiah follows, keeping an eye out for anything of note. Perception: 1d20 + 6 ⇒ (16) + 6 = 22 24 if involves monstrous humanoids (AUTO check hazards within 10 ft)
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
All my underground specializations involve traps or creatures. If you mention their value In Character Hallow might be able to do something.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
"Maraiah." the ranger says with an amicable nod. "We aren't exactly lost, in that we know how we got here and where we're headed, just not what lies ahead."
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Maraiah initially doesn't notice the difference in the rocks, but once pointed out she tries to consider the possible cause or meaning. Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
I suggest the spare spelunking kit and the bard's kit stay in the Bag of holding until we need it to eliminate the weight, and the least encumbered of us carry the extra bag. I would carry the Masterwork Thieves' Tools as a backup to my own set. Arcane scrolls would go with our arcane caster, Unbeugsam, care to boost your AC with a shield? Unfortunately all his gear is human sizes so not much for Gargon. Either Unbeugsam, or myself could benefit from the chain shirt though.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Just to have it in the OOC THREAD. Shortbow 30 gp
Price 41 gp; Weight 33-1/2 lbs. This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Tools, Thieves' This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks. Masterwork Thieves' Tools: Price 100 gp; Weight 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks masterwork Kit, Spelunking Price 174 gp; Weight 32 lbs. This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
I'd say bone would be an appropriate material for a holy symbol of Death. Pharasma's spiral carved in a disc of bone, like maybe the page of a skull should work.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
You should probably go back to sleep. You could definitely use the rest." As both Unbeugsam and Gargon rest, Maraiah treats their wounds. Heal (provide long term care 8hrs. DC 15): 1d20 + 8 ⇒ (11) + 8 = 19
If we're able to then in an 8 hr stretch they'll both heal 2 hp per level (6) or if we stay put for the whole day that'll heal 4 hp per level (12)
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
HP: 1d10 ⇒ 5 +1 BAB
Feat: Skill Focus (HEAL) 9 pts Adventuring skills
2 pts background skills
Infiltrator adaptation: :Monstrous Humanoid (Darkvision) 30 mins per day
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Okay all leveled. With skill focus plus actually putting points in heal One the way toward being able to do a decent job patching people up post combat to supplement healing with Treat Deadly wounds and using heal to double the recovery from a night's rest.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
I suggest updating your hp total in the stat bar so we actually have an idea how injured you are.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Magic weapon probably tastes like gun oil. lol "That's a relief, the last thing we needed was you keeling over too." Maraiah replies with a smile.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
"I'm good with that, Unbeugsam needs all the rest he can get." Maraiah replies setting up her own bedroll and sitting to eat. Would Knowledge Dungeoneering help me with keeping track of the passage of time underground?
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Sure Taking a moment to study both Shellin's vicious wound and Gargon's numerous injuries Maraiah frowns. "I say we rest here. We keep going and you two are likely to bleed to death." she says handing the arcanist the bloodstones she'd retrieved from the cave floor.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Slowing her breathing to steady her aim Maraiah firs again. 1d20 + 7 ⇒ (9) + 7 = 16
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Maraiah fires another shot, the bolt streaking past the giant bat in the chaos. 1d20 + 7 ⇒ (3) + 7 = 10
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Growling in annoyance, Maraiah lines up her shot, sending another bolt streaking toward the bat only to nick it's wing. 1d20 + 7 ⇒ (14) + 7 = 21
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Maraiah fires another shot, her aim off in the chaos of the battle. 1d20 + 7 ⇒ (5) + 7 = 12 Bloody hell!
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Maraiah fires again at the bat attacking Unbeugsam, missing amid the chaos. 1d20 + 7 ⇒ (3) + 7 = 10
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Not at all. One week would be enough with no warning of being a way for some reason. Looks like July 11th was the last time any of his aliases posted so likely something's up.
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Maraiah's cross bow snaps up in an isntan, sending a bolt streaking towards the same target as Shellin. Even as the shot is in the air she loads another bolt. 1d20 + 7 ⇒ (15) + 7 = 22
Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)
Pretty much. Nobody has weapons that hurt a swarm and our casters doesn't have any AoE spells. |