female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
Gorrect, as I understand it versatile performance lets you use one stat as substitute for an other.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
Sooo, due to me leaving tomorrow I hope you can bare with me.
Nitoriu keeps attacking the cleric and takes a five foot step to get to her.
May rushes forward and uses her wand of cure light on Rawlin.
The guard dog keeps attacking the archer
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
Excellent point and thank you for the patience with the zoo:
With this I should be back in sink with initiative. I'm sure by now my next turn is close at hand lol.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
May's handle animal is +4. +8 if it concerns her own companion. So she makes the dc 10 check to command the guard dog with her move action.
bite attack on archer: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 1 ⇒ (1) + 1 = 2
the guard dog makes the save and takes 1 damage
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
Activating spirit form is a standard action for May. I'm not sure how to guide the guard dog. If May can use her move action on a handle animal to give the attack command to attack the archer than she tries that: handle animal dc 10: 1d20 + 4 ⇒ (10) + 4 = 14.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
May raises her hands in an spell casting stance and shouts out "Nitoriu Hyoui-Gattai!!!"
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
I'm leaving on vacation on Thursday so I will miss some of the action.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
(Your sense motive lets you believe that May refers to a bit of brovado about the two dog's and herself)
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
"Yes Sir, it's called 'San Kai Shi No Jutsu'. It entails lots of biting, claws and growls. The initial effect being death to one target and spraying lots of gore on others. Soon after an intimidation takes place to any remaining unfortunates."
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
I set the crates like that so it doesn't actually block the door but if they move in and look around a bit than they notice that it blocks access. It was a bit of a tactics to not tip anyone off strait of the bat.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
I placed my self, Nitoriu and the guard dog (white) on the map hiding behind a crate. I assume we agreed upon a code word to spring into action. I assume we used up all the crates in the building or else have the rest stacked against the left wall. So the original pained crates on the map should be gone. The platform is raised atm (Marked it). I Love Rico's trap idea, I hope the Kortos are the ones to show up first. On that note I express my opinion to rig the glass sealing trap also after the Kortos has visited. If Araklifest and Rico want to set it up now than I let them (but than please change to color of the sign on the map) So lets place your self of the map to. Team Crittes are making stealth checks and perception checks for intruders.
Perception May: 1d20 + 2 ⇒ (20) + 2 = 22
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
I moved some. Knowledge nature on the spiders: 1d20 + 5 ⇒ (15) + 5 = 20 I also look at the dog to see if it has wounds of beatings and stuff: heal: 1d20 + 2 ⇒ (4) + 2 = 6
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
There's actually something I overlooked there. We want the Kortos to think the Aspis are idiots and break there contract with them. So it's imperative that the Kortos don't find out that we are pathfinders. So basicly play it off that we are looters and Aspis are to incompetent to guard there whares properly? Or talked them out of checking there wharehouse talking them down with that we are Aspis with a rent contract and that they have no business to check our whares there? They at least must not get the idee a third party in undermining there relationship with the Aspis.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
"I suggest we go with the pokerface tactic and have two of our best players try and talk us out of this. Be as slippery as snakes for that :) Other than that lets block the double entrance on the pier side, perhaps set a trip wire trap at the top of the stairs, leave the two guard entrances as is to not raise suspiciën, and move crates around the main big double door entrance (no to block it from opening but so as if someone comes in there you have to step inside a bit first to figure out that the crates block entrance to the rest of the room and you would either have to climb over it or take the guard entrance. The rest of the party can hide in the main room, out of side of the skywindows and wait for the signal to either rush in or have the two players rush out and we bite there legs if they persue." If no discussion starts up than May go's ahead and start rummaging with the crates. During that progress i'll take 20 seeming as there is loads of time or search for use full stuff. perception: 20 + 2 = 22
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
May does one finale sense motive check to see if Magali Delroya i'sant holding back on something. sense motive: 1d20 + 2 ⇒ (6) + 2 = 8 regardless:
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
May agrees with the second part but doubts the first part. "It's imperative that the Aspis do not figure out that there being sabotages here so let's not tie an Aspis agent to Miss Delroya. The only thing we need to achieve is a public setback for the Aspis. One of there agents working on a drug with evidance is enauf for that. There public standing will fall and with the benefit that less drugs are produced here as well.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
we are taking Mr Leper to the authorities with the Addicts and the papers and the drug. afterwards if they allow it we will take the Addicts to a rehab, Asking the cops for one and I'll pay for there entry. After that to the Sixwing drake.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
We need to tie this dude, his alchemist experiments and the drugs to the Aspis and hand it all over to the authorities so they know how bad an organisation is. Also this can not look like sabotage, we need a good story why we kicked this guy's ass and handed him over.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
May is willing to adopt the bug if it wants to come along. I could also help it find new bug friends if I get the feeling it wants that more.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
If the Alchemist is still up after the AoO's thank May attacks the Alchemist:
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
Nitoriu attacks the Yellow beetle again
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
Confucionnnnn May does not want to stand in poop.
So that is a jump action from may to get there and the alchemist can make an aoo.
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
May moves forwards and attacks with a scimitar attack: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 3 ⇒ (4) + 3 = 7
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
I'm going to take an empty bottle and lie near the drugies, bluff beging out of it bluff: 1d20 - 1 ⇒ (13) - 1 = 12
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
Even check, ons origineke doel was om de shipment te onderscheppen toch? (los van dat we graag zelf de maker van kant maken). Hier is het lab en een nieuwe drugs. Alles mee nenen /kapot maken en wegwezen?
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
"Men.......mumble mumble"
female Dwarf Druid (wolf shaman) 1 | HP 15/15 | AC 20, T 12, FF 18 | Saves: F +6; R +2; W +4 | Init +2 | Speed 20 | Perception +2 | Dark Vision | Spirit Animal Stone 1/1 +2 ac/cdm/percept vs flying
May Flower go's to the alchemy lab. Does it look like there is more drugs of what these people used or is it all empty/ingrediënts?
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