Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
"Let's see what they were eating..." says a curious Molly. Also taking 10 on Perception for 21 (+2 to detect traps and ambushes).
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Molly focuses her arrows on a single creature, only switching targets if one of them falls. arrow: 1d20 + 15 ⇒ (1) + 15 = 16 damage: 2d8 + 14 ⇒ (2, 7) + 14 = 23
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
All attacks are made against whatever creature is closest. Bonus from Inspire Courage is not included because I don't know how much it is. arrow: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 2d8 + 10 ⇒ (8, 5) + 10 = 23 20% miss chance: 1d100 ⇒ 68 arrow: 1d20 + 13 ⇒ (4) + 13 = 17 damage: 1d8 + 5 ⇒ (8) + 5 = 13 20% miss chance: 1d100 ⇒ 32 arrow: 1d20 + 8 ⇒ (6) + 8 = 14 damage: 1d8 + 5 ⇒ (6) + 5 = 11 20% miss chance: 1d100 ⇒ 34
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
I have a range of 110 ft. I want to take advantage of that.... :P. Also, they can't break my stuff from far away. ^^
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
"Those things destroy metal and don't carry anything worth taking..." whispers Molly. "Let's just circle around them and see whatever else there is to see in this place."
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Filthy legged people... They come to our shores to steal the jobs of honest merfolk!
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Could it have anything to do with the water? -.-' If Kristeva's immune to it because she's human, that's racist! XD
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Climb: 1d20 + 6 ⇒ (17) + 6 = 23 Molly proves herself to be a surprisingly nimble climber... Specially for someone without feet.
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
So... Maybe someone should roll Survival. Just so we actually find some tracks instead of aimlessly wondering around. :P
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
"Can your hear that humming?" says Molly, somewhat worried. "That... Can't be natural." she sighs, and goes on... "Still... There's nothing to be gained from staying here. We better move on."
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Molly is selfish and refuses to act for as long as Donovan is a character here... "He can stay in his own campaign!" she says.
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Ugh... I accidentally posted with Donovan again... Scavion, could you remove him from the list of characters, please?
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Well... It "hurts" in the sense that it might needlessly consume valuable resources (rounds of Bardic Performance).
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Molly just slithers out of the water and takes a look at the scenery... Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
You should probably roll Initiative. Reflex: 1d20 + 9 ⇒ (2) + 9 = 11 (+3 to avoid falling prone and/or taking fall damage) Bleh... -.-'
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
I'm getting a potion of Lesser Restoration and one of Infernal Healing. Now let's go advance the plot!
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
OK, let's assume we all chip in 90 bucks for the wand. Dorian should carry it, since he's the only one who can use it. Whoever can't breath underwater might want something like a potion of "Touch of the Sea" as well.
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Let's assume Kristeva chips in... Nicos is AWOL, but he can do at least this much! :P I'll buy a potion of Lesser Restoration as well... Possibly one of Infernal Healing too.
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
You might want a potion of Enlarge Person as well. Anyway, I have 235 gp left... I'd like to buy a couple potions too if possible, but I'll prioritize the wand. It should cost 120 gp to each of us...90 gp, if Kristeva chips in.
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
Hmmm... We could buy a couple potions of Lesser Restoarion and Infernal Healing. They cost 50 gp... More expensive than a wand, but not too bad, considering we have no healer.
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
BTW, Scavion... Could you remove "GM Lemmy" from the list of characters? I accidentally posted with the wrong alias. :P
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
BTW... what healing items do we have? Does anyone have a wand or something? Potions are really freaking expensive!
Female Merfolk Revised Fighter 6 - 52/52 HP; AC 26 (tch 16, ff 22); CMD 25 (can't be tripped) Fort +9; Ref +9; Will +8 (+2 vs fear, possession and mind control); low-light vision; Perception +11; Sense Motive +9, Init +7
"When did this start to happen? Do you have any idea what or who is causing it?" Molly asks the current leader of the village.
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