Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Not one for words, Mordenaar does his level best, "It'd be good to have your skillset. We need people with field experience beyond the stuffy walls of Skyreach." Diplomacy Aid: 1d20 - 1 ⇒ (5) - 1 = 4 lol. Nope.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
I don't know if it's reasonable to get to where I've placed Mordenaar. I'll include an acorbatics check if needed. Acrobatics: 1d20 ⇒ 6 Mordenaar, eager to get in on the action worms his way into an opening, hoping to continue his slaying path. Once in position he manages to sneak in a singular thrust of Sinister ATK: 1d20 + 13 ⇒ (12) + 13 = 25 for DMG: 1d6 + 5 ⇒ (3) + 5 = 8
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Mordenaar slinks past the skeletons, and continues to creep up the stairs Stealth was 29 Once at the top he thrusts his left gladius, Sinister
ATK: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35 THREAT
If it's not confirmed, simply cut out the extra numbers
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Mordenaar slinks over to the base of the stairs, using the angle to cover his approach Stealth: 1d20 + 16 ⇒ (13) + 16 = 29 He sticks his head out just long enough to study his foe.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Mordenaar maintains his cool demeanor. Without a hit of thought he works his blades. Stepping in on the bandit he drives both low and high with the two. Sinister: 1d20 + 11 ⇒ (11) + 11 = 22 for DMG: 1d6 + 5 ⇒ (4) + 5 = 9
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Mordenaar snarls, eager to balance the scales against the bandits. Clicking a gladius against his chest, he closes with the nearest for and stabs, twisting his hand to maximize the damage: ATK: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 for dmg: 1d6 + 3 + 2d6 + 2 ⇒ (2) + 3 + (6, 4) + 2 = 17
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Sense Motive: 1d20 + 11 ⇒ (12) + 11 = 23 Mordenaar gets the same feeling as Ebonwolf, but opts for the opposite approach, recommending the party spread out... He doesn't make a large show of it, but he does move aside. The taciturn slayer stays quiet, preferring to let others talk.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Mordenaar, bleeding, but determined makes his way up the stairs, "How's that spell coming?!" He looks at the angle, "Get around the other side, flank with me. We got this!"
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Bolstered by the small victory, and now with teammates close by,
Sinister: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 THREAT
"Get that electricity monster OUT HERE! Everyone, scatter, make them chase us while Dirch summons!"
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Despite the gloom, Mordenaar steps up with gladii and drives them towards the joints of the thing in front of him. Blue Sinister: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 for DMG: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
"The shaft and winch likely lead us to more options. Let's conquer what's before us first. Attention divided is dangerous." Mordenaar, ever suspicious, looks around with gimlet eyes Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
The GM threw us a bit of a bone by saying there's a puzzle. Given the oddities of the decorations and coloration of the description, it's likely there.... Mordenaar keeps his eyes sharp as he looks over the unique room, and tries to get to the top gracefully Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23. "I'd be willing to wager anyone who makes wheels out of precious metal does so for a reason."
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Perception: 1d20 + 11 ⇒ (17) + 11 = 28 "Interesting. Look there. The workshop tables hold parts for a three-armed and three-legged construct, similar to those depicted on the temple walls." Mordenaar also spends some time looking around for anything of value or danger before approaching the landing at the top of the stairs.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Having run this before (though it's been a while), I'm trying not to drive the action. REF: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 Mordenaar navigates the strange land with aplomb, suffering little for his time. Once everyone is ready, he nods, to Rok, ready to keep going.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
"Save your potent magics. We can do this with a little help from our friend." Mordenaar turns to the xorn, assuming his words will be translated. "It is their custom to be interred in the earth whence they came. Might you help us honor the dead by digging a trough for us? We can finish the job after." Once done, the slayer will strike out forward.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
"Yes, who, how many, and why. It's a potent spell you have there." Mordenaar nods assent to keeping the xorns happy, and watches over Dirch during the spell Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Take 10 Perception
As the other talk and examine the chest, Mordenaar speaks to any who listen. "Killed by a giant blade, perhaps flaming, we must be vigilant."
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
DM Khel wrote:
Status updated and duly noted!
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Mordenaar does his level best to cut an efficient path. He's more accustomed to avoiding bandits and giants than he is avoiding extra gravity, but the principles are largely the same. Survival: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30. Ultimately he gets the hang of it, and directs others to watch for a variety of signs in how rock "droops" and how some areas show metamorphic rock where they shouldn't. Everyone gets a +2 on their FORT saves. FORT: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 The slayer, strengthened by his belt and years of adventuring, has no problem with the extra strain. ------------ Mordenaar's left eyebrow rises at the xorn's words, but he looks at others to speak.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Knowledge (Local): 1d20 + 12 ⇒ (9) + 12 = 21 "I know a little of the area, tidbits, I've overheard. I know we might see some weird stuff, like locals with an odd number of legs. Just because they're weird, doesn't mean they mean us harm." Mordenaar tests the gravity effects on his footwork a bit, "What might mean us harm is the plane itself. Be careful, we might find our way close enough to the Plane of Fire to scald. I'm a solid trailblazer though, so on that I'm not too worried." Once all his gear is checked, Mordenaar signals that he's ready.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Player Name: Chris Marsh PC Name: Mordenaar PFS#: 1824-17 Faction: Liberty's Edge (though I might switch to Concordance after this) Day Job: Hunting Lodge Member: Take 10 for 21 Perception and vision/senses: +11
Notes: Dual wielding, laconic, doesn't mind dirty work.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
The obsidian-haired man of Kellid blood nods at Ebonwolf's question. His comportment is easy going. He's relaxed in manner, and quick to smile. He keeps half of his hair tied back and his beard with a day of stubble. While the other patrons find him to be friendly and harmless, adventurers can see otherwise. The tops of his scabbards are worn, indicating that he draws steel frequently. The scabbards hold a pair of gladii, a weapon you don't choose out of convenience, only through training. Though lean, the man is muscular. His large deltoid muscles bulge like corded rope. Seeing no reason to clutter the conversations with words, he awaits the answer to the question. Still he gifts a polite and differential nod, deciding there's no advantage to pride when dealing with genies. I have run this before, so Mordenaar's laconic nature works out. He also has some gear from the Iron Gods AP, which he'll use sparingly.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Ebonwolf Metalbender wrote: Makers Mark Mordenaar nods, tipping his cask strength three fingers. An obsidian-haired man of Kellid blood grabs a stout at the bar. His comportment is easy going. He's relaxed in manner, and quick to smile. He keeps half of his hair tied back and his beard with a day of stubble. While the other patrons find him to be friendly and harmless, adventurers can see otherwise. The tops of his scabbards are worn, indicating that he draws steel frequently. The scabbards hold a pair of gladii, a weapon you don't choose out of convenience, only through training. Though lean, the man is muscular. His large deltoid muscles bulge like corded rope. While his eyes linger over the buxom lasses, they also dart to every weapon and spell pouch in the room.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Given the make up thus far, I'll go with Mordenaar (who needs to have his profile updated.) I don't have anyone ready to invite at the moment, so by all means go with your person.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
+1 for the Moogle!!!! Having stood ready to die, the slayer stands at the precipice and nods to everyone. "The story will be written, the drinks will flow, children will pretend, and maidens will swoon. First, though, I made that damned dragon a promise." Mordenaar then begins a careful dissection of the Beast No More.
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
"Kinn! You bastard! I'll turn your hide to armor and your fangs to jewelry!" Mordenaar slides out and levels the Flametongue at the wyrm: Touch: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 for Fire: 4d6 + 2 ⇒ (1, 3, 4, 1) + 2 = 11 --------------------------------------------------
Arrow 1: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 for DMG: 1d8 + 4 + 1 + 2d6 ⇒ (6) + 4 + 1 + (5, 3) = 19
Human (Kellid) Slayer (Collector) (HP: 57/67), Init: +7, AC: 21 T: 13, FF: 19, Perception +11, F: +8, R: +8, W: +4, CMB: +1, CMD: 23
Valgrim leveels his bow at the Dragon, and let's fly. With a word he brings about a Judgment of Justice upon the fell beast, and chooses arrows of Bane! Arrow 1: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28 for DMG: 1d8 + 4 + 2d6 ⇒ (1) + 4 + (1, 1) = 7
8 Dragon's Bane arrows remain.
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