Occultist

Noddi Haldur's page

57 posts. Organized Play character for Xathos of Varisia.


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Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

"Next time, turn dese enemies in ta zombies and we can burn da house down with 'em in it. Makes 'em a lot easier to deal with, dat way," Noddi says with a smile.

He heads off to change back into his normal traveling clothes. After settling into his comfortable and well stained coat he remarks, "Well, it was fun for a while, but I'm heading back to da Inner Sea region. Zombies stay as zombies dere! Ciao!"

With that, he heads back out onto the long road to home.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi looks around groggily as he wakes up. "What happened?"

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Damn it, I'm so used to 2e now that I didn't realize Noddi is still down and out since he has 37 hp.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi's eyelids flutter a few times as he awakens. Slowly, his eyes begin to focus on the carnage around him.

He sees that woman flinging burning bombs around and says, "You haven't finished her off yet? What the heck?"

He then casts Magic Missile at her.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

He looks around for his Wand of Magic Missile and picks it up.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi just relaxes on the ground dreaming of a Pathfinder edition where cantrips scale in level.

Stabilization: 1d20 ⇒ 19

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Reflex: 1d20 + 8 ⇒ (1) + 8 = 9

Noddi moves and then casts Magic Missile at the big foe.

Magic Missile: 2d4 + 2 ⇒ (3, 3) + 2 = 8

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi takes advantage of the large man's state and runs up to him in order to deliver a spell attack. He casts Burning Hands so as to envelop the man in flames.

Burning Hands: 5d4 ⇒ (1, 1, 2, 2, 4) = 10

DC 16

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi heads towards the shouting with his trusty wand ready for action!

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Darkness is such a good spell to use, especially when a party is all human in 1e. I rarely get an entire party suffering from the same spell in 2e as Darkvision is a lot more common because humans aren't the ticket to power like they were in 1e.

I did get a party with no Darkvision in 2-01 and that was a blast. I thoroughly enjoyed kicking them around like a tin can until they finally got smart and retreated so that time would work in their favor.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

The dire badger savages the fallen oni because Noddi doesn't know it is down.

bite: 1d20 + 4 ⇒ (15) + 4 = 191d4 + 2 ⇒ (2) + 2 = 4

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi directs the dire badger to attack the oni if it can. Since it can, it attacks!

bite: 1d20 + 4 ⇒ (4) + 4 = 81d4 + 2 ⇒ (4) + 2 = 6

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

I am using a boon from 10-12 Breath of the Dragonskull, the Champion of Farheaven boon. "You can check a box next to this boon as a standard action to conjure a small, feathered bear to aid you (use the statistics for a dire badger as though casting summon animal II with a caster level equal to your character level)."

Noddi summons the creature in the square 10' below his position, and directs it to move forward until it senses the oni and then attack the oni.

It has scent which is a move action it can use once it gets next to the oni. It can't attack this round unless it can be summoned adjacent to the oni, and since Noddi cannot see the oni, I rather doubt that. But the creature can be in position to attack the next round.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi backs up and pulls out a scroll of Burst of Radiance.

1. Scouring through boons on Chronicle Sheets. I've got Champion of the Farheavens from 10-12 Breath of the Dragonskull. That allows me to conjure up a feathered bear (use Dire Badger) as a standard action. It goes off my character level. Would this be really helpful? If so, I will cheerfully retcon my actions to pull that off without moving and sic it on the oni causing so many problems.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi tries to shake off the wave of weariness that threatens to overwhelm him!

Will: 1d20 + 7 ⇒ (15) + 7 = 22

He then moves back out of the darkness zone since he has nothing that will work if he can't target a foe.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi takes a five-foot step back and casts another Burning Hands spell forward into the darkness.

Burning Hands: 5d4 ⇒ (3, 3, 2, 3, 4) = 15

DC is still 16

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Unable to see through the Darkness, Noddi hits on an idea to even the odds.

"Don't move until you hear the scream!"

He casts Burning Hands directly in front of him hoping the expansion of the spell will catch one of the oni based on where they last were.

Burning Hands: 5d4 ⇒ (1, 1, 1, 3, 3) = 9

This is Noddi's Spell Specialization spell. DC is 16.

Argh on the damage!

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi casts Acid Splash at the white oni.

Acid Splash: 1d20 + 5 ⇒ (17) + 5 = 221d3 ⇒ 2

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi fires off a Magic Missile from his wand at the red foe, then moves to the side. "Incoming!" he yells.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi smiles with a huge grin. "Back up, gang. This is what I do well."

He pulls out a can and hands it to To-to-obika. "Here, hold my beer." He then begins to sneak forward on his hairy bare feet very stealthily he hopes. Noddi also uses his razor-honed senses to perceive the area about him for others and traps and horrid little spiders that are probably infesting the tunnel.

Stealth: 1d20 + 11 ⇒ (8) + 11 = 19

Perception: 1d20 + 8 ⇒ (13) + 8 = 21 +1 for Trapfinding if needed

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi is ready with his trusty Wand

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Some saves to see what happens. I have no idea on how many you want.

Fortitude: 1d20 + 5 ⇒ (15) + 5 = 20

Fortitude: 1d20 + 5 ⇒ (18) + 5 = 23

Fortitude: 1d20 + 5 ⇒ (2) + 5 = 7

Fortitude: 1d20 + 5 ⇒ (11) + 5 = 16

Fortitude: 1d20 + 5 ⇒ (6) + 5 = 11

Fortitude: 1d20 + 5 ⇒ (3) + 5 = 8

Fortitude: 1d20 + 5 ⇒ (14) + 5 = 19

Noddi pulls out a Wand of Cure Light Wounds. "If anyone can use this, hit us up a few times!"

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

can't see the post but need to make a save

Fortitude: 1d20 + 5 ⇒ (19) + 5 = 24

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi fires off another missile at the black foe.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

He makes a mental note about upgrading this wand for more firepower.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Thanks for moving me. I just did not see that post saying red was dead.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi thinks to himself, "The nice thing about magic is that you don't need to worry about most damage as long as you can stay on your feet and concentrate now and then."

He fires another missile into the red foe.

alternate version if To-to-obika killed her first: Noddi moves into position and fires the missile into the black foe.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Fortitude: 1d20 + 5 ⇒ (2) + 5 = 7

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Fortitude: 1d20 + 5 ⇒ (6) + 5 = 11

Noddi fires another Magic Missile into the red foe.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

He then takes a five-foot step back.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi just shakes his head at his ineffectual claws and shrugs. He fires another Magic Missile from his trusted wand while saying,
"Dis is why we use magic, dammit!"

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi slashes the orange foe with his claws finally using his sneak attack for the first time.

Claw 1: 1d20 + 1 ⇒ (5) + 1 = 61d3 - 1 + 1d6 ⇒ (3) - 1 + (5) = 7

Claw 2: 1d20 + 1 ⇒ (16) + 1 = 171d3 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6

The claws are a full round action. I can't remember if there is a penalty or not. Out of town at Winter War for the weekend.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi dodges out of the frost bomb's blast!

Reflex: 1d20 + 8 ⇒ (8) + 8 = 16

He then points his wand at the orange dame and fires off a Magic Missile.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Noddi smiles as his fingernails suddenly grow thicker and longer into claws. He then steps forward, flanking the orange dame and threatening the red one.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi is really surprised that the zombies are using explosives to blast their way into the house. He yells, "I don't think dese guys are zombies!" and decides it's time to use some magic.

He moves into the room and calls upon his inner powers. His blood sings as the magic within him flows through his veins, manifesting at the fingertips. Flames burst from his hands and wash over the two intruders!

Burning hands at CL5 due to Magical lineage, spell specialization, and spell focus, etc. Gotta remember all this stuff which is not in 2e!

Burning Hands: 5d4 ⇒ (2, 3, 1, 4, 3) = 13

DC is 16 for this one

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

If we can boil more water to use on attackers, then Noddi will do that.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi decides he wants to explore the zombie's corpse to see if there are any identifying marks or items on it. After that, he will move to a window to see if more zombies will storm the house.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi sees the zombie continue to stand even after the magical missile detonates in its side. "Hmm, must be one of dem plague zombies. They can take more damage. Better hit it again in case the bird misses."

He fires off another Magic Missile at the red foe.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi shakes his head as his perfectly executed plan comes to naught. "Why do people continually run amok ruining perfectly good sneak attacks?" he muses.

He moves over to the doorway (which should be open) and fires off a Magic Missile from his wand at the foe.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi continues to wait for the red enemy zombie to come near.

Is To-to on the correct floor? Thought he went after the Blue enemy?

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi cuts loose with another missile and then exits the room to hide near the stairs using his "super-sneky" Stealth ability.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Stealth: 1d20 + 11 ⇒ (19) + 11 = 30

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi sees what looks to be a zombie trying to hack their way into the empty room and is surprised that a zombie knows enough to use tools.

"That's odd," he thinks. "I didn't think zombies could use tools like that. This must be a much more advanced type of zombie undead. I'll have to study them after the battle. But first, I need to make this one dead again."

He aims his wand and lets off a missile at the foe.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Hearing a hacking sound in what is supposed to be an empty room, Noddi decides to investigate.

"Sounds like one of dem zombies climbed up da wall. Didn't think they could do dat stuff. Best I go and deal with dis thing."

Activating his right spring-loaded wrist sheath so that his Wand of Magic Missile slides into his right hand, he tosses the empty pot in a corner of the central room and moves into the empty room.

"Ain't gonna need that thing no more."

Not sure if I had to Interact with the door. Does Noddi see someone and if so, does he have a Standard Action left to use a charge from the wand?

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Going to rp this and hope it works out well.

Having poured all of the water onto the zombie who oddly screamed in pain, Noddi needs more. Carrying the now empty pot, he heads back to the stairs to go to the kitchen. Before going down, he stops to listen in case anyone is coming up the stairs and to get an idea of how the battle against the zombies is going.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Does Noddi perceive someone outside trying to get in that window on the 2nd floor?

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Not 100% sure where the murder holes are at on the upper floor. I am assuming we can pour water out the window in B5 onto the enemies at A1.

Noddi uses the boiling water and begins to pour it on the enemies below!

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

While waiting for the fun to begin, Noddi pulls out a Wand of Mage Armor and gives himself a tap, after which he stows the wand away. Noddi considers using his light crossbow but eschews it in favor of his trusty Wand of Magic Missile which will certainly be effective against zombies.

He points the wand out a window and lets loose with a couple of eldritch force missiles!

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

He thinks a Necklace of Fireballs would have been so effective against the zombies in this situation, but then again, so would a burning house with the zombies trapped in it.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi looks out a window and wonders who gave the zombies torches. He surmises that somebody must have tied torches to them.

"Why would they tie torches to zombies? Hmm, maybe they gotta assault team hiding behind 'em."

He laughs to himself. "They shoulda used goblins. They move around a lot more and are harder to hit. Plus the fire really drives them nuts."

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi begins to go upstairs, but pauses next to Kiyoko and whispers to her.

"How's he know bout that?"

He gives a nod of his head towards the secret tunnel. Then he nimbly makes his way upstairs to take care of the boiling water for the murder holes. When he gets there, he also looks for places to hide in so he can make sneak attacks any zombies who survive the attacks and stagger upstairs.

He also lights another cigar.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi nods knowingly at Tsuneo's remarks. He says, "House Valsin has been a minor house of the Empire for some time, but recent events have seen its scions strive to raise its status. Myself, I am a factor for the rope business. I travel the Inner Sea region seeking new, low-cost sources of jute and hemp. I did however, have the misfortune to find myself and our ship's crew at the mercy of a very young brine dragon a few years ago when sailing near the Eye of Abendego."

He taps his chin thoughtfully and continues, "You see, while hemp will grow almost anywhere, jute requires a warmer and wetter climate. The rope made from hemp is of good quality, but requires tarring to help prevent rotting. Jute, on the other hand, does not have this problem, and thus its use generates a higher quality of rope. Unfortunately, obtaining the vast quantities of jute needed to supply the Imperial Navy with rope means some traveling is involved in the family business. As one of the younger members of my house, that duty has fallen to me as of late."

Shrugging his shoulders, he adds, "Such are the misfortunes of the business world."

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi snaps to the position of attention and executes a sweeping regal bow, consisting of removing his hat with his left hand and clutching his chest with his right hand. He finishes the bow by putting his hat back on and says, "Greetings, Most Honored Iko Tsuneo. I am Baronet Nodayan of House Valsin from Taldor. Our house is but a minor house, but we recently gained a contract to supply the Imperial Navy with rope. Therefore I am searching out supplies of jute and hemp to manufacture rope. Hopefully, we can secure more supplies of these crops and expand our business, although with both the Imperial Navy and much of the merchant shipping in the region purchasing our superior grades of rope, we do quite well."

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi takes a moment to wash up and make sure his outfit is impeccable. He then joins in the tea ceremony. He figures this will be the best way to guard Amara Li since he will be very close to her during the ceremony.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

I'm not sure how much time Noddi has left, but he will give the outside traps a shot. He can't do alchemy or carpentry, so that's up to someone else to try.

Looking around for something to do, Noddi decides to set traps up outside to catch more unwary zombies. He is still puzzled over why the team expects to be assaulted by a horde of the living dead, but he goes along with their plans.

Disable Device: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

After finishing setting the bear traps to catch zombies, Noddi sees the parts of the catapult that somebody dragged outside. He wonders if zombies would use a ship to reach the island or whether they would just walk along the seafloor. After getting bored, he just decides to build the catapult while smoking another high quality cigar.

Disable Device: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21

After finishing, he mutters something about needing ammunition and that flaming balls of pitch would be the most effective against zombies.

"Of course, it'd be a damn lot better if'n we used da pitch to rig the house to burn down with da zombies in it, but dat ain't da sandbox we're in today!"

He goes back in the house to see if he can find any pitch or flammable stuff to use for ammunition.

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Grumbling about why the group doesn't rig the house to burn down and trap unwary and mindless undead zombies inside so that they crispy critterize, Noddi finishes helping Saril knock holes in the floor. He then goes back downstairs to see what else can be done.

He will either find the open door leading elsewhere or see Kiyoko with the bear traps. He'll opt to annoy Kiyoko since she doesn't like him.

Spotting Kiyoko with the bear traps, Noddi offers to help her with the rusty devices. "Hang on there, toots. Dem things is rusted all to the Nine Hells and back. Ya might get some lockjaw messing with dem. Sides, iffen we want em to work well, they's gonna need some of dis stuff." He pulls out a small squeeze can of lubricating oil from his MW Thieves' Tools(TM) and proceeds to apply oil to selected parts of the traps. After that, he fixes any problems with the traps and helps Kiyoko set them properly, so that the zombies will wander into the traps and lose their legs to them.

Disable Device: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30

"Dere we go. Dem things oughta work jes fine now. Be kinda cool if we could rig a fireball to go off when dey get stepped on, but dat's a magic I ain't got."

He starts to go back inside the house while shaking his head and saying, "Guess I'll go see what else can be done ta stop the undead hordes of flesh-eatin' zombies from overrunnin' us. Still don't know why we just don't burn the whole place down with dem in it."

Dark Archive

Memorized Spells:
LL1: Burning Hands (DC 16), Mage Armor, Magic Missile, Shocking Grasp
AC 16 (20 Mage Armor) T 14/FF 13 | CMB +0 CMD 13 | HP 37 | Init +3 | Fort +5 Ref +8 Will +7 | Perception +8 (+1 Trapfinding) | Speed 20 ft | Light
Memorized Spells:
Cantrips: Acid Splash, Detect Magic, Light, Open/Close, Read Magic, Resistance

Noddi hears someone banging holes in the upper floor for some strange reason. He wonders why everyone is so defensive minded when we could just hide outside, rig the house to burn down if someone goes in, and sift the ashes for body parts later. He goes upstairs and helps Saril knock holes in the floor strategically.

Disable Device: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Has MW Thieves' Tools

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