Animist

Norbwald's page

283 posts. Organized Play character for Pirate Rob.


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Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald continues to share their liquor with Nalora as they try and make friends.

Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

kk, thanks for looking, adding 5 HP back, surprised the precision isn't doubled here. 12 healing from my chalice last round, and another beating gets me to -35 (13/48) assuming I haven't made any other mistakes.

Norbwald shakes under the additional assault, but tries to take down his assassin before he gets taken down.

Frightened Mace: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
B Damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
Weak 4

Frightened Mace: 1d20 + 10 - 5 - 1 ⇒ (20) + 10 - 5 - 1 = 24
B Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11
Weak 4

Norbwald then shakes the can in his bag for a few drips as the chair arms flail about.

Sip for 4 temp HP for 1 round. Chair supports for +1 AC

If black drops from the first attack, chair will move Norbwald outside and he'll use reach to make the last attack on white. No support for +1 AC in that case.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Any healing with the vitality trait is bad news for Norbwald.

Things like Soothe, or the Thaumaturge Chalice are quite effective however.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

I think 2x(9+4+5)+5=41 damage to Norbwald. I slightly adjusted the map since Norbwald is on a large chair (mount)

Norbwald recoils at the sudden attempt on his "life". and chugs his bagged beverage. 12 healing. 19/48

and stares down his would be assassin.

Exploit vulnerability: 1d20 + 11 ⇒ (8) + 11 = 19

Exploit Vulnerability:

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

If that's at least a success I also get a RK success and would like to know their weakest save.

before retaliating with his flickmace.

flickmace=facemace: 1d20 + 10 ⇒ (17) + 10 = 27
bludgeoning: 2d6 + 7 ⇒ (3, 6) + 7 = 16
Likely weak at least 4

The chair the raises up to support and protect Norbwald.
+1 AC for Norbwald from lesser cover (chair support)

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald works on chatting with Nalora this time, making sure to share a drink and trying to convince her that a lodge would be beneficial towards her temple.

Diplomacy to Influence Nalora: 1d20 + 11 ⇒ (9) + 11 = 20

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

My apologies, meant Dalamian, think I pasted the wrong name in the middle.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald moves on from Dalamian and goes to talk to Nalora instead.

Ahh, Dalamian. Please try a sip of this, I find it does a good job keeping the edge off."

Norbwald offers them a swig of his beverage.

Following up "Given the beauty and knowledge contained among the followers of Calistra, I'm surprised you aren't more excited about the potential of a Pathfinder Lodge. They are always full os stressed agents in need of your famous relaxation services, as well as young agents desperate for even snippets of information and more than willing to accomplish all manner of favors in return for such."

Diplomacy to Influence Dalmian: 1d20 + 11 ⇒ (7) + 11 = 18

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald, wanting to make sure to offer his drink around, he walks his chair over to Dalamian.

Offering up his drink Norbwald politely notes "As long as its not forbidden" to give the knight a polite out if desired.

Either way Norbwald takes a swig of his own beverage after giving Dalamian a shot.

"Please, tell me your opinions of these proceedings. So many times have those with valor are forgotten when it comes times for politics. What details might we be missing, that we should be paying attention to."

Diplomacy to Influence Dalamian: 1d20 + 11 ⇒ (16) + 11 = 27

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald rolls their chair up to mayor Vanaidori. "Ahh Mr. Mayor. Chin up there. I know things have been tough recently but that's when we need our biggest smiles. Come share a drink with me, and then put on a smile. The people have lost many things, but I don't want to see you lose hope."

Norbwald offers a sip of his beverage to the Mayor.

Diplomacy to Influence mayor Vanaidori(E): 1d20 + 11 ⇒ (8) + 11 = 19

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald continues to take swigs from their beverage, looking down at their disheveled look, and malty smell and wondering if he's really the best Pathfinder for the job.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald slouches in their oversized purple plush chair, sipping from a malty smelling beverage from a sack.

He nods to his fellow Pathfinders and offers the beverage around to anybody who wants a sip.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald as a little chat with them "We've defeated everything else here, and I'm getting tired. How about I pass around my drink, you have some and then you can leave and tell whatever story you want later."

Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald Reflex vs Cold - mounted: 1d20 + 92 ⇒ (15) + 92 = 107

Leggy Reflex vs Cold: 1d20 + 11 ⇒ (17) + 11 = 28

Norbwald dodges the worst of it, as does his chair.

9 damage = 4 temp HP = 43/48 for Norbwald. 9 damage to chair = 31/40 for Leggy.

Norbwald turns his attention to blue.

Exploit Blue: 1d20 + 11 ⇒ (11) + 11 = 22

Exploit Vulnerability:

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.


Success if level 6 or less.

And then swings twice.

Flickmace vs Blue: 1d20 + 10 ⇒ (16) + 10 = 26
B damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15
At least weakness 4

Flickmace vs Blue: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
B damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12
At least weakness 4

Leggy then raises up its resting arms for protection.
Support Benefit Your legchair moves its limbs in the way of enemy attacks. You gain lesser cover from your legchair against all attacks, not just ones where the legchair would be in the way.

If Red is down, before either of those attacks, Leggy will move Norbwald within range of Red instead of supporting. (If it's after the first, no vulnerability for Red)

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald's chair carries him forward, whereupon he stops for a quick swig from his drank before glancing at red and then taking a swing.

Exploit Red: 1d20 + 11 ⇒ (3) + 11 = 14
Success if level 0, crit fail if level 8+

Exploit Vulnerability:
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

Reach Hammer Time vs Red: 1d20 + 10 ⇒ (16) + 10 = 26
b damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13
Likely vulnerable 4

(Mature Stride), Sip(4temp HP), Exploit, Strike)

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald's chair carries him forward as he takes another swig from his bagged beverage.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Throne room sounds great.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Assuming it takes at least 10 minutes to get the man inside and treated and chatted etc. Norbwald will chug their beverage and fully heal up/

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald comes and gives the man a sip of his drank.

4 temp hp for 1 round :P

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald has 4 temp HP from sipping, so should be only down 10

Norbwald continues to take a swig of his purple drank as he attacks the wolf and his chair remembers to provide him some cover.

Flickmace vs Red OG: 1d20 + 10 ⇒ (7) + 10 = 17
B damage: 2d6 ⇒ (1, 3) = 4
Weak 4 to me

Flickmace vs Red OG: 1d20 + 10 - 5 ⇒ (3) + 10 - 5 = 8
B damage: 2d6 ⇒ (1, 3) = 4
Weak 4 to me

Sip for 4 more temp hp lasting 1 round. Chair: Support Benefit Your legchair moves its limbs in the way of enemy attacks. You gain lesser cover from your legchair against all attacks, not just ones where the legchair would be in the way.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald shrinks down in their chair, trying not to get bitten.

Norbwald's chair circles him around as he sips from the dregs of his bag before taking a single swing.

Flickmace vs Red: 1d20 + 10 ⇒ (8) + 10 = 18
B Damage: 2d6 ⇒ (1, 3) = 4
Weak at least 4

4temp HP for 12 round

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald will delay until after Scripio to provide the flank before acting as below.

Norbwald continues to take advantage of the flank and goes all out on red.

Flickmace w/Reach vs Red OG: 1d20 + 10 ⇒ (1) + 10 = 11
B damage: 2d6 + 7 ⇒ (4, 6) + 7 = 17
[ooc]Vulnerable at least 4

Flickmace w/Reach vs Red OG: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
B damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
Vulnerable at least 4

Then Leggy strafes over to IronWolf, where Norbwald makes sure Ironwolf gets a full drank.
Healing 12 for Ironwolf from Chalice

Strike, Strike, (Leggy Stride), Drain Chalice.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald's chair skitters around the red wolf, whom Norbwald takes a moment to examine for weaknesses.

Exploit Red: 1d20 + 11 ⇒ (20) + 11 = 31
Crit unless it's above level 13

Exploit Vulnerability:
Exploit Vulnerability

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

Get free RK success against the Wolf as well, would like to know its weakest save.

Norbwald pulls out a crayon drawing of a goblin and lets it fade to nothingness as he imbues his flickmace with it's power then swings with his gnomish Flickmace.

Flanking Scripio's whip.
Flickmace w/Reach vs Red OG: 1d20 + 10 ⇒ (3) + 10 = 13
bludgeoning damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15
Vulnerable at least 4

Norbwald then takes a swig of his beverage to keep his courage up.

(Mature Companion Stride, Exploit, Strike, Sip for 4 temp HP)

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald takes a another swig making no effort to stop the lady of the keep from leaving.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft
Ironwolf 2e wrote:
No diplomacy

You've got intimidation though, maybe we could use some bad cop approach as well.

Also, happy to use my argument/roll from above as my contribution to influence.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

(Esoteric)Diverse Lore: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25

Norbwald cuts straight to the point "Capture you, no. Just to cease the unseemly banditry."

Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12
Hero point: 1d20 + 11 ⇒ (15) + 11 = 26

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Ready to head up

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald offers them another drink to help numb their pain.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald unshackles the prisoner and passes his drank to him "You and the goblin are the first we've met here, have a swig and tell us of your brother."

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald's chair carries him forward. There he tries to think of what purple would really hate before lashing out twice with his flickmace.

Exploit Purple: 1d20 + 11 ⇒ (13) + 11 = 24
Critical success if level 0 or less, success if level 8 or less
Thanks to Diverse Lore if that's at least a success and at least a success vs the creature's RK DC, I gain information as if I had succeeded on a Recall Knowledge check. (I'd like to know about their organizational structure if possible)

Exploit Vulnerability:
Exploit Vulnerability
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

Personal Antithesis: 4

Strike vs Purple: 1d20 + 10 ⇒ (3) + 10 = 13
B Damage: 2d6 + 7 ⇒ (3, 4) + 7 = 14
Likely vulnerable 4

Strike vs Purple: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18
B Damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12
Likely vulnerable 4

If purple is down, will strike Red instead, without the vulnerability

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

NorbwaLd's chair carries him forward, where he spends a moment to examine white before pulling out a child's drawing of a dog and rips it up, letting the shreds infuse his flickmace.

Then he swings at white twice.

Exploit White: 1d20 + 11 ⇒ (15) + 11 = 26
Critical success if level 2 or less, success if level 9 or less
Thanks to Diverse Lore if that's at least a success and at least a success vs the creature's RK DC, I gain information as if I had succeeded on a Recall Knowledge check. (I'd like to know their weakest save.)

Exploit Vulnerability:
Exploit Vulnerability

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

Personal Antithesis: 4

Flickmace(reach) vs White: 1d20 + 10 ⇒ (8) + 10 = 18
bludgeoning damage: 2d6 + 7 ⇒ (5, 5) + 7 = 17
Likely vulnerable at least 4

More Flick, More Mace(reach) vs White: 1d20 + 10 - 5 ⇒ (2) + 10 - 5 = 7
bludgeoning damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Likely vulnerable at least 4

(Independent Legchair Stride), Exploit Vulnerability, Strike, Strike

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald looks to his allies and takes a swig from his bag.

He makes a talky face shape with his hand, and then a pointy stab before drawing his flickmace and shrugging and hoping for guidance from his allies.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald takes another swig and slouches "So as long as they stop banditing we're good? Do we have anything we're empowered to offer them?"

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald offer a sip from the bottle in his burlap sack if anybody is interested.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald is Verdant Wheel and has Worldly Mentor.

(Initiative/Perception to +2)

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald is an armored purple haired gnome. They look a bit disheveled and down on their luck, somewhat slumped in their oversized walking chair frequently drinking from a container wrapped in a old canvas sack.

"Call me Norbwald, I used to run an orphanage for aspiring fighter children in Absalom, but ever since the new weight restrictions on the flickmace, business just hasn't been the same. The change literally killed me." jokes Norbwald nervously.

He'll them offer a sip of his bagged beverage to anybody that's polite enough to listen.

Verdant Wheel

With the beginning of GD coming up soon, wanted to check in and see what the plan is.

Verdant Wheel

Yarr, not quite recruitment time yet but looking to play this and your follow-up Q24 table.

"Call me Norbwald, I used to run an orphanage for human children in Absalom, but ever since the new weight restrictions on the flickmace, business just hasn't been the same. The change literally killed me." jokes Norbwald nervously.

Norbwald is my lvl 4 former Gnomish Orphanage Director and my preference to bring. (Profile needs updating)

I can Also bring a glasses wearing lvl 1 Minotaur Fighter if the table trends low.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Will: 1d20 + 8 ⇒ (16) + 8 = 24

Norbwald blinks as the bright light flashes in his eyes.

Norbwald slinks down in his chair as it carries him around the far side, where he makes a pair of advantageous strikes against the flank of the lion.

Concealment: 1d20 ⇒ 19
Strike + Albatroll vs Off Guard: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
B damage: 1d6 + 5 ⇒ (1) + 5 = 6
Weakness 3 to my strikes.

Concealment: 1d20 ⇒ 10
More strike vs Off Guard: 1d20 + 9 + 1 - 5 ⇒ (18) + 9 + 1 - 5 = 23
B damage: 1d6 + 5 ⇒ (1) + 5 = 6
Weakness 3 to my strikes.

Command(Support for Lesser Cover/Stride, Strike, Strike)

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald gets pounced, taking solace in his cups he takes a sip and then pauses for a moment for guzzling as much as he can.

Norbwald takes advantage of the Albatross to try and strike a decisive blow with his flickmace.

Flickmace vs big lion: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
hero point reroll if that's a miss: 1d20 + 10 ⇒ (7) + 10 = 17
B damage: 1d6 + 5 ⇒ (2) + 5 = 7
Weak 3 to my strikes.

Sip for 3 temp HP, drain for 9 healing

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald's chair carries him forward as a drinks from his bad "Maybe you can end this misery" he responds with depression towards the talking Lion.

Exploit Vulnerability vs Lion: 1d20 + 10 ⇒ (17) + 10 = 27
Exploit Vulnerability
Additionally if that's at least a success vs its Recall Knowledge DC, I get info as though I succeeded on that from Diverse Lore. (I'd like to know it's weakest save)

Sip(3 temp HP),(Command(Double Stride 40+40), Exploit Vulnerability on Lion.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald takes another swig from his bag and offers a swig to Clarence.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald does his best to look for tracks.

Survival: 1d20 + 1 ⇒ (12) + 1 = 13

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald shakes his head and drinks another swig.

"Not all the way in the dark, but I've got a wayfinder as needed. Leggy here's got a good sense of smell that might work if we don't have any other trackers." comments Norbwald as he points down to his chair.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald has his chair move into into the maze with a flank.

There Norwabld takes a pair of swings at the remaining cat.

flickmace vs Cat OG: 1d20 + 9 ⇒ (12) + 9 = 21
b damage: 1d6 + 5 ⇒ (5) + 5 = 10

more mace more cat OG: 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6
b damage: 1d6 + 5 ⇒ (3) + 5 = 8

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

With Norbwald's armor keeping him from getting chewed on, he spends a moment to try and figure out what kitties are weak too.

Exploit Vulnerability (DC level based) vs Blue: 1d20 + 10 ⇒ (12) + 10 = 22

Exploit Vulnerability:
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.

Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

Mortal Weakness: Weakness
Personal Antithesis: 3

Also thanks to diverse lore, if that's at least a success vs it's RK difficulty, I get a success on that. I'd like to know it's lowest save.

Norbwald pulls out a children's drawing of a water hose and wraps it around the handle of his mace. Surely this will hurt the cats

Norbwald then takes a swing with hic flickmace
Mace vs Blue: 1d20 + 9 ⇒ (2) + 9 = 11
bludgeoning: 1d6 + 5 ⇒ (2) + 5 = 7
Likely Weak 3 to my strikes

If it's still up, Norbwald swings again, if not he'll command his chair to take him over towards the remaining cat.

more mace/more blue?: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
b damage: 1d6 + 5 ⇒ (2) + 5 = 7
Likely Weak 3 to my strikes

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald will drink in the Messhall. (Command Post?)

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald takes another swig from his bagged beverage and nods to Zaighar.

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald shakes his head and takes a big drink from his chalice and then slumps a bit in his chair.

Healing 9 from Chalice

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Reflex/Fire Bad.: 1d20 + 8 ⇒ (13) + 8 = 21
Reflex/Fire Bad..: 1d20 + 8 ⇒ (17) + 8 = 25

Verdant Wheel

M "Gnome" Former Orphanage Director 4 HP 13/48| AC 21 | F +10 R +9 W +9 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 40/40 AC 20 | F +11 R +11 W +10 | Low-Light + Scent Perception +10 Hoof +10 2d6+4 B - Agile | Support Lesser Cover | Light Barding Acrobatics +9, Athletics +10, Intimidation +6, Stealth +11, Survival +8 | Sp: 40ft

Norbwald hurries his chair along back to the far side of the wagon where he works to scoop water from the oasis up to the burning wagon.

Command(2x stride), 2 actions fight fire?