F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra advances to threaten the gremlin with her spear, attempting to aid Ma'oa. "Hoki mai!" she cries out, "Kai waho tēnei whenua mōu!" Aquan:
"Get back! This land is out of bounds for your kind!" Aid another, Ma'oa vs gremlin (DC 10): 1d20 + 1 ⇒ (6) + 1 = 7
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra rouses herself, stands up, and readies her longspear. She stares in horror at the attacking creature, trying to identify it despite such aberrant characteristics.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra can attempt to aid Ma'oa's roll if she's attempting long-term care, granting her a +5 bonus. It doesn't look like the Heal skill requires ranks to use it. I'll roll just in case. Aid another (Heal, DC 10), inspiration: 1d20 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6 Ah well.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra's expression sinks as she looks over the group. "As much as I wish we could continue exploring, we are in a precarious state. It, erm, might be wise for us to retreat to the beach and set up camp, in case there are any other goblin monkeys or other adversaries hiding within the former colony. Once we have rested and regained some of our strength, we should be able to continue? We are some of the expedition's most valuable resources, and it would probably doom our purpose if even one of us were to fall."
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Thanks for sharing, Tiye. I always appreciate knowing what’s going on with my online gaming friends! My sympathy and encouragement on your trials and victories!
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Reasoning that they can revive Petre once the goblins are dealt with, and seeing that Tiye is already tending to him, Ommerra moves behind Ma'oa and stabs at the enemy that is still attacking them. Attack vs monkey goblin (longspear): 1d20 + 1 ⇒ (14) + 1 = 15
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Opportunity attack vs monkey goblin (longspear): 1d20 + 1 ⇒ (14) + 1 = 15
(If Ma'oa defeated the fleeing monkey goblin with her opportunity attack, she'll attack the other one instead on her turn. If she gets to take both attacks, I'll roll another one.) Attack vs monkey goblin (longspear): 1d20 + 1 ⇒ (12) + 1 = 13
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Petre Costu wrote: Looks like that second healing was unnecessary, but that was still probably the most useful thing I could do at the moment. I'm certainly grateful! The hit points weren't wasted, at least.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra gasps as she suddenly feels rejuvenated from two directions, just as she was about to lose consciousness and topple forward. She nods to both Aleece and Petre with a grateful, vulnerable look, and steps forward to stab at the cornered creature. She had a 29 on her Knowledge (local) check before. Is that enough to identify the creature at least? Attack creature (longspear): 1d20 + 1 ⇒ (9) + 1 = 10
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra steps behind Ma'oa to shield herself from the attacking creatures, and stabs at one of their enemies with her longspear, poking at it from outside its reach. Attack: 1d20 + 1 ⇒ (3) + 1 = 4
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra rushes in beside Ma'oa, wincing at her bleeding arm but rallying in defense of her ally. She readies an action to aid Ma'oa if she should be attacked. Readied action, if Ma'oa is attacked: Aid another (DC 10): 1d20 + 1 ⇒ (14) + 1 = 15 (if she succeeds, she adds 5 to Ma'oa's AC vs the creature that attacked her)
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra tries to determine the language that she is hearing spoken. Linguistics, free inspiration: 1d20 + 10 + 1d6 ⇒ (17) + 10 + (5) = 32 She also tries to deduce what kind of creature it is as soon as she has enough information to make an educated guess. Knowledge (local), free inspiration: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (3) = 29 She holds her longspear in her trembling hands, ready to push back against any attacks should combat break out.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
I do plan for Ommerra to invest skill points in Use Magic Device, but as an investigator I thought it was better for her to get all of her Knowledges first. She doesn't have much charisma so she will never be as good at it as Tiye, so it's fine with me if you plan for our psychic colleague to make use of any special druid magic in our future. ;)
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
"Hold!" Ommerra calls out, to one or both of the party and the mysterious movement behind the blacksmith's door. "Show yourself, if you are a friend!" she directs, "Or if not, beware!" She tries to sound tough, though she is trembling inside.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
This seemed like a really good group, too. Certainly the characters are good. I guess we could post in Recruitment and see if there's anyone that would be willing to take over as GM?
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra is so occupied by looking around that she almost misses the others deciding to head into the camp. She anxiously jumps forward to follow them. Perception: 1d20 + 6 ⇒ (14) + 6 = 20
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
"This seems like more evidence that the colonists were removed by an outside agent, rather than choosing to abandon the colony themselves," Ommerra whispers, looking around nervously. "Unless there was some emergency that required them to drop everything and run."
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra looks ahead. "Maybe we should start in the center of the settlement? If anyone's still here, it stands to reason they'd be where they are most protected, and it might be that those areas are where we would find clues to suggest why the inhabitants deserted the colony and where they might have gone." She casts a glance around for movement among the buildings as she suggests a course of action.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra nods, still distracted slightly as she ponders the ramifications of the sunken canoe. "Yes, of course," she chirps. "Let's see if we can figure out what happened here. I'd suggest leaving our equipment here on the beach, above the tide, so that we can see it easily from the settlement." She looks around, and adds, "And see if any others approach it."
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Perception: 1d20 + 6 ⇒ (14) + 6 = 20 "I am not certain," Ommerra says. "But based on the angle of the entry point into the structure, the hole was made from inside the boat, with some kind of heavy piercing weapon or tool. A pick-axe, maybe? This suggests to me that someone sunk the canoe deliberately, probably from here on the dock. It's not a conclusive sign of sabotage, but it is something to consider as we explore the colony further."
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra leaves her heavy equipment on the dock and fits her diving goggles over her eyes. With a nod to Ma'oa, she dives into the water and swims down to the bottom-- not as competently as her shapechanging friend, of course, but she tries to make a good showing. Once there, she looks around carefully to see if there are any signs near or around the capsized vessel. Swim: 1d20 + 6 ⇒ (15) + 6 = 21
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Thanks to her Aquatic Ancestry, Ommerra can hold her breath twice as long as normal (normally 28 rounds, so 56 rounds), so I think we'll be fine for a little dive like this. :)
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra tilts her head. "The placement of the canoe could be important-- there could be clues under the water that the churn of dragging it up could occlude. As long as Aleece's charm is still upon me, I wouldn't mind also diving down to take a look myself. With Mao'a to protect me I should be fine, and then we can attach the grapple from there before we return to retrieve it."
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra pulls herself back into the boat and pants with the effort. "Well, that was an ordeal, or as the famous poet wrote, 'Throughout the strange events of my odyssey, I could not tell you if I was more relieved to return to the boat or to leave it.' Thank you very much for your assistance."
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra isn't helpless in the water, since she's often gone swimming in the past, but since she can feel the sandbar beneath her she steps back out of the grindylow's reach to stab through the surf with her spear. Five-foot step back, and attack as standard action. According to the rules document, it doesn't look like we can 5-foot step when swimming, so fortunately she can touch the ground! Attack (blue grindylow), bless: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra stands up again, and swings her longspear at the other grindylow on the northern side of the boat. Aid another (DC 10: +5 Ma'oa attack vs red), bless: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14 Success! Ma'oa gets +5 on her next attack vs the red grindylow. Acrobatics to remain standing (DC 10): 1d20 + 1 ⇒ (7) + 1 = 8 Failed!
Ommerra overextends herself and loses her balance, her left arm flailing wildly as she tries to steady herself, before tipping over into the water.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
I bookmarked a link summarizing lots of underwater rules a while ago that we all might find useful. It looks like the original page has gone away, but fortunately it's still on archive.org: Underwater Rules
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra stands up, and brings her longspear around to bat at one of the grindylows threatening Ma'oa, hoping to distract it. Aid another (DC 10: +5 Ma'oa attack vs green), bless: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21 (Success! Ma'oa gets a +5 on her next attack vs the green grindylow.) Acrobatics to remain standing (DC 10): 1d20 + 1 ⇒ (1) + 1 = 2 (Failed!)
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra tries her best to weather the crossing in the little boat, sitting close to the front so she can see the choppy water. She takes a deep breath and fixes her eye on the beach, and is so distracted that she almost misses the approach of presumed enemies in the water. Knowledge (dungeoneering), free inspiration: 1d20 + 7 + 1d6 ⇒ (2) + 7 + (3) = 12 "Those are grindylows," she calls out over the sound of the waves. "Ravenous, sadistic, goblinlike creatures-- though they are sea creatures, not humanoid. I might be able to talk to them, but I doubt it will affect their intentions." As far as I'm concerned, everyone can assume that Ommerra will share everything she recalls in a Knowledge check. I will try to write up what she's saying, but I think everyone can feel free to read the spoiler if she meets the DC.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Ommerra is decidedly not at home on a ship; she figured that out the first day, when she had to stay below in her hammock to keep from vomiting up the sailors' rations and occasional dried fruits that they are served every meal. After two weeks she was finally able to manage watching the billowing waves from on deck, but she still appears to be a little green -- even now, almost a month later. Thus it is with anxious and eager eyes that she sits up at the announcement that they've reached land, and watches carefully when the lookout confers with the governor. Something is wrong, she thinks. When Ramona asks Ma'oa to join her in her quarters, Ommerra catches the ranger's eye to silently ask if she may join them, curious. She listens quietly as their leader confirms many of the clues of trouble that she suspected could be seen from the water. I imagine returning home is not an option, she considers. For I doubt based on what I have seen that there are enough provisions on the ship for all of us to travel another six weeks. Likely it is here or nothing. She frowns, worried. My brother should be here, she thinks as she bites her lip. He was part of the original expedition, wasn't he? We must discover what has happened and where they have gone. He could be in trouble! She looks admiringly at Aleece and Tiye, both of whom seem untroubled and ready to go, and she nods agreement with Aleece's optimistic thought. "Yes," she says carefully. She starts to speak again, but is unsure what to say and settles for closing her mouth and nodding confidently. Her brain is already turning over possibilities and questions that they should ask and answer. "I-- I must get my things. I'll be quick!" She waits until they are released, calculating where her possessions are and how to retrieve them swiftly.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Everything okay, GM? I assume something has come up to delay starting the game. Maybe you can activate the Gameplay tab and we can roleplay meeting each other on the ship before the game commences?
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Aleece wrote: Good one. Can it stack with guidance? Since more than just the cleric can cast it. Yes, it's a competence bonus to damage, so it stacks with pretty much everything. At least early on, that's a pretty useful buff! Also, the person who gets the vigor doesn't have to use it until they hit.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Aleece wrote: Divine Favor is good for one person. Lasts as long as any battle is likely to and gives +1 to hit and damage. I love divine favor, but it's Personal range, which means that only Petre can benefit from it. That reminds me though, there's also the vigor orison, which is like guidance for melee weapon damage.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Agreed, damage is a concern. Ommerra's longspear might be second place for damage dealt, which is funny because she's built to be helping others attack better, not to attack herself. Studied Target will also boost her damage, but that takes a while to come online. Aleece's crossbow and Tiye's telekinetic projectiles will do some damage too, but those are harder to buff. I can't think of many good spells that increase damage from the bard, cleric, psychic, or witch spell lists. There's enlarge person (1st) for the psychic and the witch, and weapon of awe (2nd) for the cleric, but that's all that comes to mind. Well, and good hope (3rd) for the bard and haste (3rd) for the psychic, but those are a long way off.
F NG human investigator 1 | HP 10/10 | AC11 T11 FF10 | F+2 R+3 W+4 | CMB+1 CMD11 | init+1 | Per+6* SM+6 | inspiration 3/3 | spells 1st-2/2 | effects: none
Tiye Soumral wrote: @Ommerra: I noticed that you also have Knowledge: religion. What do you think about swapping that for Knowledge: planes? Tiye is a religious person (as religious as Nethysians get, anyway) so I’m reluctant to do the swap on my end. In my experience, Knowledge: planes comes up often enough to be useful. Hi there, Tiye! I'm totally willing to make changes to my character to make us more compatible with each other. My plan is to eventually take all Knowledges, since as an investigator I can use inspiration with the ones I have at least 1 rank in. I could switch my initial point in religion to planes, but I figure that religion is more likely to come up as something needing a roll before planes does, so I put it off until level 2. Perhaps that's overly metagamey? What do you think? I could easily justify a point in whatever knowledges we want because Ommerra is very well-read. |