Skarx

Perrah Snowenglen's page

99 posts. Alias of French Wolf.


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Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Good to have you back, DMJ.

cheers


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

I've put Perrah on Overwatch.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Thanks for letting us know.

I recommend whisky and hot ginger wine. It will knock anything out. Get better soon.

Cheers


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah takes a syrup too. She follows the warriors. Her tail twitches at every turn, as she tries to keep up with their virile strength.

She sweats small beads of grey black water that drip off her chin.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"...and the syrup?"

Perrah picks up a bottle of smelling salts at Mortimer's suggestion.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah flicks through the items but does not take anything. "I do not understand or need most of this. It is more for the healers themselves. I mean what use is smelling salts or syrup against a poltergeist?"

She moves over to the half-orc and waits by the doors. "My magical armour will not last forever so please hurry."


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"Like my hellfires. Infirmary sounds good."


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Boo. Underhand it is.

Perrah sighs, relieved that the poltergeist is gone for now. she hands over a healing potion to Alexei.

Cure light wounds replaced. It seems our alchemist is most dangerous.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah waits for her opportunity, DMJ


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah holds a special grey silvered bolt, a ghost touch bolt, and prepares to shoot when the creature makes an appearance.

Reload crossbow, ready action to shoot if poltergeist pops up.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

I took part in the first with a now infamous "magical coin" item. It does seem a worthy test and in all honesty I think that successful item/monster/archetype/etc design requires the kind of creativity, time and effort that I do not possess. Yet.

But for those that do make the grade I say kudos to them (and you) for all that hard work!

Cheers


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Knowledge(religion) 1d20 + 8 ⇒ (4) + 8 = 12

[b]"It is a poltergeist. It can be killed but it will return in several days. It is known to stay invisible unless trying to make people afraid." Finishing her summation, Perrah points at the last spot too and fires a ray of grey light at the creature.

disrupt undead attack roll 1d20 + 4 ⇒ (19) + 4 = 23, damage 1d6 ⇒ 4, miss chance 1d100 ⇒ 65 - MISS!


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah murmurs to the fellow tiefling, Alexei, "I never think about dying. Not like them. Having a devil for a father means contemplating such a thing never happens. My weak body is already broken so burn it next to Vharg. I doubt that I will be alive if he has fallen."

Perrah helps to clean the ashes off Ilya. "That was brave, climbing in there."


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Vharg that is one of Perrah's main stays for this adventure. Disrupt Undead I have used it once already but missed. Hopefully she hits next time.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Yeah I put alot of effort into making Perrah good at burning hands then the DM gives us flaming skulls and a furnace. Go figure.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"Take a look inside it. Maybe someone burnt something inside it that didn't agree with it. Guards or other prisoners perhaps." Perrah flinches a little under the touch of Mortimer, unused to human contact. But her cool skin feels tougher thanks to the magical armour and natural pit fibres.

"Would cleaning it out help?"


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

I'd just keep it, Randu. No one else wanted it. Its useful when we meet a mummy after all. Perrah will hold the other.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

We have three cure moderate wounds bombs. Perrah is fire resistant too. She wants to take the risk.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah's actions above. Knowledge (Religion) check 1d20 + 8 ⇒ (1) + 8 = 9 Second one this week. Must have upset Gary Teter in a previous life.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6
Perrah Snowenglen wrote:

Treasure list (can you spoiler what you have taken so we can keep it out the fun)

In the safe you find:
4 potions of cure moderate wounds - Vharg (1), Perrah (1), 2 more
3 potions of lesser restoration - Perrah (1), Mortimer (1), more
2 potions of remove disease - ?
500gp - ?

Perrah trails along behind the warriors directing her lights ahead of everyone.

Randu said he took "some" of the potions so I think it is safe to assume that means 1 each of CMW, lesser restoration and remove disease. That leaves one spare potion of Cure moderate wounds. Take that Alexei. Randu can you update your sheet to reflect that?

Perrah's actions next round (DMJ only)

Spoiler:
Perrah will cast mage armour and pull out a potion of light moderate wounds moving forwards five feet.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Thanks DMJ, I am just starting to write a haunt scenario so that it a great help. Initiative and Perception become vital.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah examines the fragments of skull for signs of incantation. Then shrugs and moves onto the hole.

"Guard your eyes, Vharg." Then she sends the dancing lights down into the distance to illuminate the area below for everyone. "As for the axe there is nothing inherently dark magic. Its the Lopper that was wrong. There are spirits here so you may get a chance to lay him finally to rest. After all he may have been the one that ended the Professor's life? unlikely in view of his lack of decapitation though."

"I agree, I am sure we should clear this floor before going underground. But a quick look below for Randu who has sharp eyes could be useful too."


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Thanks for the reminder DMJ


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Knowledge (religion) 1d20 + 8 ⇒ (2) + 8 = 10 Are these flaming skulls likely to bludgeoning intolerant or suckers for cold?


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Possible damage from disrupt undead 1d6 ⇒ 1


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah drops the torch and attempts to hit one of the flaming skulls with disruptive magic.

ranged touch 1d20 + 3 ⇒ (10) + 3 = 13


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah keeps to the wall and enters moving north after Vharg and Mortimer, her crossbow loaded and ready to fire.

"I can take a torch if you wish it?" she murmurs to the warriors.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Fine. I don't have a specific question in mind at the moment. Just roleplaying. And after what Ilya said, Perrah ain't taking that off him.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"Mortimer, is there a way to test the area for cold or hot spots before we enter them? I mean you have been hurt and we need to keep these dangers to a minimum." Perrah looks a bit shocked at the cold wounds, a sure sign of her physical weakness.

"Ilya - can we ask some more questions?"


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah stares and frowns at the page for a moment then shrugs it off, "it couldn't, could it?"

She smiles up at Mortimer and looks down at her stick thin arm held by the inquisitor. "I didn't know you cared? Vharg it is just a slightly sharper axe, no extra magic that I could find. How about trying to disrupt the negative energy? That may work from a distance of a few feet."


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah hands over the wand to Ilya and shrugs off the chance of great magic. "Yours I believe."

Then she examines the axe carefully, trying to discern its truth. "I am not sure, Vharg."

Detect magic plus Spellcraft roll 1d20 + 8 ⇒ (17) + 8 = 25 on the axe.

Then she grabs for the spellbook and quickly leafs through the hopefully arcane pages. "I would like to know the provenance of this. Maybe the spells themselves would be a clue?"


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

....and the wand? Greed is a terrible thing.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah attempts to test the wand for its powers. Knowledge (arcana) 1d20 + 8 ⇒ (15) + 8 = 23, Spellcraft 1d20 + 8 ⇒ (14) + 8 = 22 coupled with detect magic

She steps back a little while the magical investigations takes time.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah attempts to test the wand for its powers. Knowledge (arcana) 1d20 + 5 ⇒ (4) + 5 = 9, Spellcraft 1d20 + 5 ⇒ (15) + 5 = 20 coupled with detect magic


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah re-casts detect magic at the altar area and then moves over to check out the small side door. She does not touch it but looks around first.

Perception check 1d20 + 1 ⇒ (8) + 1 = 9

"It looks fine. There maybe magical protections though."


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Treasure list (can you spoiler what you have taken so we can keep it out the fun)

Spoiler:

In the safe you find:
  • 4 potions of cure moderate wounds - Vharg (1), Perrah (1), 2 more
  • 3 potions of lesser restoration - Perrah (1), Mortimer (1), more
  • 2 potions of remove disease - ?
  • 500gp - ?

Perrah trails along behind the warriors directing her lights ahead of everyone.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah picks up a healing potion and one to restore abilities. "I doubt i will be hurt as much as others but I can administer to the fallen with these."

Took cure moderate wounds and lesser restoration potions.

"Why a hero? He could have just been foolish. surely this place was his responsibility. Unless someone undermined him in some way, perhaps trying to free the prisoners. But who would do that?"


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah fairly leaps at the desk. She does cast a detection spell for any magic in the area. Then searches through the drawers.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"Can someone take these papers for me? I find carrying sheafs .... tiring. I am sorry Mortimer but they are not greatly useful. No certainties or answers," she apologises.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"Let me see!" Perrah dives in and begins to investigate the paperwork with fingers and tail. She hums happily to herself a little ditty, that sounds much like the first verbals of an offensive fire spell.

She does stop briefly to touch the shattered hinges and wood splinters, "lockpicks are soo common but so clean! Ha ha ha." she chuckles.

Perrah arranges the papers into four piles, discarding anything pointless or badly damaged first. Then she taps the first pile into neatness and begins to assess the numbers and details.

"This is about the prisoners. This is food and the officers. This is the infirmary information and the last pile, the smallest, makes mention of names we know. Names like Hawkran the warden."

Her long fingers flick up and down as she enumerates the list.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"Ha ha ha! Moving doors and we all get scared! Come on boys grow a pair! Ha ha" Perrah shakes her head as the tension breaks a little and moves the dancings red lights as directed.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

I am back from. Will post later if mmy broadband doesn't play up. It is very inconsistent at the moment. May need an engineer next week to fix things permanently.
Cheers


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Sounding a little lost, Perrah follows, "I thought that made sense but .. Veslan is too young and ....?"


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"I shall not be long," warns Perrah. She looks up the young man in charge of the town register and asks him for details of anyone who's name begins with VE.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"I shall go and see Pevrin Elkarid. I have not met a person with a name being with V. E."

Perrah goes off to find the son of the Laughing demon owner.


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Anyone object to that? Perrah doesn't. How bad is the Dex loss on Randu now?


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Perrah pushes the rest of items into piles, keeping everyone's comments in mind. There is still some left in the middle which she points at and adds, "Alexei and Vharg maybe there is something else here that you desire? otherwise I shall keep them safe."

For the party to peruse so that someone can grab a few extra bits and pieces. I am fine with that Vharg. Check and make sure I haven't misread what people are taking too please.

Spoiler:

Haunt Siphons (x4) - Ilya (1), Perrah (1), Randu (1), Alexei (2)
Spirit Planchette (Brass) - Ilya
4 sunrods - Mortimer (1), Perrah (1), two spare
6 flasks of holy water - Mortimer (1), Vharg (2), Perrah (2), one spare
12 bolts, silver - Mortimer (3), Perrah (4), five spare
10 bolts, +1 - Mortimer (3), Randu (2), Perrah (3), two spare
5 bolts, +1 ghost touch - Mortimer (2), Perrah (2), one spare
2 bolts, +1 undead bane - Mortimer (1), Perrah (1)
potion of cure light wounds (x5) - Mortimer (1), Randu (1), Vharg (2), Perrah (1)
potion of lesser restoration (x2) - Perrah (1), one spare
scroll of detect undead - Alexei
scroll of hide from undead (x2) - Ilya (2)
scroll of protection from evil - Ilya

Edited: thanks Randu - maybe you want a bit more?
Edited Part deux: Alexei take two then...huzzah!


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Knowledge (religion) 1d20 + 8 ⇒ (16) + 8 = 24

"The strength of an haunt is predicated on the amount of suffering and despair caused at the time of death or deaths. A haunted structure (like the prison) could have numerous haunts spread around in various rooms. One death can create more than one haunt and more than one death can create one powerful haunt. The siphon counteracts the power of an haunt using positive or healing energy."

Perrah fingers the three remaining haunt siphons and picks one up. "Detecting undeath is not something that concerns me. Keep the spell Alexei would be my response. I could use some of the magical bolts to complement my fire magic. Not sure about the other items but mayhap sunrod and sunlight would prove useful? The same with the flasks of blessed water."


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

"There is a spell to understand other languages. I do not know it but it would suffice. Kendra do you know of the whereabouts of this spell?"


Tiefling Transmuter 1, Hits 8, Init +4, Perception +1, AC 20, F +1, R +4, W +6

Linguistics 1d20 + 8 ⇒ (16) + 8 = 24, Spellcraft 1d20 + 8 ⇒ (9) + 8 = 17, Apologies for the delayed response, hectic week with a job interview which will impact the whole family on Thursday if successful.

Perrah snatches the book out of the hands of the ridiculous halfling and begins to scan the first few pages using her fingers and tail to point out key words and phrases.

"I will be up many hours at this. It is coded and I do not think it is an easy one to crack. Let me try and then I will show you my notes. Anyone who has studied such cyphers would be of help, the code is intricate indeed."

That is a tough DC to beat. I'll wait to see what help can be given before rolling. Haven't read the spellcraft spoiler yet.

About Veltheron Shadowform

Background:

Veltheron Shadowform grew up in the city slums. Her parents were poor and treated with disdain, and Veltheron learned to get by by stealing the things needed. Her thefts started small, from food-wares in the markets to worthless trinkets purloined straight off a belt. As she grew older, her crimes did as well. It was inevitable that she would be caught. With each passing prison sentence, she reflected on her actions and decided she would lead a life as a valued member of society. But the thrill of crime was too much. Finally, when attempting to steal an priceless amulet from a noble's royal bedchamber, she was caught. It was obvious he was prepared because they cut her escape rope and guards filled the room before she realized. The last sentence was a long one, and being an elf, it would be worse then death.

Salvation came in the form of an emissary. A recruiter for the Shining Blade who had heard of criminal past and sly finesse and came to her with a proposition - freedom and reward in return for absolute loyalty. Veltheron had never been a killer before, but the thought certainly crossed her mind in the past. It was an easy step to take going from a thief to assassin, and from then on she answered only to The Shining Blade. After-all, if doing the things she loved wasn't enough to excite her, getting paid for it was. And she knew very well not to bite the hand that feeds.

Stats:
Veltheron Shadowform
Female Elf Rogue 2
LN Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +10

----------------
Defense
----------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (2d8)
Fort +0, Ref +7, Will +3; +2 vs. enchantments
Defensive Abilities evasion; Immune magic sleep; Resist elven immunities

----------------
Offense
----------------
Speed 20 ft.
Melee
Masterwork Shortsword +6 (+2 dual-wield) (1d6/19-20/x2) and
Shortsword +5 (-3 dual-wield) (1d6/19-20/x2)
Ranged
Masterwork Shortbow +6 (1d6/x3)
Special Attacks sneak attack +1d6

----------------
Statistics
----------------
Str 10, Dex 18, Con 10, Int 12, Wis 16, Cha 13
Base Atk +1; CMB +1; CMD 14

Feats Two-weapon Fighting, Weapon Finesse
Traits Reactionary, Vagabond Child (urban) (Disable Device)
Skills Acrobatics +6 (+2 jump), Bluff +6, Climb +4, Escape Artist +6, Fly +1, Perception +10 (+11 to locate traps), Ride +1, Sense Motive +8, Sleight of Hand +6, Stealth +6, Swim +2, Use Magic Device +6;

Racial Modifiers +2 Perception
Languages Common, Elven, Goblin

SQ elven magic, rogue talents (combat trick), trapfinding +1
Combat Gear Caltrops (3);
Other Gear Leather armor, Arrows (20), Masterwork Shortbow, Masterwork Shortsword, Shortsword, Backpack, Belt pouch, Climber's kit, Grappling hook, Thieves' tools, masterwork, Potion of Cure Light Wounds, 87 GP

----------------
Special Abilities
----------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.