HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 His last post on any of his aliases was Wednesday the 16th. He mentioned his posting time being drastically cut back by something. I'll give it a few more days for him to return, but if not I'll probably go look for another Mummy's Mask game to get Rasim into.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Mage hand "You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range" It can't do what it used to do in 3.5. Besides even if it could it can only exert 5 lbs. of pressure. It might not be enough to trigger the trap. If the viper is heavy enough that's also a good choice because then if the trap doesn't kill the scorpions there will still be a viper between them and us. However it would take two rounds, since dismissing 004B is a standard action and summoning the viper is a standard action. So...stepping on it is probably the best option.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 I believe everyone except 004B is clear of the hallway now, so that should work, Byron. If a viper is heavy enough. If not, one of us can probably stay in the tapestry room but push on the pressure plate with our foot.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Just started the Linnrom King game, Tinder. Hope you enjoy reading along :)
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 ...Not to mention two real life games. I was a full time teacher (which is less work than it sounds like, Americans work too many hours) and part time student, but I recently switched to being a part time teacher and part time student. After August I'll be a full time student and part time teacher. Either way I'm very lucky to have a lot of free time and basically control my own schedule while still making enough to pay tuition out of pocket and have a good life. Definitely can't complain these days.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 I live behind the great firewall of China so I have to use a VPN for most things actually. I'm about to be running 6 Satinder! I heard from the Linnorm King girl. She's not done writing, but we're going to start anyway.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Rasim flings another shuriken at the scorpions as he retreats, also leaping over the pressure plate into the tapestry room. Attack: 1d20 + 4 ⇒ (11) + 4 = 15 +1 to hit if within 30'
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 I’m currently running 5 pbps (4 hombrews and a Carrion Crown) and playing in around 8 or 10. Recently I’ve had several games I was in die out. I’ve been PBPing here for about two years and have 60some aliases. Meaning I’ve been in 50+ failed PBPs (some of the aliases never saw play or are/were NPCs). The longest running I’m curretly involved in are one of my homebrews and my Carrion Crown. Third is probably the Rappan Athuk game I’m in, but it’s quite slow. Sadly the majority of PBPs die eventually.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Satinder "Tinder" Phandros wrote: Rasim did anything ever come of your linnorm kings campaign? That was a very interesting recruitment thread, it would be a shame for all of that work to go to waste. Well, I did narrow it down to one player. But she never finished all the backstory work. Haven't heard from her in a few weeks. Guess it was too much pre-game work to create a character that epic. Might as well just write a novel.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Readying is also a standard action. Ready Action:
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round. With their foes now visible, Rasim forsakes all attempts at stealth. He flings a shuriken at the scorpion that is standing between Zanac and Tinder. His throwing star misses the overgrown arthropod completely. It strikes the floor by Zanac's foot and ricochets away. Rasim curses and moves back into the dart hallway, preparing to leap the pressure plate. When Zanac speaks up, he replies, "Sounds like a plan!" from the hallway.
Standard action; Throw shuriken at the flanked Scorpion.
Shuriken attack (PBS): 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Miss
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 I normally run it that all your attacks in the round you come out of invisibility count as you being invisible. However I think technically by RAW, it should only be the first attack in the chain.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Yarp. Zanac will be super badass once he gets that sweet swift action invis though. I've seen ninjas like him do sick amounts of damage two hand power attacking with a katana from invis. Or are you planning on a shuriken flurry build or something?
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Stealth in PF doesn't work like stealth in World of Warcraft or many other video games like a lot of people assume it does. Unless you have cover or concealment stealth does nothing but make you quiet. The only way you would have had cover or concealment while clinging to a wall is if the room was dark and no one in it had darkvision. Otherwise, as soon as you enter something's line of sight it sees you automatically. Same goes for me of course. I did roll stealth on the off chance that whatever it was couldn't see in the dark, but I have no expectation of actually being hidden. Stealth rules wrote: If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast. I presume you'll be taking Vanishing Trick ASAP, Zanac?
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Actually, I think I can help enhance our map experience a bit more. If you download the free software MapTool, you can use it to add coordinates to the map. Download the software, install it, open it. Screenshot the map from the PDF like you would for google maps. Then go into MapTool and go to Map->New Map. Set the background to black or white, and then hit the map button and browse to the image you clipped from the PDF. Then hit ok. Now go to Map->Adjust Grid and roll your mouse wheel to change the grid size to match that on the image. Then go to View->show coordinates. Then drag the edges of the whole MapTool Windows window so you can only see the part of the map you want us to see. Then File->Export->Screenshot As. Pick player view, and current view and then export it somewhere. Don't make it too big though. You can only upload images less than 2 MB to google drive. Here's an example of a final product from one of my games. Except I put visible line blocking in the walls. They can all see the same thing right now so there is only one map. If they had different views there would be different maps for each PC. Thus their name labels on the side. That's probably the coolest thing you can do with MapTool, the lighting and individual PC vision. But that takes more work. I taught myself using Youtube tutorials. Once you learn it, it's an invaluable GMing tool. My real life group uses it with a projector to have a giant full color battlemap on the wall while we're playing. Never need to worry about having the right mini, or minis at all. Just google an image of the right monster and plop it in there.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Round 1 Rasim skids to a halt just as Byron runs back past him from the rope chamber. When he hears the golem say it's going to activate the trap again, his brows knit in concern. "What?! Can you wait till we're clear please!" he hisses in a stage whisper back down the hallway before stepping out into the chamber with the rope. He presses himself against the wall hoping to fade into the shadows.
Move right->down right->down.
AC:21
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Dolarre wrote:
Certainly. I could make much much prettier maps without needing to draw them on my tablet if I had access to the PDFs. But I'll teach you how to do it. It's not difficult, though there might be a small learning curve at first. I don't have time today, but I will write something tonight or tomorrow for you. Edit: Looks like you figured it out already :)
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 I'm not trying to justify any in character actions. I didn't take any in character actions against Byron, and I won't. None of my in-character actions have been meta in any way, and they never will be. The situation is anything but clear. But, if you're not rearming the trap, then there is nothing to argue about. I think that if 004B could rearm the trap, before any of us went into the hallway, that would actually be great. If that's the situation let's try it. If not and Byron and 004B are going to hide, that's also great. I have no problem with that (not trying infer that you need my approval). Rasim is trying to hide too. If no PCs are hurting PCs, then everything is 100% kosher with me and I'd suggest again that we let it rest and move on.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Except that you have a glowing rune on your forehead that matches your eidolon's like every other summoner on Golarion. And I believe Rasim saw you fight rats where you summoned an eagle without 004B present and then re-summoned it later. Byron can think that 004B is a different person, but it's pretty obvious that it's an eidolon. The rules are set up so that summoners with their eidolons summoned are obviously that. *** Re:The current in-game situation: I think there's confusion about the order of events and that probably caused this whole kerfluffle. Dolarre set up the situation here. He said you could go first, and then you said "Byron sprints forward, magically glowing torch in one hand. Hoping to get to the rope before whoever arrived at it manages to get to the bottom." Then in this post Dolarre described you arriving back in the rope room. That's why I put you there on my drawing. That's how you saw the rope moving. That was the surprise round. Then Round 1 begins and we go by initiative. Initiative order:
I go before you. So I ran up to where I am before you retreated, said your warning and rearmed the trap. In fact, Graxos and Zanac will both get to take their actions before you run back into the hallway/do the trap/warn people in round 1. So there could be up to three people in the hallway before you do that, not giving us time to get out of the way. That's why it's a problem. Especially since the ??? thing goes right after you. You could be trapping me and Zanac in there with whatever it is. Graxos declared he's waiting, but I think he also doesn't realize he acts before Byron's warning takes place, and well before 004B starts fiddling the trap. If you were going first, and there was no one already in the hallway and you said that, it would be different. That would be providing a warning, not endangering other PCs. But then there's this post, which confuses me. Did it take Rasim's round one action to run up to the rope room, or not? If not, did Byron's running back to the tapestry room take place pre-Round 1? If that's the case then the whole thing is moot because Rasim wouldn't advance past the tapestry room if Byron's trap/warning thing went off before Rasim acted in round 1. It would be a good plan then, because no one would be in the hallway. It also appears several players have different ideas of where they are than Dolarre did in that post. What's the situation, DM?
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 I have no problem with wanting to use a trap against our enemies. If the situation comes where that can happen without the party getting hurt, great! Saying that you were going to set the trap off if something hostile went into the hallway, whether or not if would hurt your team mates is what made me take exception. I would take the same exception if a wizard fireballed his own teammates rather than doing something else. I shouldn't have worded it the way I did, and I apologize for that. But I wanted to make it clear that purposefully damaging other characters (especially when it's potentially fatal/near fatal) is not cool. From an in-character perspective Rasim just met Byron and would definitely try to kill him if his golem pet set off a trap that hit himself or the rest of the team. That's just self defense in his mind. I don't find interparty conflict fun, so I was trying to let you know OOC that the action you declared is not okay with me as a player, because if it played out totally in character it would lead to PVP. Byron, I'm sorry you feel that I'm trying to control your play style. I'm not. But your playstyle doesn't get to spill over into hurting other peoples' characters in my opinion. The DM has spoken, let's let the issue rest and move on.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Despite you guys not being able to see me or hear my voice, I am not angry. I'm just expressing my opinion and intended actions firmly, but politely, in a text based medium. Byron, the idea that you can't control your eidolon is ridiculous. You have total control over its actions. All I'm asking is that your character(s) don't harm ours. It's pretty simple and standard gamer etiquette. If you want to rearm the trap, fine, but please do no purposefully set it off with other PCs in the hallway. Rasim would see that as an attack on his person, and would be forced to reciprocate. That's all. Hope we can be reasonable, and it doesn't come to that. Hopefully, this won't even be a fight. But something organic scuttling along the ceiling makes that seem unlikely.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 The room is only 4x4, and the hallway only 2x6. There's not enough room in here for him to say "Everyone get off of half the battlefield, or I'm going to kill you." which is essentially what he's doing. I don't want to fight with anyone in the party, but having a fellow PC cause us (possibly fatal) damage when he doesn't have to is unacceptable to me.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 If you or your minion attacks my character by setting off a trap, I'm going to attack you back. Simple. We are playing a game with a miniature board. PVP is not cool, don't take it there.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 I sketched the layout of the lower level here, for those that can't visualize it. Edit:Put people's avatar's on there so we can be more clear about positioning. Just drag your little picture around. It's not to perfect scale, but it's pretty close.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Please don't attack the party, Byron. If you set that dart trap off with us in the hallway, I'm going to try to kill you. There is absolutely no need for that. Your eidolon and you are perfectly capable of performing actions that won't harm the rest of the party. I'd ask that you show us that consideration. Perception: 1d20 + 7 ⇒ (2) + 7 = 9 "I can't see anything..." Rasim mutters, staying in the doorway.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Rasim also waits in the dart hallway, just inside the doorframe from the entry chamber. He presses himself against the wall and holds perfect still, ready to attack anything hostile that comes in. It's probably someone invisible climbing down the rope. Thus the swaying without seeing anything on it and the alarm up top having gone off. Take 10 on stealth for a 19.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 It's like 50' away if I'm not mistaken. We've gone through the entryway, one hallway, and then across a room. We've barely gone anywhere yet since we've been being so careful.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 "We deal with that first," Rasim says, running after Byron. He's also careful to avoid the pressure plate from the trap they passed earlier. While moving he draws a stack of shuriken from inside his clothes.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Perception: 1d20 + 7 ⇒ (16) + 7 = 23 Rasim shakes his head. "I don't see anything either, I'll check the steps and door." He moves very slowly onto the steps, looking carefully for pressure plates, trip wires, holes or anything else out of the ordinary that could indicate another booby trap. If he finds the steps clear, he will proceed to the door. Okay, to save in game time I'm going to take 10 on the steps for traps, and the door for traps for 17 each. Then if you assists can roll twice we should be able to beat DC 20 on each one and cross our fingers. One reason to make this our standard operating procedure that the DM just rolls for us by default is to save real life time and repetative posts. I don't want to have to post this same thing every single time we go into a new room or spot. This is what kills dungeon crawls in PBP in my experience. So far everyone has been posting enough to keep things moving (which is great ^_^) but I feel like the SOP would help keep it that way.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 "Thanks, Tinder." Rasim says, happy for the bright light while he works. [i]This is so weird, I feel like I'm working a normal job, but then I hear all of them talking over my shoulder."[/b]
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 We came in through the east I presume? Rasim moves into the room, keeping one eye on the mummified animals in case the animate suddenly. He moves to the northern door, and begins to examine the ground in front of it, then the door itself for traps. If the door is clear, he will open it. Take 20 to check the 5' square in front of the northern door and the door itself.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 "I be sure to check fo' traps from now on. Thas what I was doin outside, why I was slow. You stay behind me, help me to look," he says to Zanac and Graxos. I will take 20 on perceiving the door for traps and locks. If there is a lock, I will call forward 004B to pick it by taking 10 to save time. If I find it untrapped and unlocked after two minutes I will open the door.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 That's what I'd traditionally do as well, but I'm not sure if Dolarre will let us. If he will, I will take point with Zanac, Graxos and 004B assisting me. I have the highest base bonus with a +7. The standard operating procedure would be take 10 on perception for a 17 before, after and at every door and intersection. The others all roll to aid (or Dolarre rolls for them I guess) and hopefully at least two of you make DC 10 each time. If we're allowed to aid on disable device rolls then we should do the same thing, with 004B being primary, taking 10 and then the rest of us who are trained and have thieves' tools roll to aid.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Ouch, Tinder and Orcen got hit in the face. "Looks like you missed a trap guys," Rasim says drolly. He begins to search around for the mechanism to disable the trap. I'll perception to make the DC 20 for the trap if still necessary. If not, I'll let 004B handle it. You can't take 10 to aid another Zanac. Aid Another wrote: You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once. If the DM rules we can aid on disable device checks, I'll try to aid 004B also. Disable Device Aid Another: 1d20 + 8 ⇒ (8) + 8 = 16 Or this might be another thing the DM rolls for us, since the DD skill says it should be rolled secretly. If we fail we might set off the trap again.
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Taking 20 takes 2 minutes per 5' square.....it's totally impracticable to take 20 all the time. Unless you have a +11 perception at level 1 (where most traps are DC 20) and you can catch them by taking 10, there's no really guaranteed way to find all the traps at level 1. That's just the way it is...
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Dolarre wrote:
Definitely 80s action movie awesome, which is what you advertised! RE:Playstyle - I love a good story, but the most fun part of the game for me is the tactical combat. As long as we still find the clues we need to find with you rolling perception it doesn't really matter to me. If it becomes "Oh, you didn't say you were checking X, Y or Z" and we get stuck because of it, that's lame as hell. But, I will trust you not to do that until you do :)
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Rasim also climbs down the rope, after its been knotted. "Yo, if we need mo' rope latah, I got 50' too," he comments once in the new chamber. Seeing that the dead man probably wasn't killed by a trap, Rasim joins Zanac in searching the embossed door for traps or means of entrance. "I'll go right, you go left," he suggests to the cat man before carefully examining the right half of the door. Aid another on perception if possible, if not, then just perceive the door myself in case Zanac rolls poorly. I'm clearly in the opposite side of the world from everyone, so you'll have to forgive me not posting while I'm asleep and you all are in a posting frenzy ;)
HP 9/9 // AC 17, T 17, FF 13; CMD 19 // Fort +3, Ref +6, Will +5 (+2 vs Fear) // Perception +7 // Initiative +4
Skills:
Acrobatics +8, DD+8, Know Local +6, Sense Motive +7, Stealth +9 Rasim follows the others. He finds himself unexpectedly awed by the architecture, and the ancient feeling of the place. He frequently breaks into people's homes, but it never felt like this. This is creepy, it even feels sacrilegious. He joins the other men in peering down into the hole, as far away from Sebti as possible. That woman gives me the creeps...
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