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Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi unlkeashes his focus spell at the ball
Soguchi Slashes at the ball with his claws
Then applies his daily healing from his gloves to Folmyr
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Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi uses his last rank 2 spell on Folmyr heal: 16 + 2d8 ⇒ 16 + (2, 8) = 26 before stepping into the flank with Hepcut 2 action heal stride ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi strides up to just short of the yellow ball and launces a heal at Hepcut Stride
Down to 1 2nd level spell healers gloves and battle medicine for healing ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() * the moot discussion since spell attack was a 1 Flaming star (the item from which I am casting produce flame/ignition
In any event the power is just a second rank cantrip as it is a rank 3 item There is a reason I just keep it attached to my armour to give +2 fire resist with a rarely useful fire spell ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Being Clumsy 1 I believe i was crit by the orb of light ac20 Spirits? what of the yellow skull? Whispers of Weakness vs ball of light Vulnerabilities and weakest save with +2 status bonus on my next attack against it (does not stack with bless) Advancing to clumsy 2 Then if vulnerable to fire or spirit spell attack spell attack: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Otherwise claw attack: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
then cast shield ac19 or 20 if I have cast shield ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Don't mind me Soguchi Don't mind getting caught up in a spell that damages lots of enemies ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi wrote:
Obviously I mean Folmyr as target of healing ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() No you can't Sustain the bless 2 action 2nd rank heal on Hepcut folmyr healing: 2d8 + 16 ⇒ (7, 4) + 16 = 27 After careful inspection my 10 burst dealing 2d4 damage- Yeah everyone can take that ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Folmyr look out Just a heads up soguchi would like to drop a ten foot burst catching as mnany enemies as possible ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Ow my ears what do you mean lightning bolt doesnt also do sonic damage ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Burn the mists they are not that tough physically they are weak to fire and poor in fortitude ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi casts Bless and listens to the spirits about the red mist Whispers of weakness Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day. Soguchi will speak what she learns as she becomes clumsy ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() the diplomacy option probably fits this party better ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() We want to do come out quietly and noone get hurt the stage aint coming whispers Soguchi to the others intimidate roll if we go that route: intimidate: 1d20 + 11 ⇒ (2) + 11 = 13 ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi casts a couple of prepartory spells Darkvision and claws of the otter both last 1 hour (claws give 1d4 slashing plus 1d6 cold agile unarmed attack We dont have the skills to pretend to be aspis Kick the door open ? Having burned through my third level spells i cant give anyone else darkvision. I have 2 second 2 1st reamining so will probably kick off with bless when action starts also Folmyr is immune my battle medicine Healers gloves charge unused ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Well a map would be handy treat wounds hesput dc 15: 1d20 + 13 ⇒ (1) + 13 = 14
We could try track Otto down but I say we head straight to the farm and meet him there ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() So he was wanting you to go to the farm but ran off before you could, You still have passengers?. Take the passengers back to town. If you see the constable tell him the pathfinders have gone after Otto and to meet us at the farm. Keep yourself and your paassengers safe we will deal with this Please dont tell me the constables name is Otto Also happy to treat wounds at dc 15 with +13 modifier in addition to the fruit ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Cast heal Hepcut rank 3 heal: 3d8 + 24 ⇒ (6, 6, 7) + 24 = 43 Battle medicine Folmyr battle medicine dc15: 1d20 + 13 ⇒ (15) + 13 = 28
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Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi dashes in No enough thinking more fighting Stride to far side of Red
vampiric spell attack: 1d20 + 12 ⇒ (9) + 12 = 21
Soguchi gains half the damage in temporary hit points side note 3rd level Seoni does 3d4 on frostbite 5th 4d4 ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() no I know nothing Spirits what about you just an aide memoirs to me to cast whispers of weakness at the start of Soduchis next turn ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() What have we here recall knowledge:
1d20 + 10 ⇒ (2) + 10 = 12 -1 if nature or religion is appropriate skill -8 if crafting Soguchi shares what he knows and then casts bless ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() It doesn't. I haven't got any better leads sometimes preventing trouble leads us back to the original problem Soguchi shrugs Or tell me you are meta gaming without telling me your meta gaming ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() My gut feeling is the riled up undead may try and attack the stage so we should lend the constable a hand Just to his fellow pathfinders Also any one else want to try and identify this ring this strange aura has me baffled but you may have better luck +2 bonus to identify from the earlier read aura ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() fruit for Soguchi: 2d4 + 6 ⇒ (2, 4) + 6 = 12 ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Seoni by Redelia wrote:
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Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() treat wound hepcut dc 15: 1d20 + 12 ⇒ (16) + 12 = 28 wounds healed: 4d8 ⇒ (7, 3, 6, 4) = 20 ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() expert treat wounds dc20 Folmyr: 1d20 + 12 ⇒ (1) + 12 = 13 Annika was known to be speaking to Aspis Tempted to say yes to ask if you need help transporting the maid but then realised deception only +3 my final hero point expert treat wounds dc20 Folmyr: 1d20 + 12 ⇒ (18) + 12 = 30folmyr healed for: 20 + 4d8 ⇒ 20 + (5, 5, 5, 5) = 40 ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() fort: 1d20 + 10 ⇒ (18) + 10 = 28 Well met what brings you to this part of the swamp A good tale and I will sort your wounds as well as my companions with ward medic I can treat wounds for Hepcut and Folmyr at the same time not sure a if both want to be treated and b is that two rolls (one for each character) or one roll with same results for both recall knowledge about Harp society +10: society: 1d20 + 10 ⇒ (2) + 10 = 12 ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() fort save: 1d20 + 10 ⇒ (14) + 10 = 24 ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Tell me spirits what is the deal with thesecreatures <>Whispers of weakness target black Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day. Then stride and punch Black eith unarmed strike attack black: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Soguchi is clumsy 1 so ac 20 and reflex +9 ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguch strides forwards and tries to bring some holy light to black spell attack: 1d20 + 11 ⇒ (20) + 11 = 31
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Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Cut me you will bleed... never mind blood vendetta won't work on skeletons ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi strides forward and blasts some holy light at yellow holy light: 1d20 + 11 ⇒ (5) + 11 = 16
Using hero point
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Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() I am fine with remastered read Aura Soguchi is slowly coming to terms with being remastered oracle and thinks hes been listening to his crazy ancestors for too long! ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi shakes hi head that's odd He then tries to understand the occult? nature of the item occult +10 +2 from aura Read Aura does not give me the school of magic does it ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Looking for the big guns that stole one of those bog bodies biguns have weird tastes Soguchi then decides this is a good time to try and get a read on the aura of the key (Cast read aura on key is it magical or just some strange artifact that archaeologists would like to see) ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi will check the bodies of the aspis to confirm they died from physical trauma rather than some strange energy damage and try put the bodies in respectful state for later collection. Once he's done that will take the key if no one else wants it ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi runs his medically trained eyes over the bodies medicine: 1d20 + 12 ⇒ (4) + 12 = 16 Can anyone identify these grey alloyblobs are See medicine check for dc of crafting check ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() The trail is good if we have a tracker I no longer wish to visit mother belascu ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() I get the feeling this is an inside job to the village no Aspis involvement at all but we take the next logical step radical idea it is going to be mother Belascu all along who has not liked the idea of a body being on display for years and has called in the aspis and the pathfinders society to take the blame for the maids disappearance within the village when she gives it proper last rites ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Soguchi conspires with his fellow pathfinders This has all the hallmarks of an inside job. No Forced entry. The parents made sleepy by a meal they prepared themselves and young son who seems inordinately keen to delay or even shut down any investigation. I suspect he has come to some arrangement with the aspis. Do we want to go with Seoni sweeet talking him into revealing what he knows or do we insist he tells us what he knows or else Of course we could go good cop bad cop on him too ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Are pathfinder hand signals to share insights a thing If so Soguchi will use them otherwise I dont want to be putting Egevni on the spot in front of his parents ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() My concern if the Aspis have poisoned your parent who else might have been caught in the plot and youngsters tend to be full of vigor but their small size can lead them to be overwhelmed by some poisons Soguchi seeks out the kitchen for clues medicine: 1d20 + 11 ⇒ (13) + 11 = 24 He returns to ask the parents You look after the kitchen very well. Were there any special ingredients unusual gifts for the meal last night? Saffron is very tasty but can induce a very deep rest perception whats eating Evgeni: 1d20 + 9 ⇒ (20) + 9 = 29 I will try to be more careful with my words we don't want to be making rash accusations Soguchi wants to keep his insights to himself for now but happy to share when we are alone ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() medicine hero point: 1d20 + 11 ⇒ (17) + 11 = 28 Your hands look a weird shade of yellow. What have you been handling recently. May I remove the coating to both reduce the effects and possibly gain a sample of the poison you have been exposed to medicine treat poison pietro: 1d20 + 11 ⇒ (9) + 11 = 20
Is Oleana well at the moment? Not sure if medicine is the right skill for identifying the poison and I dont want to hog all the skill checks and Soguchi the medic is worried about poison having been inadvertently passed on to the child ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() tempted to hero point that medicine roll but I dont like hero pointing when I know the dc ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() medicine: 1d20 + 11 ⇒ (4) + 11 = 15
There is some finesse to this No forced entry and they oiled the hinges before opening the case ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Although I think speaking to the son might be easier Soguchi's instincts are to speak to the elders first and ask their permission to search for clues that might lead to the recovery of the maid. But then again his instincts are to let the more polite lead the way ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Agreed let us see the scene of the crime, I struggle to keep a civil tongue when my ancestors are keen to make their insights known ie intimidation I can do diplomacy not so much ![]()
Tengu Skills Acrobatics +10, Arcana +10, Athletics +13, Intimidation +11, Lore: Warfare +10, Medicine +12, Nature +9, Occultism +10, Religion +9, Society +10 AC 21; Fort +10, Ref +10, Will +11 HP 85; Resistances: Electricity 3, Fire 2 Perception +9; Low-Light Vision Languages Common, Tien, Tengu
![]() Mother Belchescu had the sense to send for some Pathfinders to deal with your snake problem. Where is she? Soguchi brandishes the letter intimidate: 1d20 + 11 ⇒ (10) + 11 = 21 |