Thaddeus Silverhorn's page
391 posts. Organized Play character for Lekku .
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Hanzo Hashashi wrote:
Three Aspis here. We can take them by surprise if we are quiet enough. Blanmieux wrote:
Blanmieux goes first and attack the closest one. "Rawr!" Well, so much for the element of surprise... Thaddeus downs the contents of his Shield extract, and moves into the room, circling around the rear of the stairwell to make room for the more... direct members of their cadre.
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31
Do we know what those magic circles/dust do?
Kn(Arcana): 1d20 + 7 + 1d6 ⇒ (18) + 7 + (4) = 29
AC is now 22
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
I'll check out that room to our south, if it's clear.
Perception: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (3) = 22 +1 vs traps
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Disable Device (if necessary): 1d20 + 10 ⇒ (16) + 10 = 26
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Strength - Aid Another: 1d20 + 2 ⇒ (2) + 2 = 4
Thaddeus attempt to help Blanmieux, but it makes for an awkward pair squeezing in front of the door.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Rope in hand, Thaddeus moves forward carefully to the door.
Perception: 1d20 + 9 + 1d6 ⇒ (19) + 9 + (5) = 33 +1 vs traps
Disable Device (if necessary): 1d20 + 10 ⇒ (16) + 10 = 26
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
“Wait – rope...” Thad says, pulling a hemp cord from Mors’ pack.
It sounds like we have to move toward the gaping hole in the wall; better safe than sorry.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
That makes sense. I guess the secret passage was behind me, and that's why I didn't see it at first.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Extract vial in hand, Thaddeus shakes his horned head. “Kreighton couldn’t come here with us. Likely, we must meet on the other side. Ready?”
Stepping lightly, the tiefling moves through the mirror.
Perception: 1d20 + 9 + 1d6 ⇒ (11) + 9 + (3) = 23 +1 vs traps
Stealth: 1d20 + 11 ⇒ (3) + 11 = 14
Let’s do this.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Maybe Fuzzfoot will chime in and clear things up.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
I don’t understand what’s going on. Was there something I was supposed to see in 8?
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thadd closes the door from within room 8, turning the key in the lock.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Perception: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (2) = 27
Thaddeus searches room 8, focusing on the south wall. “Aren’t there two small spires out there? I see no way to enter them.”
I’m not sure if we are supposed to be able to get to those, or not. Seems as good a place to look as any.
Also, should we split up? Everyone take a room ?
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
GM Fuzzfoot wrote:
The registration information doesn't show much of use, except that you notice an odd thing. There are rooms numbered 1-8, and then also an 8a.
Are the rooms themselves numbered? Could we see that on the map, please?
“Everything seems tidy, except for that one room...” (Is that #8?)
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus checks the pool in the courtyard, wondering if the reflections there are tied in any way to this mirror they search for.
And later...
“That pattern in the floor... does that look like a wayfinder, to you?”
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Now back to his normal size, Thaddeus Wipes his spearpoint on one of the fallen cleric’s robes. “We should go to the tower, then. Of course, the Aspis will defend that gateway heavily. We should be prepared for a bloodbath.” Poking around his bandolier, he identifies a particular vial, and withdraws it.
Pulling an extract to drink right before we go through the gateway.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus shrugs off the negative energy and takes advantage of his size, stabbing at the northern cleric with his longspear.
Will: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Will: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Longspear, Inspired Rage, Enlarge Person: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Oh, great!
As the yeti falls, Thaddeus retrieves a different vial, just as Sereniti begins her invocation. (or not, if you don’t want to use it, Ser...) The tiefling begins to swell up in a pulsing burst that brings him to near 4 meters in height.
Drink extract of Enlarge Person
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Sure – the teleport is fine, Ser.
Serenity touches Thaddeus, and he’s suddenly transported much closer to the Yeti. He lobs the vial awkwardly, still dizzy from his companion’s magic.
Will: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Will: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Alchemist’s fire: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 ⇒ 1 Sigh...
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus’ tail intwines around his bandolier, withdrawing a vial. His spear readied, he moves forward to support Mors.
Draw Alchemist’s fire; move
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Kn(Nature): 1d20 + 7 + 1d6 ⇒ (20) + 7 + (6) = 33
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Sorry to hear that, Hanzo.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Perception: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (4) = 28
Thad quirks an eyebrow upon seeing the corpse, and grabs Mors as he moves forward to impede him. “Aram Zey, the Master of Spells. Apparently Aspis wished to deprive the Society of his knowledge. And some of them are still here,” he whispers, gesturing deeper into the room where a group of invaders from the tapestry remain in this chamber and celebrate the wizard’s death.
Stealth: 1d20 + 11 ⇒ (19) + 11 = 30
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus nods to the remaining fighter, then leans toward the sorcerer with the point of his spear. “Drop your weapons; tell him to do the same. Now. ”
Is this guy up to something? Sense Motive: 1d20 + 7 + 1d6 ⇒ (3) + 7 + (6) = 16
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
~ ~ Round 3 ~~
Thaddeus crosses Sereniti to cover both the sorcerer and the other Aspis. He lashes out at the caster with his longspear, but it stabs harmlessly into one of the illusions.
Move; now flanking Blue with Mors.
Longspear, Morale Bonus: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
1 is Prime: 1d4 ⇒ 4 Meh; One down, anyway.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
GM Fuzzfoot wrote:
Between Serentiti's spear defense and Mors’ vicious attack, the (red) savage warrior crumples to the ground. Doesn’t look like it. I’m not sure where else you might mean.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Hanzo, what we really want to know is this – did you score us any of those cheap 50" TV’s?
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Fuzz, my action was posted in the spoiler above. That just leaves Hakon (and Hanzo/HanzoBot)
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thadd calls out a warning to those behind him. “Fire! Douse the flames!”
Next Action, for expedience:
Thaddeus lunges forward, striking out at the sorcerer again with his spear.
5' Step South (Please update position on map)
Longspear: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
I think we’ve probably got the Aspis under control; Hanzo could douse the flames, if you are looking for a way to make him useful until he returns.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus moves along the wall, and in toward the Aspis near the east wall. “Stand down, Aspis, or join your fellows in death!”
Longspear: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus nods gratefully. “It was not our intent to harm them, but they left us few options.” Using the butt of his spear as a prod, the tiefling attempts to help herd the beasts toward their keeper.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thadd has a longspear, so should probably get an AOO on blue as well, right?
Cold Iron Longspear: 1d20 + 4 ⇒ (20) + 4 = 24 Crit?
Confirm: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus looks up at the shearing tower, the colorful beasts temporarily forgotten. “Well, now that – that was not expected...”
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Well, if they charge us (and that's looking more and more likely) diplomacy will have already failed, right?
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
“Pards – rather intelligent, for beasts, and have telepathy, of a sort. I've no gift with animals, but...” Thaddeus steps forward, offering what he hopes is a mollifying gesture.
Peace, creature.
Handle Animal(Untrained): 1d20 - 2 ⇒ (2) - 2 = 0 Well, that answers that...
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Depending on the results of those knowledge checks, Thadd will try to parlay or calm the creatures, if he can communicate with them somehow. Otherwise, he'll move to defend the retreating Lodge-goers.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Mors Buolgun wrote:
I meant 2 squares right ... not left. Done.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
What are those things?
Kn(Arcana): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (4) = 27
Kn(Nature): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (5) = 28
Kn(Planes): 1d20 + 7 + 1d6 ⇒ (12) + 7 + (4) = 23
Or same modifier for any applicable Kn check
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Knowledge(Local) - Hao Jin Tapestry: 1d20 + 7 + 1d6 + 1 ⇒ (3) + 7 + (4) + 1 = 15
I had another character on a mission through the tapestry, but I'm not sure what Thadd would know, including its location within the Lodge.
Additionally, I know I'm supposed to be able to get a +1 to knowledge for Friend of Janira Gavix , but story-wise, she's not around to help. Curious if the GM info refers to this at all.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
“Which way did the Aspis go? And what is your name? I will tell any others of your kind to meet your here, or hide as best they can.”
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Can I just say how glad I am to be in a group that asks questions first, before rushing into battle with unknowns? Good job!
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
For expedience, assume that Thaddeus will translate anything he understands. Mi casa es su spoiler.
“They claim to be lost – brought here by – Aspis! ”
Sense Motive: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (4) = 26 Assuming Thad trusts them:
Perception: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (5) = 19
Thaddeus searches for a few key maps, of Absalom, The Inner Sea, and of all known Golarion. “You are here – the island nation of Absalom – the heart of the Inner Sea. We will make right what these Apsis have done, and return you home – but we must first deal with this incursion. Remain here, if you wish, but you must hide – other Pathfinders may mistake you as invaders.”
Taking ink and brush, the tiefling scribbles out a large note on parchment (or the least important document to hand) in the Common tongue.
PEACE! We mean you no harm. Seek out Pathfinder Thaddeus Silverhorn.
With that, he hands them the page and his Wayfinder. “Hide yourselves, but show these to any who discover you. I don’t know if you can spot Aspis on sight, and you should defend yourselves if it comes to it – but Pathfinders should know what this means.”
Turning to the others, Thaddeus explains the conversation up to this point.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Stepping forward to represent the group, Thaddeus translates his teammates' questions, and adds a few of his own.
Diplomacy: 1d20 + 2 + 1d6 ⇒ (14) + 2 + (2) = 18
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Hanzo Hashashi wrote:
"Friend or foe? We are here to protect this place." Thaddeus translates Hanzo's words into Draconic, in case these creatures share more in common with kobolds that just appearance.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Same question. I'm guessing these things aren't normally here. Are they speaking? I understand a good array of languages, if so.
Kn(Any relevant): 1d20 + 7 + 1d6 ⇒ (13) + 7 + (1) = 21
Perception: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (1) = 20
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Mors Buolgun wrote:
If there's more to do in this zone, I'd suggest we try to take care of it.
Help us understand what our options are in this same zone.
I don't think we got an answer, on this. I don't see any more baddies, but there seems to be unexplored areas of this map (zone?) Let's clean up what we can.
For the sake of time...
Thadd examines the northern courtyard(?) , and the doors beyond.
Perception: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (4) = 19 +1 vs traps
Disable Device: 1d20 + 10 ⇒ (11) + 10 = 21
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thadd likewise shows little empathy for the man. “You and Mors both make valid points, shaman – but to leave him unattended does pose significant risk.”
Which way?
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
“It sounds like we have little time to interrogate our prisoner. Should we tie him up, or...?” He lets the question hang in the air, as his spearpoint likewise hovers over the sniper’s throat.
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Blanmieux wrote:
"let's try to keep one alive to interrogate" Thaddeus moves to the fallen sniper and calls to Mors. “Go! I’ll try to keep this on alive for interrogating after you’ve taken care of that sorcerer!”
Heal/Stabilize: 1d20 + 5 + 1d6 ⇒ (16) + 5 + (2) = 23
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus jabs expertly past Mors, then retreats around the bookshelves to block any retreat.
Cold Iron Longspear, Inspired Rage, Bless: 1d20 + 5 - 4 + 1 ⇒ (18) + 5 - 4 + 1 = 20
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Yeah, it seems pretty standard for spellcasters to forego Inspiring Rage, except in the case where they’d lost the ability (used all spells or silenced.)
HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4 | Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11 | Group Loot
Thaddeus works his way over to support Mors, jabbing his longspear carefully past the half-orc.
Cold Iron Longspear, Inspired Rage: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
Damage: 1d8 + 4 ⇒ (3) + 4 = 7