Guard Captain Blacklock

Vincent Blackwood's page

640 posts. Organized Play character for Castarr4.


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Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Oh right.
PFSID #45101-1
Faction: Grand Lodge
I suppose I should look at what to do at level 6 for Vincent. Let's see... BAB and all saves go up, but so does power attack. I get a teamwork feat which turns into another use of determination, and one more 2nd level spell per day. And some judgments scale up by 1. And 1 more use per day of several abilities... more stuff than I thought, actually.

Edit: No day job. Why would Vincent perform menial labor?

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent winces as the beast bats aside his sword and ripostes, staining the inquisitor's tunic with dirt and eldritch ichor as it leaves a heavy bruise across his side. He channels his fury into a backhanded swing.

Power Attack: 1d20 + 9 - 1 + 2 ⇒ (19) + 9 - 1 + 2 = 29
Damage: 2d6 + 7 + 3 ⇒ (2, 4) + 7 + 3 = 16
Confirm: 1d20 + 9 - 1 + 2 ⇒ (15) + 9 - 1 + 2 = 25
Crit Damage: 2d6 + 7 + 3 ⇒ (2, 3) + 7 + 3 = 15

hp 19/34

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

I'm glad to hear you're safe and in a relatively good position considering everything.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Thank you, Tuich," Vincent grins between swings. He knocks the attacking tentacle to the side and attacks in the opening.

Power Attack: 1d20 + 9 - 1 + 2 ⇒ (12) + 9 - 1 + 2 = 22
Damage: 2d6 + 7 + 3 ⇒ (5, 3) + 7 + 3 = 18

hp 29/34

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Sorry Jeffrey, I've just got the one," Vincent says through gritted teeth as he swings again at the monster.

Since I've verified that this weapon will be effective, I'm using my last round of Bane with this attack.

Power Attack: 1d20 + 9 - 1 + 2 + 2 ⇒ (19) + 9 - 1 + 2 + 2 = 31
Damage: 2d6 + 7 + 3 + 2 + 2d6 ⇒ (3, 6) + 7 + 3 + 2 + (1, 2) = 24

Confirmation: 1d20 + 9 - 1 + 2 + 2 ⇒ (4) + 9 - 1 + 2 + 2 = 16
Extra crit Damage: 2d6 + 7 + 3 + 2 ⇒ (1, 5) + 7 + 3 + 2 = 18

All I've got left is 5 rounds of Discern Lies and I don't really think that'll help any here... and a couple spell slots but no currently useful spells.

hp 16/34

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent's default sword is his +1 adamantine, since it's overall "best." The others are not enchanted.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent swings his blade at the beast with a shout.

Power Attack: 1d20 + 9 - 1 + 2 ⇒ (8) + 9 - 1 + 2 = 18 still getting a +2 from heroism.
Damage: 2d6 + 7 + 3 ⇒ (2, 6) + 7 + 3 = 18

"Out of curiosity, should I be hitting this thing with silver? Cold iron? Or is adamantine fine? I've got all these swords, you see..." he off-handedly shouts over to Crove and the others.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Stay safe.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Not that I think it would fail against CMD 19, but the beast DOES have to actually make a grapple check as part of the Grab ability.

Vincent attempts to pull away from the beast to give himself room to swing his sword.

Grapple: 1d20 + 7 ⇒ (18) + 7 = 25

hp 11/34

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent locks his gaze with the beast. "Well?" He flourishes his blade menacingly, his hair flowing impressively in the breeze.

Intimidate(demoralize): 1d20 + 13 ⇒ (14) + 13 = 27

hp 33/34.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent rushes around the outside of the building, ending outside of what remains of the double doors at the south. "Crove, get behind me," he calls out, gripping his sword tightly.

Expeditious Retreat ended up being the right call.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Sorry for the delay.

Vincent moves up to the front line, planting his feet solidly in the rubble. "Of course," Vincent grins at the fighter. "This is what I'm here for. Bigger beasties to slay."

Single move with Expeditious Retreat still on. Ready an attack for if it gets within 5 ft of Vincent. Can I declare it a power attack? I'm not sure, if I don't attack on my turn. 1d20+8, 2d6+10 if so. 1d20+7, 2d6+7 if not.

hp 33/34

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Center of the cone will be directly south from where he's at.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent uses Detect Evil to try to detect the creature.

60 ft cone

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent spends the round grabbing the potion on Myre's belt and drinking it with his free hand, checking it very briefly for a skull-and-crossbones motif first on the vial itself, in which case he wouldn't drink it.

This can only go well.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

That works. Might if I amend that to say that Vincent picked up the entire body?

Vincent bolts for the door with the others, his magically augmented speed giving him enough time to clear a short space between him and the building. He drops Myre's body on the ground.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Whew. I was worried I'd have to start hacking a hole in the wall.

Vincent's brow furrows as the building shakes. "I saw a back door.
You two get out and meet us around the building!"

He casts Expeditious Retreat on himself looks over Myre's body for an obvious keyring, retrieving it if he finds one.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

As an immediate action, I'm using my last use of Determination for Defense, which will grant +4 insight to AC on that attack, making it miss.

The necromancer's aim was true, but Vincent seems to see the attack coming and dodges to the side, sending his blade swinging back in rejoinder.

Power Attack: 1d20 + 9 - 1 + 2 + 2 ⇒ (8) + 9 - 1 + 2 + 2 = 20
Damage: 2d6 + 7 + 3 + 2 ⇒ (2, 4) + 7 + 3 + 2 = 18

I added it up wrong earlier. I'm down to 1 round of bane remaining. 0 uses of Determination(after using this one), and 0 Judgments. 2 first level spells and 1 second level spell. 39 CLW charges.... and FIVE whole rounds of Discern Lies.

hp 18/34 still

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent lets the momentum from his last swing carry him away from Myre's grasping fingers and then redirects the swing upwards towards the necromancer's jaw.

Since the others have caught up, I'll not use Bane this round, especially since I landed a pretty nice hit last round. Gotta conserve those last couple uses in case I need them more later.

Power Attack: 1d20 + 9 - 1 + 2 + 2 ⇒ (16) + 9 - 1 + 2 + 2 = 28
Damage: 2d6 + 7 + 3 + 2 ⇒ (2, 2) + 7 + 3 + 2 = 16

hp 18/34. I seem to be absorbing all the good luck with the dice roller.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent chuckles as he dodges the man's glowing fingers, "A good try." He brings his greatsword to bear, crashing down towards Myre.

Activating Bane: Humanoid(human)

Power Attack: 1d20 + 9 - 1 + 2 + 2 + 2 ⇒ (8) + 9 - 1 + 2 + 2 + 2 = 22
Damage: 2d6 + 7 + 3 + 2 + 2 + 2d6 ⇒ (4, 4) + 7 + 3 + 2 + 2 + (3, 2) = 27

Source of numbers: Normal bonus(+9/+7), power attack(-1/+3), bane(+2/+2+2d6), heroism (+2/+0), inspire courage(+2/+2).

hp 18/34. Will use Step Up again if he moves. Two rounds of Bane remaining.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Does Jeffrey get another save this round, as Hold Person?

Vincent ducks to the side of the projectile and continues his approach. He walks carefully and methodically up the stairs. "Then a fight you shall have, by Gorum."

Double move at half speed, assuming there's still some difficult terrain and stairs. Vincent has Step Up. hp 18/34

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Strange. I thought I'd already posted.

Vincent stoically continues towards Myre's position, greatsword at the ready. "We gave you a warning and a choice, Myre." Vincent's eyes have a strange gleam as he anticipates his next move.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent doesn't have Spellcraft.

Vincent roars in anger, trying to break free of the tentacles, trying to move forwards toward Myre.

Grapple check to escape: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

hp 18/34

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Nah, I say we intimidate the guy into working with us to kill the beast, if it's really about to show up in moments. I've got a +13 (+15 with Heroism) to Intimidate, so I'll try that next round.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

CMD is 19, so I'm also fine.

Power Attack: 1d20 + 9 - 1 + 2 ⇒ (4) + 9 - 1 + 2 = 14
Damage: 2d6 + 7 + 3 ⇒ (5, 2) + 7 + 3 = 17

I have no idea if that hits, but if it does, Vincent will then move forward 10 feet, which I think he can do?

"Stand down! We're trying to FIX the problem you started, and not by your death," Vincent calls out.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent, feeling pretty confident now, moves up and smites another zombie.

Saving the rest of my Bane.

Power Attack: 1d20 + 9 - 1 + 2 ⇒ (10) + 9 - 1 + 2 = 20
Damage: 2d6 + 7 + 3 ⇒ (4, 3) + 7 + 3 = 17

"I saw him too," Vincent confirms, although he seems a bit too preoccupied to do anything about it.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent pulls his sword free of the zombie, stepping over it and gauging those still oncoming.

Readying an attack against a zombie that gets adjacent. Keeping Bane going.

Power Attack: 1d20 + 9 - 1 + 2 + 2 ⇒ (14) + 9 - 1 + 2 + 2 = 26
Damage: 2d6 + 7 + 3 + 2 + 2d6 ⇒ (4, 3) + 7 + 3 + 2 + (1, 2) = 22

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent grins. "Perfect."

He moves up and takes a swing at the zombie as well.

Activating Bane (undead) during this round.

Power Attack: 1d20 + 9 - 1 + 2 + 2 ⇒ (4) + 9 - 1 + 2 + 2 = 16
Damage: 2d6 + 7 + 3 + 2 + 2d6 ⇒ (6, 3) + 7 + 3 + 2 + (4, 5) = 30

Well, if that hit, that's great damage!

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Jeffrey, can you set up a bit further in on that walkway there?" Vincent gestures to the open space, "I think that would allow us both a defensible position."

Hold until Jeffrey goes. Would you mind moving "northwest" one square?

Grand Lodge

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Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Didn't rest. We're doing this all in one go.

Fort: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

"I can't say you're really helping my desire to go i-" Vincent shivers as Miko casts her spell, "Oh... Well, keep your prestidigitations ready, because I'm going in, and no zombie, man, nor zombie man can stop the onslaught of Gorum."

Vincent (double) moves in, dramatically drawing his adamantine +1 greatsword. The sound of the metal clasps unbuckling echoes in time with the thud of his reinforced boots. The zombies/workers shamble forward, unthinking malice glinting in their eyes. He grins.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent sighs. "Probably not, Vyk," he says quietly to the others, "but we can't afford for all of the summoners to die."

"My offer still stands, Crove. Play straight with us and you're one of the heroes who saved the town. Cross us again and I will personally separate your head from your shoulders."

He then suggests that they travel together to see Myre.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Personally? I don't care if you walk away after. If you can come up with a plausible story for us to tell the Crows that paints you in a good light, I'd be more than happy to in exchange for your help. Something where we leave out the part about you summoning the thing in the first place, perhaps."

Sense motive: 1d20 + 14 ⇒ (18) + 14 = 32 on whatever he says next.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Crove, perhaps if you'd be willing to come with us, you could talk your friends out of attacking us needlessly. Then I would stay my blade. Will you come with us to see Myre?" Vincent suggests helpfully, the blade of the Gorumite's greatsword gleaming in the light.

Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent checks the corpse for any identifying information to pass on to the remaining guards. (In case they have dogtags or something. I as the player don't need details, just if it exists)

He sighs with Vyk, "I suppose the silver lining is that if we survive we'll definitely have impressed the locals. This Middenstone better be important."

I agree on moving on, since I think we're done here.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

If Vincent can figure out a way to fire his bow without getting all the way back to the ledge, he'll do so.

Longbow: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

He apparently doesn't find a good way to fire a bow while swimming/using a column for support.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent joins Jeffrey in the water, intending to swim around the fungus creatures.

Swim: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Should we run away or try to take it out from range?

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

On the plus side, I was looking through my purchases between sessions, and I wrote that I bought a bow and some arrows... it just didn't get fully transcribed on my character sheet. I'd been wondering why I had a line that just says, "Mwk " and nothing after that.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Water's free of poison, at least. Who knows what else there is, though. Also, that large violet mushroom on the shore shows up as poisonous to me. Maybe venomous. Some sort of mushroom monster? Perhaps it will explode? Maybe we just shouldn't eat it?" Vincent peers into the distance at it.

Anyone have a clever idea here? Otherwise I think we're just carefully swimming across.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"I have no idea what it is, but I can find out if it's poisonous or venomous." Vincent casts Detect Poison and looks around carefully.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent climbs down carefully after the others.

Do I need to roll for that?

Once everyone has arrived in the cavern, Vincent tentatively calls out a, "Hello?" to see if anything responds.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent hefts his sword experimentally. "I can deal with the light-headedness from that poison, but being less able to swing my sword is unacceptable." He then casts Lesser Restoration on himself to cure his Strength damage.

I'll deal with the Con damage for now. I only have 3 second level spells per day and I'd prefer to save the last one. The second, on the other hand...
1d4 ⇒ 2 Str damage healed.

He waves Jeffrey over, offering a similar spell to deal with lingering effects that the fighter may be feeling.

1d4 ⇒ 4 Str damage healed.

1 Str damage, 3 Con damage. hp 29/29 (normally 34). 2 first and 1 second level spell remaining.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent grimaces and yells at the man, "I swear an oath of vengeance upon you for ruining this shirt's embroidery. Your blood shall dye the new threads." He moves up and swings his greatsword.

Power Attack: 1d20 + 9 + 2 - 1 - 1 ⇒ (14) + 9 + 2 - 1 - 1 = 23
Damage: 2d6 + 7 + 3 + 2 - 1 ⇒ (5, 5) + 7 + 3 + 2 - 1 = 21

3 Str damage, 3 Con damage. hp 29/29 (normally 34).

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Fort Save: 1d20 + 5 ⇒ (7) + 5 = 12 How unfortunate.
Heal: 1d20 + 11 ⇒ (16) + 11 = 27

Vincent feels the toxin taking effect. His mind races, trying to match the symptoms to what it could be.

What is it? Trying to identify with that heal check. Could I spend my turn making another heal check to help minimize the effects?

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"You have a deal," Vincent chuckles, casting Light on Jeffrey's object of choice as he lets the fighter get past.

Grand Lodge

1 person marked this as a favorite.
Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent chooses to leave the cloth draped over the statues, but spends a moment pondering them as Tuich does fiddly things with the lock.

"Should we call out, let them know we're not the authorities? Just your friendly neighborhood boogeyman hunters?" he asks the others. "Either way, perhaps Jeffrey should descend first. His ankles are better armored than mine."

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Woah there, Jeffrey! I've heard tales of people like this man. The more common folk, dealing with illicit goods and underhanded deals. Allow me to check the door for traps before we proceed, at least."

Vincent looks lightly uncomfortable with the idea of talking to a black market trader, being more used to both finer society and straightforward brawls.

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Supposing it's clear, he waves Jeffrey forwards.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Yeah, let's just finish searching this place. Maybe there's something else that might be useful here." Vincent follows Jeffrey, giving the doors that they open an examination for traps before the fighter opens them.

Perception bonus is +11 if it ends up mattering.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent approaches cautiously. "In this particular case I'd say the pen was mightier than the sword, Miko."

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent nods at Jeffrey. He follows behind the fighter, sending a swing of his blade at the closer loony.

Power Attack: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Damage: 2d6 + 7 + 3 ⇒ (3, 2) + 7 + 3 = 15

Eh, maybe that'll hit.


1 person marked this as a favorite.

I just hit a group of gillman cavaliers mounted on hippocampi with confusion. There were 6 of them. Only 2 riders and 2 mounts made their saves. And the mounts weren't the ones being ridden. So I got exactly why I was blinded.


1 person marked this as a favorite.

Oh we have been having a great time for the last year. Enemy spell casters target my witch as the biggest immediate threat. Combination of evil eye, enervation, and a nasty capstone spell or slumber hex end a lot of fights in a hurry, so to keep the big bads alive and kicking, she has to be negated to make it challenging.

Blindness has come up often enough that I need a reliable way to counter it. Another favorite tactic of his is to endanger innocent NPC's. The witch is currently the only good member of our extremely neutral party, so if she has to yank a slave out of quicksand instead of fighting that drags things out.

My most recent blinder is a higher level witch with another PC's mother as a hostage. I'm not changing alignment, so there's no way to counter threatening innocents, but I want him to come up with a new trick besides blindness