Alain

Windom's page

275 posts. Alias of keith goudreau.


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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Dayjob
knowledge Arcane: 1d20 + 6 ⇒ (16) + 6 = 22


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

PFS# 22182-4 
Obed Curwen
Scarab Sages


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Go team danger!

Good game!

Cannot wait for part two!

Thank you for running the adventure!

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Fort save: 1d20 + 6 ⇒ (1) + 6 = 7 Damage 14+20+1=35/37
Have 2 hp left


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

last round of ghost touch weapon
Windom charges in to attack the ghost inside of his silence bubble.

attack magic ghost touch weapon: 1d20 + 6 ⇒ (13) + 6 = 19
damage with destruction Judgement : 1d8 + 6 ⇒ (7) + 6 = 13

Have no access to the map at the moment, will try and keep the party casters out of my silence bubble.

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

LOL

Home sick the last few days and have been binge watching Supernatural on Netflix. Our current plight is making me chuckle and all I can think is to salt and burn the bones or the fetish!


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

I can keep going

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

concentration : 1d20 ⇒ 8 Yup lost the spell.
Windom takes a coin out of his pocket and walks out the room out of sight. He will cast silence on the copper piece away from the hole. Next round he will run in and drop it down the hole.

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

"Someone light up the hole so we can see it better!"

Will cast silence as stated

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Question.
Do we hear the spell casting from the barred pit? Did we hear the casting then see the magic missiles?

If so I want to cast silence down in the hole deep enough that it should not mess with our casting on our level. (No access to book at the moment belive it is a 10 foot radius, so cast it 10 feet in the hole).

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Read an action to attack the ghost if it appears.

Attack and Damage:

Rolling them just in case.
Magic Ghost Touch Weapon: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d8 + 6 ⇒ (3) + 6 = 9 Extra +2 (Sacred Bonus) from Destruction Judgment


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Standard Action - Touch of the Spirit World

Touch of the Spirit World :
Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Swift Action - Destruction Judgement

Destruction Judgment :
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Get Defensive

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

attack: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d20 + 4 ⇒ (1) + 4 = 5

Windom will follow Drasven's lead and hit the nearest letter on the wall.

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

init: 1d20 + 7 ⇒ (18) + 7 = 25
will: 1d20 + 9 ⇒ (16) + 9 = 25

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Blood, Blood on the walls.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Good work everyone. I think we have one last hallway to address.

Reluctant to meta-game about the secret door, but is there any reason to search the room?

If everyone is ready Windom will sneak to the south hallway (U11)


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Aoo: 1d20 + 6 ⇒ (17) + 6 = 23
Aoo Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Happy Festivus Everyone!

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

attack: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d8 + 4 ⇒ (2) + 4 = 6

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

attack with magic mace: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 + 4 ⇒ (6) + 4 = 10

Move back to draw it out into the room.

Windom will move back with the group if they fall back, taking a parting swing on the creature.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

"Cass please allow me to buy you a dinner when we return. You have out done yourself again."

Windom will walk over to the rack and reverently remove the items of torture from the corpse while praying. He will arrange the remains in a more proper arrangement.

"Friend, warden. You may rest at ease, we have come to vanquish the restless prisoners you have continued to guard in death. Your wife waits for you upstairs. Go to her and blessings to you on your journey."

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Perception : 1d20 + 9 ⇒ (2) + 9 = 11
init: 1d20 + 7 ⇒ (15) + 7 = 22
religion : 1d20 + 5 ⇒ (12) + 5 = 17

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Is there anyway to attach a chain to the winch and a piece of dungeon dressing (or itself) then lock it with a padlock to keep the portcullis in the up position?

Also I have several pitons and a hammer we could use in the track of the portcullis to jam it in the up position.

I have all these items in a sack, are either viable options?

That may be the body of the warden in there. How do we want to present his wife's wedding band? Does anyone recall their names?

I am willing to present the ring to the ghost warden, should no other want. He is long deserved the peace of a quiet rest be it with the burden lifted by showing him the ring, or by force in the name of my goddess.

Small smile, with a glint of romantic hope.

It would be touching to see the two caretakers of this place reunited after so long a vigil. Let us pray he is not corrupted by the years of undeath. It would be a sad deed to vanquish this spirit when it should be commended for duty far above and beyond his post.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

If everyone is ready I will winch it.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Wide eyed at the stash of expensive equipment. Speaks as the party changes out armor.

After we exalt this foul place let us take the bounty. The town hall that almost burnt down has weighed heavily on me. Besides creating closure for our dear professor in this horrible tomb I feel some good may come from thwarting all this evil. I plan to take a piece of my share to aid with the repairs.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Please take the breast plate.

I will go chain shirt, it has less armor check penalty.

Will put it on after the dungeon.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Attack with the new Magic Mace: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d8 + 3 ⇒ (5) + 3 = 8

Windom reacts striking the ghostly dwarf holding the hammer with the magic heavy mace.

Will Save: 1d20 + 9 ⇒ (4) + 9 = 13

33/37 HP
Staggered


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Perception : 1d20 + 9 ⇒ (1) + 9 = 10 init: 1d20 + 7 ⇒ (20) + 7 = 27

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

please do. This is the last two weeks of classes for me so apologizing ahead of time for the flaky posting.

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

"Agreed"

Windom will opt to go first and try the keys if nobody wants the lead.

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

I would not mind the Mace. Still recovering from the last cursed weapon. Fingers crossed this is not a repeat.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

alchemy: 1d20 ⇒ 6 Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Windom begins saying a prayer over the undead's remains, sending him on to whatever afterlife his goddess helps him find.

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

attack magic ghost touch Morningstar: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d8 + 4 ⇒ (2) + 4 = 6

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

was not sure if you were going to keep the first roll as it was in the wrong round. Please do it is the better of the two. ;-)

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Magic ghost touch Morningstar attack: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d8 + 4 ⇒ (6) + 4 = 10

oil of magic weapon round 2
Touch of the grave round 1

Got my actions straight now. :-)
No access to roll 20 can someone move me in to attack please.

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

I get ya. Like I said thought we had a full round for the surprise round. Will just attack next round.

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Nope just messed up. Thought we had a full round for the surprise round. And since it was not listed as an action thought the spirit world ability was a free action. (Retrieve + apply oil on surprised round. Then free action attack on the second round.) Will attack next round.

-Posted with Wayfinder


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Windom will use his Touch the Spirit World ability and attack.

Touch of the Spirit World:

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Magic morningstar attack: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d8 + 4 ⇒ (6) + 4 = 10

oil of magic weapon round 1

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Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Posting out of turn. Windom will take an oil of magic weapon and apply it to his morning star.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Hey Drasven way to use up all your good rolls before combat. The dice bot is just mocking you now.
;-)


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

LOL

Like the Lopper mini.

Quick question though, is he 10 feet long?

I know it sounds like a dumb question but you said he had long arms and whatnot.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

perception: 1d20 + 9 ⇒ (18) + 9 = 27
Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge religion: 1d20 + 4 ⇒ (1) + 4 = 5


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Before going down the hall, Windom will place a piton in the wall (tracks) under the portcullis; hopefully this will not allow the portcullis to shut behind them trapping them with a creepy hole.

Anyone want to through some sort of light spell into the pit?


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

No access to roll20 please bot me and make me scout. If nobody objects go north.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Following Cass's decision Windom will stealth forward looking for traps and enemies. Will proceed when everyone is ready.

stealth: 1d20 + 9 ⇒ (11) + 9 = 20
perception: 1d20 + 9 ⇒ (9) + 9 = 18 listening at the doors


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Hell's basement huh? Inviting. If anyone doesn't have any objections I find it intriguing.

If there is no knowledge roll and it is a pick randomly intersection that is my pick.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

impatiently used

I see your logic please see mine.

He is down 14 con. Potion and Scroll combined are doing a max of 8 restoration. Even if he got back all 8 we would still be hitting him with the wand as he is our tank and needs all his HP. Because he was teetering on death, and would be getting the charge off the wand anyway why not use it then? Also I would of kept the potion, does not require a UMD roll or access to a spell list.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Thank the goddess she let you live another day!

lesser restoration: 1d4 ⇒ 3

Will use the wand on D, snatching it from whomever has it.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Dammit you stubborn dwarf! I do not mean what I am about to do!

In addition to using another CLW charge from the wand he begins to give Drasven "Last Rights."

....and may the Lady comfort you and keep you. Let her guiding hands deliver you to an eternity of peace...

CLW: 1d8 + 1 ⇒ (3) + 1 = 4


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Was there any anti poison items in the inventory? Phone will not let me access it.

Also who has the wand of restoration?

If two or three people can use it while I keep pumping CLW into him we could save him. Use the wand hand to your left create a restoration wand circle around the dwarf!