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Zophar Absolom Becker's page
63 posts. Alias of Aipaca.
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| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Hi everyone,
I have also decided to withdraw from this game. I have realised that I am slowing down play and negatively impacting on everyone's experience. Zophar is too mechanically complex to work well in this format (with me at the helm at least) and I am feeling a bit swamped at the moment.
It is a great game and I'm sorry to come to this conclusion, and I wish you all the best.
Thanks for the good times!
Zophar/Aipaca
PS. Please take me off the player list for this game.

| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar, panicking slightly at being surrounded by so many enemies without the safety of his suit, drops a foam bomb at the feet of the enemy across the train from him and detonates it, choosing the 'no damage' option.
Foam: The detonator fills an area with a radius of 10 ft, +5 ft per five class levels with foam. Any invisible creatures in the area at the time of the explosion are revealed for 1 minute per class level, or until the creature spends a full-round action wiping it off. Any invisible creature who enters this area leaves footprints behind, revealing their location so long as they remain in the foam-covered area. The foam dissipates on its own after 1 minute per level. The technician may choose to have this detonator not deal damage. Instead, the foam makes all affected creatures entangled, and all creatures who are within the blast radius or who enter the area while the foam remains must pass a Reflex save or be stuck in place until the foam is removed. This foam may also be burned or cut with a slashing weapon, and each 5 ft. square possesses 5 hp per technician level.
Ref Save DC 18: 1d20 + 11 ⇒ (1) + 11 = 12
Unfortunately, he also stuck himself. Oh no.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar will use his grappling hooks to jump onto the train.
"Come on!" He shouts to his companions.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Stealth: 1d20 + 15 ⇒ (9) + 15 = 24
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar grabs Kvartiy's belt, his pistol ready to fire in his other hand as he follows the surprisingly knowledgeable dwarf.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar looms threateningly, brandishing his rifle at the Dwarf.
Intimidate Assist: 1d20 + 0 ⇒ (20) + 0 = 20
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Sounds good for a marching order, but just letting you know that without his suit (which has been left behind for this mission, and is in dire need of repair) Zophar is most definitely a ranged warrior, using firearms and explosives mostly.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
It takes 8 hours to fully fix the suit, so I'll haul it back to HQ and leave it there for this mission. Do we have a map available? I'll plant some bombs when we do our initial sweep if so.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Level 8: Technician 8
HP: 1d8 + 1 ⇒ (7) + 1 = 8
+1 Int
+1 BAB, +1 Ref, +1 Will
+1 Gadgets/day
Technical Insight: Chemical Insight
Combat Talent: Brute Sphere - Drop (manhandle)
20 skill points - 7 retroactive Int + 6 Technician + 6 Int + 1 Trap sphere:
- +1 to Skills: Acrobatics, Appraise, Bluff, Craft (Alchemy, Firearms, Mechanical, Traps), Diplomacy, Disable Device, Knowledge (Dungeoneering, Local), Perception, Sense Motive, Stealth, Use Magic Device
- +5 to Skills: Slight of Hand
At next downtime, suit upgrades:
+6 HP
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"Agreed, the more time we have the better."
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Free of his immobilised suit, Zophar grappling hooks his way down to the bottom level of the bridge, attempting to head off Kell and block his escape.
"Keep on him Falko! The bastard has nowhere to go!
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar disentangles himself from his damaged suit (full round action), shouting "I can catch him! The bastard wont get away!"
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Do magical weapons bypass hardness? Not trying to be difficult, just a bit confused, sorry.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Ahhh dammit, the suit also has Hardness 10 which I have been forgetting about it, so that would only be 5 damage from that full attack. If you are looking for things to affect Zophar that get around the suit, any spell type ability that doesn't use an attack roll can target him directly, and he doesn't have a particularly good will save.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Shove is a move action, slam natural attack is a standard (attack) action, and reposition is a free action on a successful attack action as per the 'Follow-Through' martial talent in the Brute Sphere, rules following for ease of reference:
Follow-Through: Whenever you hit a target with an attack action, you may make a bull rush or reposition maneuver against the target as a free action that does not provoke an attack of opportunity. You may use your weapon to perform this maneuver, meaning your weapon’s enhancement bonus, as well as spells that increase attack bonuses or feats such as Weapon Focus, apply to the maneuver.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar attempts to knock the closest enemy off balance,
Shove (touch attack for 7 damage and deny AoOs for a round): 1d20 + 12 ⇒ (13) + 12 = 25
before attempting to slam him
Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
into his companion.
Reposition maneuver on close enemy into enemy just below him, dealing 1d8 + 1d8/(5 points my roll beats his CMD by) damage to both enemies.
Reposition: 1d20 + 13 ⇒ (9) + 13 = 22
Damage Dice: 1d8 ⇒ 8
Damage Dice: 1d8 ⇒ 3
Damage Dice: 1d8 ⇒ 1
Damage Dice: 1d8 ⇒ 7
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar shouts incoherently as his ally is cut down beside him, slamming his mechanical fist towards Kell.
AoO: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 10 ⇒ (7) + 10 = 17
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Back again team, and I am sorry. More real life issues and our dog left us.
Should be back to regular posting now, and apologies for not giving more notice.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar is able to set charges (each dealing 7d6 damage in a 5' radius) which he can either detonate at will or set to be landmines which will last for up to 70 minutes when set. He can set up to 8 charges per day and he has 7 uses remaining unless we rest. He can also set traps as per these rules, he has the Flash Trap ability as well as the basic ability, however these traps can only last for a number of 1d20+12 rounds and take up 2 5'x5' squares.
I feel like this ambush is going to be fun.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar aids Iva, unaware of the drama playing out above. He sheds tears freely, cursing the senseless waste of life.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar shakes his head, furious at himself for succumbing to the spell and harming his teammates.
"I apologise for my actions... wait... the children!"
As he remembers the children that fell to their deaths he clambers out of his suit as quickly as possible, rappelling down the tree with his grappling hooks to find the remains of the building they were trapped in. Perhaps there were some survivors.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Confusion: 1d100 ⇒ 83
Zophar remains confused, and, not having any obvious targets attacking him last round, stomps up to and swings at his nearest perceived foe, Cretien.
Attack w/ Good Hope, Haste: 1d20 + 15 ⇒ (17) + 15 = 32
Damage w/ Good Hope: 1d8 + 12 ⇒ (6) + 12 = 18
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Sorry, my bad! I wouldn't have been able to get to him so would have shot at him instead, giving an attack roll total of +27 vs touch for 10 damage
Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Confusion: 1d100 ⇒ 79
Zophar remains in his maddened state, and sees Cretian as the enemy, swinging a blow his way once more.
Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Confusion: 1d100 ⇒ 76
1 for Cretien, 2 for Iva: 1d2 ⇒ 1
Zophar's head spins as the colours leech put of the walls and into his brain, and the furniture starts talking to him. He spins and sees a polka-dotted monkey hanging off of Cretien, taunting him as it holds up scissors, threatening to cut Cretien's hair. "NO HAIRCUTS MONKEY!" Zophar yells as he steps forward, swinging at the primate that isn't there.
Attack: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Ah my bad, it's the Hammer Martial Talent as in my profile, but if I can't fit I'll just hit the leopard with a Slam attack for 1d8+10 which, given my rolls would be 11 damage. Apologies for the confusion.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Ahh ok, thanks GMEDWIN
Last Round:
Zophar slams the snow leopard to his left with his mechanised fist.
Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d8 + 10 ⇒ (7) + 10 = 17
This Round:
Zophar attempts to knock his foe off balance once more:
Shove Attack (touch) for 7 damage and Snow Leopard can't AoO for a round: 1d20 + 12 ⇒ (8) + 12 = 20
And follows it up by bull-rushing it into the wall:
Bull Rush: 1d20 + 12 ⇒ (14) + 12 = 26 deals 1d8 damage per 5-feet the show leopard would have travelled beyond the wall
Damage (1d8/5-feet not travelled due to wall, GMEDWIN take the first however many dice): 5d8 ⇒ (1, 1, 5, 4, 7) = 18
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Just confirming, I need to hit Ekossigan's square (AC 5) with the Detonator, not Ekossigan himself, hence why he gets a Reflex save.
Will: 1d20 + 7 ⇒ (1) + 7 = 8
Confusion d100: 1d100 ⇒ 2
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"Damn you Ekossigan, you have forced our hands!"
Zophar shoves at the snow leopard to his left, attempting to put it off balance.
Shove Attack (touch) for 7 damage and Snow Leopard can't AoO for a round: 1d20 + 12 ⇒ (1) + 12 = 13
Zophar then hurls a reomote detonator at the Fey Lord, triggering it as it reaches him.
Attack Roll against Ekossigan's square: 1d20 + 9 ⇒ (10) + 9 = 19
Damage (w/in 5' of Ekossigan's square, Ref DC 18 for half): 7d6 ⇒ (1, 6, 4, 6, 2, 4, 4) = 27
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"We will not allow you to harm children without a fight Ekossigan. Stand. Down." Zophar says as he readies to throw a remote detonator at the Fey Lord.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"I think that would be wise, everyone gather around me, it is time to move."
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar attempts to slam the nearest gremlin against the wall again, grunting as he swings.
Shove (vs Touch, 7 damage and can't make AoOs if successful): 1d20 + 12 ⇒ (15) + 12 = 27
Slam Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Slam Damage?: 1d8 + 10 ⇒ (7) + 10 = 17
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar swings at the nearest gremlin once again, trying to shove it off balance before unloading a swing at it.
Shove (vs Touch, 7 damage and can't make AoOs if successful): 1d20 + 12 ⇒ (15) + 12 = 27
Slam Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Slam Damage?: 1d8 + 10 ⇒ (6) + 10 = 16
"They will go down, just not easily!"
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar glances at his gun and Chretien's turret as neither go off, and shouts "Something is messing with firearms, switch it up!"
He then advances further into the building, taking a swing when he comes withing reach of the nearest Gremlin.
Slam Attack: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Hey everyone, apologies for my absence, family emergency precipitated some drama and kept me off the boards for a bit, but I'm back now if you'll still have me.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"An unpleasant looking place, sure enough. Let us begin Constable Ferka."
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Perception: 1d20 + 18 ⇒ (20) + 18 = 38
Bluff: 1d20 + 4 ⇒ (13) + 4 = 17
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar crashes into the water, the splash echoing around as he, surprisingly deftly for a large metallic man, begins swimming for the gremlin.
Perception: 1d20 + 18 ⇒ (20) + 18 = 38
Swim: 1d20 + 11 ⇒ (13) + 11 = 24
Does being large have any effect on Swim? I can't find anything to indicate so.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Perception: 1d20 + 18 ⇒ (14) + 18 = 32
"Blasted gremlins"
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"I approve of the plan, it seems sound. How large is your invisibility sphere Constable Ferka? I would rather not leave my suit behind but will if I must."
The suit makes me Large, just so that everyone is clear on that.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar grinds his teeth at the obtuseness of the woman, sighing "Well, where is he?"
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Knowledge (Arcana): 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (Religion): 1d20 + 6 ⇒ (20) + 6 = 26
"I believe that a casting of Protection from Evil would remove the compulsion on you not to reveal what you know to us. That would allow us to all leave here peacefully. What say you?"
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"Of course he is dangerous. We appreciate your warning, but we aren't idiots. Come out and tell us all you know about the Bleak Gate, Ekossigan, and his plans." Zophar forces himself not to reach for his trusty pistol.
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"I am Risurian in mind and spirit, and my metal gives me the strength of arm to prove it. Tell us of Lord Ekossigan."
Aid Another to Falko's inevitable Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Perception: 1d20 + 17 ⇒ (5) + 17 = 22
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
"Very well, let's do it."
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar turns to Falko and Femi.
"It seem like a sound plan, but I never like working with non-RHC personnel. I defer to your knowledge of the town and the assignment."
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar looks the little man up and down, but stays silent, letting the others take the lead. He moves with Falko to the shady spot, clearly comfortable sneaking around in his armour even though it does hamper stealth somewhat.
Sense Motive: 1d20 + 11 ⇒ (13) + 11 = 24
Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Thanks everyone! Happy to be here!
| Zophar: HP (42/57); Init +4, Per +19, SM +12; AC/T/FF/CMD 20/15/16/20; F+4 R+11 W+8; Gadgets (7/9); DC 18 ; M. Focus: (1/1) | Suit: HP (24/72); AC/T/FF/CMD 20/10/18/23; Hardness 10; Vulnerable to Electricity; F+2 R+3 W+2; |
Zophar remains impassive as the Carver is mentioned. A practical solution, but I feel like there was a time when I would have spoken against it.
"Mmmm, this business with Gale... bad form getting into bed with criminals, has a tendency to go sideways. But of course the King has final say. We should be doubly on our guard until that business is behind us."
Zophar follows Femi with a similarly casual gait. His mind is hard at work however, readying himself for anything.
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