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![]() As Fool told it later: "Master-serpentiz rubs himself in olive oil from a nearby barrel, tossing a generous handful of rosemary up into the air to shower himself in the fragrant spice, then he puts himself on 450 degrees for 6 seconds in an attempt to roll around and extinguish the flames. "Majnun jiddaan!" shouted the townsfolk. "They must be calling him a hero!" observed the very observant observer, Corvid Rhonabwy." survival: 1d20 + 9 ⇒ (14) + 9 = 23 ![]()
![]() As Fool told it later, "The strange snake man tears his shirt asunder, charging headlong at the fire. "Die fire! Die!" he shouts as he does a spectacular interpretive dance in the flames. " survival: 1d20 + 9 ⇒ (8) + 9 = 17 or, you know, summon some small water Elementals to put it out. -Posted with Wayfinder ![]()
![]() Yours is mined wrote:
Illwynog continues with his familiar and sweeps back and forth, looking for any sign of the scents from the items they discovered. His Foolish familiar pours over the newly found recipe, lamenting that he brought no syrup, loudly and incessantly. Track: 1d20 + 5 ⇒ (18) + 5 = 23 ![]()
![]() Woody casts Shield Other on the handsome and mighty barbarian hero and bulls strength on the meager and lowly fighter. Saving one action, and bless for last. (Woody resolves to use shield other more often) "Dancer, could you take a look around in case we need to flee or the is something there we require?" ![]()
![]() active perception plus scent: 1d20 + 8 ⇒ (8) + 8 = 16 active perception plus scent: 1d20 + 8 ⇒ (17) + 8 = 25 active perception plus scent: 1d20 + 8 ⇒ (15) + 8 = 23 active perception plus scent: 1d20 + 8 ⇒ (2) + 8 = 10 active perception plus scent: 1d20 + 8 ⇒ (7) + 8 = 15 active perception plus scent: 1d20 + 8 ⇒ (10) + 8 = 18 ![]()
![]() perception+scent: 1d20 + 8 ⇒ (7) + 8 = 15 Scent This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. |