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PoPP - Mustapha bin-Hanif (01)
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<blockquote data-quote="grufflehead" data-source="post: 5134399" data-attributes="member: 35977"><p>While the Brass Man's eyes were of no help in the thick foggy atmosphere, his ears were now also beginning to betray him as the sounds seemed to swirl around in the gloom, making it impossible to identify where they came from. Cursing inwardly that he hadn't taken up Leaf's (or indeed Lerissa's offer) of some 'repair' work on the nicks and scratches caused by the War Hounders' assault, Mustapha began to edge along the wall, one hand seeking out the wooden structure of the building, while the other made ready to pull his scimitar and strike anything that emerged from the roiling miasma...</p><p></p><p>[sblock=actions]</p><p>Move action - move round the wall to somewhere around Q7 (?) assuming I don't run into anything.</p><p></p><p>Free action (?) - as Listening isn't much help, making a smell Perception check in case there are obvious smells of burning, sweaty bodies etc</p><p></p><p>Standard action - cast Know Direction to give me a point of reference on relative directions</p><p></p><p>Also trying to make a mental note of how far I have walked eg forward 10', turn right then forward 15' etc</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Stat Block][code]</p><p> HP: 08/19 AC: 13 AC(T): 11 AC(FF): 12 Init: +01</p><p></p><p> * Situational Bonus</p><p></p><p>Saving Throw Total Base Mod Misc Special</p><p>Fort: +5 2 +3 </p><p>Ref: +3 2 +1 </p><p>Will: +4 2 +1 +1 from trait </p><p></p><p> BAB: 00 CMB:+00 CMD: 11</p><p></p><p>Weapon Attack Damage Critical Special</p><p>Quarterstaff +0 1d6 20/x2 </p><p>Scimitar +0 1d6 18-20/x2 </p><p>Alchemical Bomb +3 1d6+4 20/x2 R Touch, Splash 1 sq for 3HP</p><p>(standard action to</p><p>create and throw)</p><p></p><p>Spells Available:</p><p> * 0 Level (-/- Daily) * 1st Level (2/2 Daily)</p><p> * Daze * Cause Fear</p><p> * Read Magic * Sleep</p><p> * Message </p><p> * Know Direction </p><p></p><p>Extracts Available:</p><p> * 1st Level (1/2 Daily)</p><p> * Expeditious Retreat</p><p> * (Expeditious Retreat/Cure Light Wounds/Comprehend Languages/Disguise Self/Shield</p><p> - 1 minute to prepare</p><p></p><p>Mutagen Available: (0/1 Daily) - +2 natural armour, +4 STR, -2 INT</p><p></p><p>Alchemical Bomb Available: (4/4 Daily) - 1D6 + 4 Damage (direct hit)/ 3 Damage (splash)</p><p>[/code][/sblock]</p></blockquote><p></p>
[QUOTE="grufflehead, post: 5134399, member: 35977"] While the Brass Man's eyes were of no help in the thick foggy atmosphere, his ears were now also beginning to betray him as the sounds seemed to swirl around in the gloom, making it impossible to identify where they came from. Cursing inwardly that he hadn't taken up Leaf's (or indeed Lerissa's offer) of some 'repair' work on the nicks and scratches caused by the War Hounders' assault, Mustapha began to edge along the wall, one hand seeking out the wooden structure of the building, while the other made ready to pull his scimitar and strike anything that emerged from the roiling miasma... [sblock=actions] Move action - move round the wall to somewhere around Q7 (?) assuming I don't run into anything. Free action (?) - as Listening isn't much help, making a smell Perception check in case there are obvious smells of burning, sweaty bodies etc Standard action - cast Know Direction to give me a point of reference on relative directions Also trying to make a mental note of how far I have walked eg forward 10', turn right then forward 15' etc [/sblock] [sblock=Stat Block][code] HP: 08/19 AC: 13 AC(T): 11 AC(FF): 12 Init: +01 * Situational Bonus Saving Throw Total Base Mod Misc Special Fort: +5 2 +3 Ref: +3 2 +1 Will: +4 2 +1 +1 from trait BAB: 00 CMB:+00 CMD: 11 Weapon Attack Damage Critical Special Quarterstaff +0 1d6 20/x2 Scimitar +0 1d6 18-20/x2 Alchemical Bomb +3 1d6+4 20/x2 R Touch, Splash 1 sq for 3HP (standard action to create and throw) Spells Available: * 0 Level (-/- Daily) * 1st Level (2/2 Daily) * Daze * Cause Fear * Read Magic * Sleep * Message * Know Direction Extracts Available: * 1st Level (1/2 Daily) * Expeditious Retreat * (Expeditious Retreat/Cure Light Wounds/Comprehend Languages/Disguise Self/Shield - 1 minute to prepare Mutagen Available: (0/1 Daily) - +2 natural armour, +4 STR, -2 INT Alchemical Bomb Available: (4/4 Daily) - 1D6 + 4 Damage (direct hit)/ 3 Damage (splash) [/code][/sblock] [/QUOTE]
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