Pathfinder 1E [LPF] Rodents of Unusual Size

Cyclopean

First Post
Tirgas goes forward to Topaz's left. He stops trying to track the rats, but keeps searching the darkness for any threats.

[sblock=Rolls and Marching Order] Feel free to use the old perception roll, but here's a new one anyway.
Perception: 1D20+8 = [5]+8 = 13
Initiative: 1D20+1 = [5]+1 = 6
Perception (Topaz): 1D20+1 = [1]+1 = 2
Initiative (Topaz): 1D20+3 = [17]+3 = 20

For order, how does Tirgas and Topaz in the lead, Robert bringing up the rear, and Morgrym and Morrogrim in the middle sound? [/sblock]

[sblock=Mini Stats]Tirgas the Hermit
AC: 16* (15 flat-footed, 11* touch)
HP: 9/9
CMB: +2 CMD: 13†
Fort: +3‡ Reflex: +1‡ Will: +5‡
Perception: +8
Initiative: +1

Current Weapon in Hand: None
Current Conditions in Effect: None
Spells Prepared (Cantrips): Create Water, Know Direction, Read Magic
Spells Prepared (1st): Cure Light Wounds x2

* +4 Dodge AC vs. giants
† +4 vs. trip and bull rush
‡ +2 vs. spells, poison, and spell-like abilities


Topaz
AC: 16 (12 flat-footed, 12 touch)
HP: 19/19
CMB: +3 (+7 to Grapple) CMD: 16 (Immune to Trip)
Fort: +4 Reflex: +6 Will: +1
Perception: +1 (Scent)
Initiative: +3

Tricks: Attack, Come, Down, Track

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 
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Lindeloef

First Post
[sblock=Rolls and such]
perception: 1D20+6 = [11]+6 = 17


Initiative: 1D20+2 = [11]+2 = 13


Regarding Marching Order, Sure we can do that, normally I am more the melee guy, but can use a bow, so the rear is fine. If we get attacked from behind, I don't have to move into melee range ;)

[/sblock]

edit:
[sblock=@Scott a question]
How is the lighting down here? are there torches on the walls (lit or not)?
[/sblock]



[sblock=Mini Stats]

Robert Kronbark
AC: 16 (13 flat-footed, 13 touch)
HP: 12/12
CMB: +5 CMD: 18
Fort: +3 Reflex: +4 Will: +2
Perception: +6
Initiative: +2

Current Weapon in Hand: Short Bow


[/sblock]
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
There is no lighting, which is why only the dwarf can see. .. .. wait, Dame Morrogrim can see that far too as an aasimar.
 

Lindeloef

First Post
"Didn't expect total darkness down here. Tirgas, I assume you can see in the Darkness. Can you see some Torches at the walls that we could use? 'Cause I forgot to bring torches with me and can't see anything at all. Not sure how the others cope with darkness. Anyone has a source of light with them?..."
Robert pauses for a moment.

"Or we could ask Marcos, if he can throw down a non-lit torch for us, though I want to avoid shouting so we don't alert the rats of our presence."
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
GM: A breeze blows and you feel a rope brush against your back. Wasn't there a bell rope somewhere down here, and wearn't you offered a retainer to buy your own supplies?
 

Cyclopean

First Post
[sblock=ooc] Didn't realize you were geared more towards melee, lindeloef. Of course, it probably is a good idea to have a tough character in the back in case we get ambushed.

Scott, would it be another perception roll to look for torches? I'd make another roll just in case, but both coyotecode and ic seem to be down.
[/sblock]

[sblock=Mini Stats]Tirgas the Hermit
AC: 16* (15 flat-footed, 11* touch)
HP: 9/9
CMB: +2 CMD: 13†
Fort: +3‡ Reflex: +1‡ Will: +5‡
Perception: +8
Initiative: +1

Current Weapon in Hand: None
Current Conditions in Effect: None
Spells Prepared (Cantrips): Create Water, Know Direction, Read Magic
Spells Prepared (1st): Cure Light Wounds x2

* +4 Dodge AC vs. giants
† +4 vs. trip and bull rush
‡ +2 vs. spells, poison, and spell-like abilities


Topaz
AC: 16 (12 flat-footed, 12 touch)
HP: 19/19
CMB: +3 (+7 to Grapple) CMD: 16 (Immune to Trip)
Fort: +4 Reflex: +6 Will: +1
Perception: +1 (Scent)
Initiative: +3

Tricks: Attack, Come, Down, Track

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 



Mr.Tinker

First Post
Morgrym takes a big sniff at the air when they get down and starts coughing a bit. Quietly he comments " ... this reminds me of the slums. We used to gamble who would loose their fingers to the rats. I still have all mine, but others weren't that lucky "

Admittedly being human, Morgrym can't see in the dark. Grabbing what ever is close for support, he finds his backpack and finds one of his sunrods " don't worry, I came prepared " he says as he ignites the item.

[sblock=Rolls and Tactics]
Rolls
Initiative: http://www.coyotecode.net/roll/lookup.php?rollid=25083 = 18
Perception: http://www.coyotecode.net/roll/lookup.php?rollid=25082 = 1

Tactics: Yeah, I am happy with the order, but just so you know, Morgrym is also Melee/Short Ranged type of character. He also has the most HP in the group :D !
[/sblock]
[sblock=Morgrym Nimblefingers]
Link: http://livingpf.wikia.com/wiki/Morgrym_Nimblefingers_(Mr.Tinker)
AC: 14 (12 flat-footed, 12 touch)
HP: 14/14
CMB: +2 CMD: 14
Fort: +4 Reflex: +4 Will: +0
Perception: +0
Initiative: +2

Current Weapon in Hand: Orange Vial (right) and the sunrod (left)
Current Conditions in Effect: None
Mutagent: 1/1
Bombs: 6/6
Formula (Prebared)
lvl 1 - Enlarge Person: Enlarge Person:Becomes large. Gain +2 str & -2 to dex, -1 to hit & AC
lvl 1 - Shield: Shield:+4 Shield Bonus and immune to magic missile.

[/sblock]
 
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Cyclopean

First Post
[sblock=Tactics] Hm. Maybe we should put you in the front, then, and have Tirgas following Topaz. Tirgas is also geared more towards melee and I think is tied with Robert for best AC (besides Topaz), but he does have a sling so he can do some ranged combat. If things get especially hairy, he can also summon a fire beetle or something for a round :p. Thoughts, everyone? Or should we just keep going with this order to keep things moving?[/sblock]
 

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