Variel's Reign of Winter

Game Master Neltji

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combat map update


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With Greta's help the cords finally break freeing Duardlara. hopefully that is the extent of the gremlins high jinks and Duardlara can finish her task.

The gremlins for their part sputter snd shriek as their ploy fails. Bereft of any other magics at this time they wait patiently for someone to approach.

No map update. Good guys up.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro does his twing-twang thing again.
PBS,PS,DA: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 11 ⇒ (3) + 11 = 14
PBS,PS,DA: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 11 ⇒ (4) + 11 = 15


Almost forgot Jetro feels the burning sensation grow hotter as he takes 2d4 ⇒ (1, 3) = 4 fire damage from the heat metal spell cast 2 rounds ago. The gremlins pay for his suffering as another goes down under heavy archer fire leaving just 1 left.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash shifts the Life Link from Sheelah to his archer companion.

I am not sure if you immediately heal 5 Jetro.


Next round Helgash.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Duardlara nods her thanks for the help and returns to her task, disabling the trap.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro feels relieved at the cooling healing sensation.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

does d'Lara finish disabling the trap this round


Yes it is disabled now.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

As the trap is disabled, Helgash wades forward towards the fey, swinging his weapon - "Now you fight on our terms!" - he roars.

Moving to AB:5 top right.

Bardiche, Cold Iron: 1d20 + 8 ⇒ (13) + 8 = 21
Damage if it hits: 1d10 + 12 ⇒ (3) + 12 = 15


HP: 131/131 || AC: 26 (30 with Mobility)

Greta veers across the battlefield, charging at the fay to their left, with a ferocious shout - "DOWN!"

Moving to AA:7, bottom right.

Greataxe Vital Strike: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Damage if it hits: 2d12 + 7 + 3 + 3 ⇒ (5, 6) + 7 + 3 + 3 = 24


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Duardlara gathers up tools and resets her dagger in its wrist-sheath and watches, unable to shake the feeling that the little fey were just slowing the party down. For what, she is unsure.

Perception: 1d20 + 12 ⇒ (1) + 12 = 13


Indeed the gremlins were little more than a nuisance as Greta and Helgash cut the last one down. They paid the price for trying to trap the adventurers who were more than capable of handling them. However Jetro seems to be burning up over the next 24 seconds as both spells take their toll on him.

Round 3 damage 4d4 ⇒ (4, 4, 3, 2) = 13
Round 4 damage 4d4 ⇒ (3, 1, 2, 2) = 8
Round 5 damage 4d4 ⇒ (4, 2, 3, 2) = 11
Round 6 damage 2d4 ⇒ (2, 1) = 3

Helgash is healing it at a rate of 5 a round but he is taking that damage as well.

Duardlara you see nothing else alarming at the moment. The gremlins had a total of 24gp in coins on them.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro buries himself in the snow


Doing what he can to counter the heat welling up inside Jetro wisely finds the nearest pile of snow and jumps in. The cold helps stem some of the heat as he is spared 4d6 ⇒ (1, 2, 4, 5) = 12 damage over the next 4 rounds (1d6 each round)

I show 25 damage after the snow reduction.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja touches Jetro after he cools off a little, healing some of his wounds.

healing hex on Jetro: 2d8 + 6 ⇒ (4, 4) + 6 = 14

Then she does the same for Helgash:

healing hex on Helgash: 2d8 + 6 ⇒ (5, 2) + 6 = 13


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Now I know what a roast chicken feels like.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Ok, let me do some math:

Helgash started at 54hp
I see Jetro taking 4+37-12=29hp of damage

Assuming Life Link kicks in at round 3 (since rounds 1 and 2 only dealt 4 damage) -> 4 rounds of Life Link = -20hp on Helgash = +20hp on Jetro.

This means he would be at -9 when Venja heals him, and thus is now topped off.

Venja's healing hex on Helgash heals for 13+2+2 (due to Fey Foundling) = 17hp, which means he is at -3 = 51hp

According to my math, Jetro should be at max hp, and Helgash at 51hp.

"Thank you friend Venja - your powers are clearly growing" - the paladin smiles at his companion, then turning to Jetro - "Are you well brother?"

Once he is sure Jetro is safe, he looks forward - "I believe we can continue"


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

A little red, but fine. Let us get back to where that swirly thing was.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Duardlara nods and sneaks ahead.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Stealth: 1d20 + 13 ⇒ (6) + 13 = 19


Moving you just outside the clearing where the swirly portal was located...

Coming back the clearing you are relieved to see that the reality siphon has been ended giving access to the Hut. The forest seems quiet as if holding its breath waiting for you to pass the point of the reality siphon and enter the Hut's clearing.

Any actions before you enter the clearing proper?


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro gets out some +1 arrows, ready for whatever lies ahead.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash summons on his divine powers to bolster his companions before they move onwards, and also places a protective spell on Greta.

Bless on the group + Protection From Evil on Greta (I think she has the worse AC of us all?)


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Duardlara squats down on her heels and studies the clearing for a long time before approaching the hut, which she does in a very roundabout fashion, circling to the left.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23


Duardlara, you are able to make out 3 shapes in the shadows of the Hut. 2 of them are large and the other is medium. You also can see 2 impaled figures on the fence as well.

Duardlara:

Any spellcasting or moving forward will alert them to your presence. Likewise if anyone behind you starts to cast another spell then they will be alerted as well.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Beck is with sheelah, ready to cast of needed, but not sure what to use yet...

Scimitar is out


A two-story wooden hut dominates this clearing. The hovel stands on enormous chicken legs that restlessly scratch at the ground, but a gigantic manacle of iron, attached to a huge chain bolted to a spike in the earth shackles the hut in place. An osseous fence surrounds the structure and 2 corpses are impaled upon the sharpened bone pickets. a few raven hop and flutter of the bodies picking at the choicest bits of flesh.

know nature DC 15:

These are the remains of the other 2 riders of Baba Yaga.

Standing in front of the fence are 2 large ice creatures and a woman's whose likeness you have seen before in statues back at the ice fortress, The White Witch Nazhena Vasilliovna. She turns to you as you enter past the portal, I suppose I should thank you for ridding me of
this fey incursion that has trapped me behind the reality siphon,
she says coldly, but we both know what you've cost me already, the life of my beloved Radosek Pavril.

init:

Beck 1d20 + 2 ⇒ (18) + 2 = 20 +1/2 level in cold
Helgash 1d20 + 2 ⇒ (7) + 2 = 9
Jetro 1d20 + 6 ⇒ (10) + 6 = 16
Duardlara 1d20 + 8 ⇒ (14) + 8 = 22
Venja 1d20 + 5 ⇒ (9) + 5 = 14

1d20 + 2 ⇒ (15) + 2 = 17
1d20 - 1 ⇒ (15) - 1 = 14

Good guys up with bless active on everyone.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

HP 57/57
AC 18
Spells in effect:+2 Saves vs. Cold +5 Survival, -2 perception to hear when hatflaps pulled down.,Bless(+1 Hit/save vs. fear)
Well best you go see him them. Jetro starts doing what he does best

Attack,PS,Bless,Rapid Shot,+1 arrow: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 7 ⇒ (7) + 7 = 14
Attack,PS,Bless,Rapid Shot,+1 arrow: 1d20 + 10 ⇒ (13) + 10 = 231d8 + 7 ⇒ (6) + 7 = 13
Attack,PS,Bless,Rapid Shot,+1 arrow: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 7 ⇒ (1) + 7 = 8

Attack break down. 2 +8 attacks from rapid shot and one +3 as normal second attack from level. +1 from +1 arrow and +1 from bless. If I got this, wrong, just lemme know.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

"I'm running a little low on spells, dammit" she whispers... but I can still enlarge someone if they want to be... anyone wanna be big to do more damage, say so quick because the spell is a slow one to cast."


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Giant kitty?


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

spell is enlarge PERSON... won't work on the kitty, aasimars or tieflings either, sigh, kinda wasted spell in this group, I need to stop memorizing it.. won't help Jetro's bow damage and 'Lara probably doesn't want to be big and more noticable. lol... oh well...


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Lets start this party with a Flaming Sphere DC 17 on the right ice monster and sheelah moves up and attacks. (speed 50)
flame: 3d6 ⇒ (6, 6, 2) = 14

Sheelah
bite: 1d20 + 5d1d20 + 6 - 1 ⇒ (13) + (14, 15, 15, 16, 1) + 6 - 1 = 79
for 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

eck moves 20 ft up too


Sorry beck i am not letting you gave a 5d20 modifier to your attack roll, lol

Also at jury duty so limited posting for maybe 2 weeks.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

woops... bite with 1d20+5 = (13) + 5 = 18 to hit


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Variel, did I get a chance to cast Protection from Evil on Greta?

Helgash moves forward without hesitation, the cold iron weapon poised to attack one of the gigantic creatures flanking Nazhena - "You are a fool to think this is a time for jests of any sort, when your plan is to destroy everything we hold dear!" - he roars - "Neither we, I, or the Goddess will ever allow it!"

Charging towards R:14, bottom left. Attacking the one on R:15 - I assume it may have reach, and throw an AoO at me...

As the Paladin moves, the polearm well placed to the side, tries for a hard swing at the creature - "Friends, make sure Nazhena is not able to react!" - he shouts - "Venja, what are we fighting?!"

Guys, Beck come on! Focus the woman - leave the big ones for me, Greta, and Sheelah for the time being.

Cold Iron Bardiche, charge: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Damage if it hits: 1d10 + 12 ⇒ (7) + 12 = 19


HP: 131/131 || AC: 26 (30 with Mobility)

Greta howls - a chilling, infinitely long, disturbing sound.

Then follows immediately after the Paladin with a growl, focusing on the same target, but looking at the woman - "Take them ALL down!"

Hoping AoO is spent :P Charging to S:14, top right, attacking R:15.

Greataxe, charge: 1d20 + 13 ⇒ (16) + 13 = 29
Damage if it hits: 1d12 + 7 + 3 + 3 ⇒ (7) + 7 + 3 + 3 = 20

I don't think I can use Vital Strike on a charge, can I? If yes, then add 1d12 ⇒ 10 points of damage.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Just to make clear, Jetro was attacking the witch


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

do I know what they are? what is the roll to recognize them?

know arcane: 1d20 + 12 ⇒ (7) + 12 = 19 +1 for vs ice/cold
know planes: 1d20 + 11 ⇒ (1) + 11 = 12
know local: 1d20 + 5 ⇒ (20) + 5 = 25

Venja moves up behind 'Lara and casts Ray of Enfeeblement (IF it can affect them, depending on knowledge roll) on the creature not yet being attacked)

to hit ranged touch: 1d20 + 2 ⇒ (10) + 2 = 12
str penalty if hits: 1d6 + 3 ⇒ (4) + 3 = 7


Venja:
The 2 creatures flanking the winter witch Nazhena are ice golems. Constructs designed to obey their master. What 2 things do you want to know about them?

Update once I get home, sorry for delay.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

how about immunities and dr?


Venja:

DR 5/adamantine; Immune construct traits, cold, magic

Immunity to Magic (Ex) An ice golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals electricity damage slows an ice golem (as the slow spell) for 2d6 rounds, with no saving throw.
• A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An ice golem gets no saving throw against cold effects.

Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

OK, so Helgash and Greta are attacking the creature on the left, Beck and Sheelah are attacking the one on the right, and Jetro has fired at the witch in the middle. Not sure where Venja sent her attack, but both ice monsters are in melee and she might want to change her plan, anyway.

Debating my best move. They are all standing with their backs to the fence of bone or its gate?


They are against the fence but there is a gate there that could be opened if you could get past them. That would put you in the territory of the Hut proper though.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

No, I was wanting to verify whether I could tumble in behind one of them and get a flank. Obviously not.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja quickly advises the others that "the ice golems, for such they are, are immune to cold and spells that allow spell resistance except for fire spells, and have some small damage resistance to all but adamantine weapons. DOn't use cold against them, it heals them, but electricity slows them. Plus they have all the resistances and immunities of most constructs."

I should have asked about special attacks, but I ran out of questions - anyone else with know arcana ? should roll too to see if you can learn anything else - I'm assuming it was the know arcana roll that made it since they're golems.

and never mind the roe, it has sr... she'll do something else...


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja pulls out her crossbow and fires at the woman.

ranged to hit: 1d20 + 3 ⇒ (11) + 3 = 14
dmg if hits: 1d8 ⇒ 6

guessing that misses, lol


Jetro fires 3 shots at the winter witch but even with her flat footed only the second arrow hits its mark. Venja tries her luck at well from range but can't find the sweet spot as the bolt bounces off the woman's defenses.

Sheelah moves up and sinks her teeth into the ice but all she gets for her trouble is a sharp pain in her mouth as the intense cold freezes her tongue for 1d6 ⇒ 5 cold damage. The hard ice just slides the fangs away as nothing penetrates far enough to injure it. Beck however tries for some heat to melt the ice, reflex 1d20 + 1 ⇒ (9) + 1 = 10, with a loud hiss a substantial portion of the ice golem starts to melt. (50% more damage to fire)

Helgash and Greta race forward and have to move around the trees to get in a decent shot. Both are able to land solid blows on the golem to whittle it away.

Duardlara contemplates her move as the ice golems begin to act.

Bad guys round 1
The golem to the right steps aside of the ball of ice meltiness as it unleashes a blast of cold covering Greta, Helgash, Sheelah and the other golem for 3d6 ⇒ (5, 2, 6) = 13 reflex 13 for half. the other golem follow up as well with another blast hitting the same 3 and the opposite golem for 3d6 ⇒ (3, 2, 2) = 7 reflex 13 for half.

Nahzena rises up in the air (15ft) as she looks to target the area behind the melee fighters with a wall of ice separating the party in 2. The wall extends 20 in the air and is 8 inches thick. Each 5ft section of wall has hardness 0 and 24 hp. Once that section is broken creatures may pass through the gap but take d6+8 cold damage (no save). Str check to burst through a 5ft section is 23.

map update, good guys up


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

"Jetro, I can fly you over the wall if you wish" Venja says quickly, and if Jetro agrees, she extends her hair and lifts him up, flying up high enough to see over the wall and take no damage from its cold. moving to U16, 30' in the air for a move this round... Jetro's arms are free if he wants to fire from there.


Using your hair hex Venja I take it. Nice use of it.

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