GM Cellion's Dawn of Flame AP

Game Master Cellion

Handouts
Maps
Loot Log

INITs:
[dice=Marisol init]d20+9[/dice]
[dice=Flint init]d20+1[/dice]
[dice=Sammad init]d20+3[/dice]
[dice=Ordyt init]d20+6[/dice]
[dice=Belmarniss init]d20+2[/dice]
---
[dice=Enemy]d20+8[/dice]

Current Date: Pharast 21, 321 AG


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Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Apologies everyone, I've been having a really difficult month with my health. I'm trying to get back into things, hoping to get some proper posts up later today after work.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

GM, the voice we can hear speaking--does it sound muffled, like the speaker is inside one of the those side rooms? From our current position it seems like we should have decent visibility into that largest room.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

You can't see the source of the voice from your angle, but it doesn't sound particularly muffled. (You'll find the doors to those little rooms are open if you venture that way)


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

my copy of Starfinder Enhanced has shipped! woohoo!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Nice! I'll be waiting on my hands for it to drop on AoN.

Really looking forward to what they do for envoy.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Hoping Paizo frees them from the loop of GET 'EM AD INFINITUM, yeah. Hoping for maybe some abilities like taunting enemies, a temporary boost to an ally's speed/saves, that sort of thing.


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Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

That'd be swell, ngl. As much as I love being y'all's hype man


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Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

FWIW, Flint used Glow of Life and healed 30 points…Still down 115 though.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

I just got my copy of Starfinder Enhanced and I absolutely LOVE it!

I'm just mad it comes now, when we're so late in the campaign, otherwise I'd have remastered Belmarniss with the Enhanced Technomancer options and the Armored Visionary archetype.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

We can definitely talk about an update to the enhanced technomancer between this book and the next, if you'd like. I don't have the book yet though.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Hey Cellion, are we in an enclosed room currently? On the map there's the big white ring with a Medium-sized door and I'm wondering if it's apparent to us that the dragon can just go over or through or what the situation there is.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

The big white ring is a transparent dome, and the doors are large sized, so the dragon can squeeze through if it wants to enter.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Good to know, thank you!

Exo-Guardians

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Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Been looking forward to this fight! >:)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Believe it or not, this is Nysteryx already weakened after the fights with the Chariots


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

¯\_(ツ)_/¯

Exo-Guardians

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Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

If anyone wants somethin' to watch/listen to, the folks over at Narrative Declaration are playing Junker's Delight, GMed by Starfinder's Acting Creative Director Thurston Hillman himself!


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Not sure if Sammad’s Inspiring Boost can help Ordyt at this point, but it would be a great buffer if he can get at least 1 hp back some way.

Not sure what Mari can do, other than maybe get over to Ordyt and hit him with a serum if Bel has it out and ready to go.

If they can work together to get Ordyt back up, perhaps he can heal himself as well…


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Sadly, inspiring boost will only boost SP, but it will help to give a bit more buffer once Ordyt gets back on his feet next round. Mari is blinded, so I'm not sure if she can find him while he's unconscious. I'm leaning toward doubling Mari up for that reason, rather than botting her.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Dumb question, does Improved Get 'Em! apply to spell attacks too? Or just actual weapon attacks?

Because I'm gonna try and get rid of her new haste. <_<


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Yep, get em's bonus applies to all attack rolls, whether those are with weapons or spells.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Should I attempt to continue DPSing or try to heal one of you? Otherwise I'm worried at least one of you won't make it...


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

In general, keeping people functional means more actions for the good guys, which in general is goodness, but it has to be balanced against other actions that might be useful. Healing Ordyt means he might be able to heal Flint (if he can be reached), but Mari might be able to help too...


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Question--At 15' up, is Flint within reach for Ordyt to heal? Also, would the line of dragonfire have passed beneath him?

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

I'm continually frustrated with how crappy my rolls are.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Captain Flint Conners wrote:
Question--At 15' up, is Flint within reach for Ordyt to heal? Also, would the line of dragonfire have passed beneath him?

I forgot to update the tracker, but since you can't take the free/swift action to hover while unconscious, you drifted down to the ground. Makes you much easier to heal, but it did line you up with everyone else.


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Flint took last round’s action. Waiting on this round in case Mari provokes AOO—may change Flint’s approach.


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:
Captain Flint Conners wrote:
Flint took last round’s action. Waiting on this round in case Mari provokes AOO—may change Flint’s approach.

I’ll make a conditional post to keep things moving.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

RESISTANT TO ELECTRICITY?! Holy f!ck is she just resistant to everything in my toolkit?!


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Vulnerable to cold, but Flint just can’t seem to land a hit before being knocked out.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

My elemental gimmick isn't strong enough to alter my highest level junksword, and I don't think we're high enough level for the upgraded ones.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Yeah the debuff to haste doesn't hurt dragons too much, yikes! That full attack plus a move is savage. If someone can heal/stabilize Ordyt he's got 1RP left, so one more round until it puts him down for good but maybe we can squeeze out enough damage to pull through.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Captain Flint Conners wrote:
Vulnerable to cold, but Flint just can’t seem to land a hit before being knocked out.

I may not have been descriptive enough earlier, but she's both resistant and vulnerable to cold.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.
Ordyt wrote:
Yeah the debuff to haste doesn't hurt dragons too much, yikes! That full attack plus a move is savage. If someone can heal/stabilize Ordyt he's got 1RP left, so one more round until it puts him down for good but maybe we can squeeze out enough damage to pull through.

If I hadn't blown my actions being selfish by recasting my mirror image, I'd have gotten out a serum like I'd originally intended to do. I'm sorry. :(

GM Cellion wrote:
Captain Flint Conners wrote:
Vulnerable to cold, but Flint just can’t seem to land a hit before being knocked out.
I may not have been descriptive enough earlier, but she's both resistant and vulnerable to cold.

WHAT KIND OF SENSE DOES THAT MAKE?! :P


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Hm. I more or less can't hurt it, since while I have the confusion effect disabling my exocortex, I am not proficient with longarms and can't use combat tracking.

Quote:
WHAT KIND OF SENSE DOES THAT MAKE?! :P

Well, if you're vulnerable to an energy type, it makes sense to cast resist energy on yourself.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Yeah, resist XX then take 150% of whatever's left. Easy situation to get with spells but I've actually seen it as part of the statblock with some outsiders in PF1e


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Flint will spend his last 2 rp to stabilize...then he is out of the fight.

Unless someone can get to him this round...then he can try and do something useful.


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Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Ordyt wrote:
Yeah, resist XX then take 150% of whatever's left. Easy situation to get with spells but I've actually seen it as part of the statblock with some outsiders in PF1e

I think it's the other way around. You apply the vulnerability and then the resistance.


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NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Alright team, I watched enough Saturday morning cartoons growing up to know that it's time--we need to Voltron together into our giant power-up form to win this fight!


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Okay, watching Flint's crit a) not get its critical effect and b) be immediately erased and then some is really disheartening.

Not really sure what we can do to turn this around, she's probably rocking another 100hp or so, can Move Action heal for 10d8, has utterly brutal full attacks that moving doesn't deny her, likely has some degree of DR/magic that we're mostly failing to bypass, and can go invisible on a whim. Ordyt's going to try to move into cover and dispel but I'm open to suggestions if anyone has an idea.


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

At 1 hp, Flint is planning to take cover and shoot again unless someone uses the dragon’s reaction so he can zoom in and swing his Solar blade.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Dumb question: My junksword has reach, would it be able to connect with the dragon in the air, or do I have to keep using the Soul Projector until she lands again?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

I keep the dragon's elevation over the ground in her stat line, so you can work that out. 10 feet elevation means the bottom of the dragon is 10 feet above the ground.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

It's a double move for Ordyt to reach Flint, I've counted out multiple routes and I'm just too far away. I'm pretty sure I have the range to get closer and then cast Stabilize, but LOS/LOE is very iffy with Flint behind those computer banks.

There's also the matter of Resolve Points--does Flint have any left? We're in a very rough spot here, if/when Ordyt goes down again he'll probably die. I really don't want to write off Flint, but if I spend my turn stabilizing (assuming I can get LOE in the first place) Flint and he's not able to return to the battle I'm not at all sure she won't just kill me on her turn. But if we don't get him healed or stabilized this turn, Flint dies.

It's an easier question for Bel, I can 100% stabilize her and then she can spend RP to get back up again, but we're really struggling to hurt it and I'm not sure what to do. I'm open to suggestions if anyone has a better idea.


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Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Flint is out of resolve points, so he is out of the battle either way. I was hoping cover and fire resist would keep him up, but that breath weapon is just too much damage!


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

I can't get to Flint either, unfortunately. :(

What round are we on? Is my confusion still ticking down?

Exo-Guardians

1 person marked this as a favorite.
Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Go get Flint, I've still got plenty of resolve points. I don't want any of us to die!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Marisol Welkin wrote:

I can't get to Flint either, unfortunately. :(

What round are we on? Is my confusion still ticking down?

Good reminder! It was 12 rounds of confusion so I thought it would just be the whole encounter. There are two more rounds of confusion remaining, including the current round.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Okay, thanks! Once it wears off, my exocortex reactivates and I can become combat effective again, lol.

One last question: if I move to stabilize Bel, can she instead potentially spend her RP to get back in the fight? It's a slight retcon.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Yep, that's absolutely OK. You're ahead of her in initiative.

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