Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin takes cover in the rubble, flicking his wand again and again at the little creatures. If you have no ranged weapons, take cover and make yourselves harder targets. My wand only does 1d4+1, so this is going to take a while..
Not sure what level of cover AC bonus I can find, but I’ll take anything I can get.
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin has 10’ reach with his glaive and threatens headband and the female caster. Should he have gotten an AoO vs the woman when she cast? If so, here is an AoO.. AoO: 1d20 + 6 ⇒ (18) + 6 = 24
Alarin lays about with his glaive, sweeping left and right. +2 Glaive vs Woman: 1d20 + 6 ⇒ (13) + 6 = 19
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Charging his glaive with arcane power, Alarin moves through the doorway and slashes at headband. ”We’ve had a trying day. I highly suggest you all surrender.” 1 arcane point to enhance glaive to +2
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin steps to the doorway, glaive in hand. Trying to bolster Ito’s approach to diplomacy from a position of strength. ”Explain yourselves first, for I doubt you’ve been given permission to ransack these ruins.” Diplomacy aid: 1d20 - 1 ⇒ (7) - 1 = 6 He may be laying on the subtle threats too heavily...
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin charges in with a blade crackling with energy. Swift action to expend arcane point to enhance longsword, charge attack.
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Knowledge arcana: 1d20 + 9 ⇒ (12) + 9 = 21 ”That’s no tiger, that’s a Leucrotta!” Special attacks or defenses? Alarin leaps from the tree and lands light as a feather in the ground below. Featherfall 1/day Dashing towards the beast, he draws his sword and charges it with electrical energy.
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin reluctantly takes position in one of the machens. With what little he knows of hunting, he wonders if Rudyahm knows much more. Damned fool. Last I knew, cats are very good climbers. When this goes sideways, I’m going down.
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin has worn a constant scowl since the nest of snakes. Though he knows the group needs to impress these noble fools, he is starting to wonder if they are worth the effort. Upon finding the fresh kill and hearing Rudyahm’s instructions to prepare an ambush, he looks around and makes a half-hearted attempt... Survival: 1d20 ⇒ 7 .. abandons the idea and moves to stand over the bloody carcass with his sword drawn. ”If anyone sees it coming, give me a sign.”
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Fort vs Poison: 1d20 + 4 ⇒ (8) + 4 = 12 Alarin flinches from another bite. Resisting the urge to worry about the toxins in his system, he responds with another blast from his wand. Magic Missile - 48 charges remaining: 1d4 + 1 ⇒ (3) + 1 = 4
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin had nothing to offer in regards to the elephant. His experience in taking care of animals was limited to “taking care of animals” with his crossbow. Which he attempts to do again once the hunt is back on. Expend another arcane point to make Crossbow +1
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin considers going to retrieve Rudyahm’s pistols, to prevent him from making things worse, but the other Pathfinders jump into trouble with both feet, so he sees little choice but to bail them out. Grabbing one of his wands, Alarin moves closer, judging the angles before letting loose a fan of flames over the swarm. Wand of burning hands CL3 - Ref DC 11: 3d4 ⇒ (4, 2, 4) = 10 15’ cone template should be able to avoid allies.
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin listens to all the advice given by his companions. It’s all good advice, but it’s missing a key component that he feels he might be able to help with. ”Understanding your prey is important, as is tracking and laying traps, but in the end you need to strike true.” Alarin gives Matsanda a lesson in archery. Crossbow : 1d20 + 4 ⇒ (17) + 4 = 21
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin moves through the jungle with his borrowed crossbow. It’s not his favored weapon, but a magus is trained to enhance just about anything with their magic. 1 arcane point to temporarily make his crossbow +1
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin knows little about exotic spiders, but he is cautious with limited resources, including the resources posed by their patrons on this hunt. Count Matsanda may have arranged passage to the area, but it will be the Baron who lets the Pathfinders explore it. To Matsanda, ”My lord, we should not be hasty. Aside from pain, do you feel anything else? Weakness, or confusion? An antitoxin could help with poisoning, but if the Baron is correct then you would be consuming a resource meant for emergencies. And if you are later bit by a scorpion you will be in real danger. Also, antitoxins may have side effects, so you could make yourself sick without reason. There is dignity in fighting through pain, but little when one’s arse is glued to a chamber pot.” Diplomacy (aiding someone else): 1d20 - 2 ⇒ (14) - 2 = 12
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
A light sheen of sweat beads Alarin’s brow as he walks through the jungle. Luckily a breeze follows him everywhere he goes and helps keep the oppressive heat at bay. Though just barely. He began the journey following the elephant, but a close encounter with a large dropping soon convinced him to lead the giant beast instead. As the expedition heads deeper into the jungle he takes notes and asks the locals about the local flora and fauna. Knowledge Geography: 1d20 + 5 ⇒ (3) + 5 = 8
Halfway through the day he crushes up his maps when he realizes they are way off.
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Satisfied that the elephant is indeed, and elephant, Alarin retire with the other Pathfinders to share gossip. ”It was a rumor that others might be looking for the ruins..” Alarin replies to Ito. ”Have you learned anything specific?”
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin takes a closer look at the elephant Matsanda has arranged, watching it for a while to see if the aged animal might be more trouble than it’s worth. He also asks around to see if there really is no other option. Knowledge Local: 1d20 + 6 ⇒ (3) + 6 = 9
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
”That you survived proves you are still a force to be reckoned with.” Alarin offers a bow to the noble. ”We will happily aid your hunt, and if you would, please tell us of this tiger. It must be a monster of its species.” Are we still attempting diplomacy? Can any other skills be used to gain favor?
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
Alarin leans in slightly on his glaive. ”Are we only to aid Baron Bomande Rudyahm in his hunt, or, assuming we convince the Baron to help us locate them, does our mission include an expedition to the ruins as well? If so, any lore of the ruins or Maharaja Khiben-Sald would be appreciated.” To his fellow Pathfinders, he asks perhaps the most important question. ”Can anyone here track a tiger?” Anyone have survival? Once all questions are answered Alarin retreats to the Society libraries to research a few things. Any knowledge checks available for:
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
..like cats and dogs... A gust of wind rustles the curtains near a slender man. A strange thing seeing that the windows are closed. He leans upon the pole of an ornate glaive. His hair is white, his eyes gray, and faint blue whirls upon his skin. For those familiar with the planetouched these features mark him as a sylph. He watches T’Shar during introductions and is reminded of words he once heard from an old sylph he encountered in Absalom. One would suppose that ifrits would naturally clash with undine, but that is not usually the case. I couldn’t tell you why, but they don’t like us. We stalk while they strut. We observe while they wish to be observed. We are like cats and dogs, forever wary of the other. He listens to the others for a time before slipping into the conversation himself. "Alarin Tempestborn, of Omash." He says, stepping forward and giving a deferential nod to Venture Captain Valsin. ”I have a little experience. Discovered secret tunnels beneath Absalom a couple years back. Later delved a crypt cursed with the living dead in Nirmathas. Recently survived an involuntary commitment in an asylum overrun with madmen, cultists, and creatures from the Dreamlands.”
Sylph Magus 3 | AC 16 F 14 T 12 | HP 23/23 | F +4 R +3 W +3 | Init +4 | Perception +2
"I'll cover you until you're ready!" Alarin says to Muzhaa'f as he moves up next to him. Imbuing his glaive with arcane energy, then casts a color spray at the club-wielder. Color Spray Will save vs DC 15 Alarin threatens 10' with his glaive and has combat reflexes. Feel free to roll my AoO's (+4 to hit 1d10+4 damage) |
