Anevia Tirablade

Alice Kildare's page

600 posts. Alias of Sapiens.


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Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I know the feeling. Take your time, I'll be here too.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Poke to Corynne :)


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

12 points of damage places me at 0 HP. Staggered and dazed.

Alice falls to one knee, several bones breaking, her mind overwhelmed by the visions and the pain. The violent death that she had excaped by an inch in Yerasol appears closer and closer.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Poke to Az and Corynne.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Still dazed, still no action.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

That would be sort of cool actually. Still, our gold rings prevent teleportation, so unless my feet were cut off there's absolutely no way and I'm not giving anybody ideas.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

As the spirits emerge from the golem, a wave of memories flashes in front of Alice's eyes. All those who died in front of her during the war appear in her mind's eye, their faces as clear as day, and she lets out a short, anguished yelp.

Dazed: no action.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5
Ellena Tabbit wrote:
On the train ride back from the holidays I picked up Three Parts Dead, by Max Gladstone. It's been an excellent read so far, and strikes me as very Zeitgeist-ey. I highly recommend it.

Thanks for the recommendation, it's been a great read!


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Ouch!

Acrobatics(avoid AoO from the golem)a: 1d20 + 13 ⇒ (17) + 13 = 30
Acrobatics(avoid AoO from the technician): 1d20 + 13 ⇒ (6) + 13 = 19
The golem and the technician must make a Will save, DC 14 or be nauseated for 1 round due to my Dizzying Tumble talent.
A rib cracks from the overwhelming hit, and Alice feels blood in her mouth as air escapes her lungs. Before drawing breath again, she feints and covers her steps with her blade, slipping past the lumbering monstrosity. She steps on the teleportation circle, trusting her gold toe ring to keep her grounded and prevent the technicians from slipping through, and as soon as she reaches the construct's flank, she pushes Kindness' tip against it.
"Miselle! How do you kill a thing like this?"

Attack: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Damage: 1d6 + 5 ⇒ (2) + 5 = 7 And if Ellena gives me a flank it's an additional 1d6 ⇒ 4
Fighting defensively for a total AC of 22/22/18


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice sprints forward at the speed of thought, legs devouring the ground and steel in her hand. "RHC! Surrender or die!"

Run action for 30 squares of movement. I may make a minor adjustment on the map once I see where the enemies are. Also, I don't lose my Dex bonus to AC.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Maybe we could chance it, it's not like you're swinging fireballs. Especially since Miselle's railgun doesn't use gunpowder.
Also, it would be profitable to get a captive, or at least a cooperative corpse.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I think I'll run straight to them and attract their attention at bladepoint, at least slow down their paper-burning. I have some telekinesis too, if needed.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"No tricks, but I still have my light." Alice picks up the ioun torch and holds it in her left hand.
"It'll make us a nice target, though."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Explosives. And this place should be guarded. I have the feeling the carrier of the keys is currently in a pool of his own blood. Do you have bolt cutters?"

Spending a spell point to activate Foreshadow.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Aye, it shouldn't hurt at least."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice coughs and wheezes as the smell enters her lungs, her smoke ha it shielding her from the brunt of the impact. "It's everywhere, I can't pinpoint its origin. Spooky, can you do your thing?"


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice puts a hand in the hilt of Kindness and closes her eyes, reaching for the battle-trance that enhances her senses. In the moment before her scent become as sharp as a hound's, she faintly hopes that the stench will not overpower her.

Spending a spell point to gain scent, then tracking by smell.
Survival(follow tracks): 1d20 ⇒ 11


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Happy everything!
Alice grimaces as the feeling assaults her, Cauldron Hill too close in her memory for comfort. "Any ideas what could make this? The Bleak Gate's influence, maybe?"
I can try to track by smell, but it may overpower me...


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Burnt engine grease?" asks Alice, adjusting her twin rapiers in the new scabbards. "Any idea of what that could mean?"


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Ready!


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Emerging for availability, commonplace for cost, at least in Risur.

Player's Guide, page 16 wrote:

Acquiring and paying for firearms uses the “commonplace” rules presented in the Pathfinder Role-Playing Game Ultimate Combat rulebook.

PCs must spend the appropriate gold listed for ammunition, though it is assumed this ammunition consists of firedust and a specially constructed cartridge rather than the black powder/alchemical cartridge listed.
Note that, despite the presence of commonplace firearms, PCs cannot purchase advanced firearms at any point in the campaign unless advanced firearms are specifically mentioned in an adventure or in a subsequent Zeitgeist release.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Oh, I forgot, I'm also buying a swordbreaker dagger.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

After much agonizing over shopping, I've decided to sell my potions of vanish and magic weapon and go for:

- a steel +1 rapier, which I will call Kindness (2320 gp)
- a light crossbow, with 20 standard bolts, 20 incendiary ones and 20 barbed ones (49 gp)
- two CLW potions, CL 1 (100 gp)
- a lighter, spark-casting if possible, mechanical otherwise (I'm guessing 10-20 gp?)

By my calculations, this would leave me with 293 gp and some change for eventualities, minus the price of the lighter.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"We'll have to keep sharp eyes and sharp blades, then."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Yay money!

A pair of Shackles of Compliance for 656 gp each could be thematically very nice, although I don't know how often we'd actually get to use them.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Back in the RHC Headquarters, Alice opens her notebook as she adresses ACI Delft. "We have quite a lengthy report on the Hume case, sir, including a couple of deals, a kidnapping and an opponent with vast resources."
Several minutes later, she concludes by reporting what they learned from skimming the documents. "It's our opinion, sir, that Quital is behind these irregularities, and LeBrix is looking into them, which led, luckily for us and unfortunately to Nilasa, to the whole affair. What Danor thinks of the matter is another thing entirely. In any case, the murder proper has been looked into: the actual killer is -Corynne, correct me if I'm wrong- dead, while the one who gave the order, Quital, is still running around. We thought it reasonable to report before doing anything that could lead to an international incident."

We should also try to work out something with Gale. Quital didn't have any recognizable accent, did he?


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Yes, and I think- damn it, this may tip our hand to Danor, but I think we should at least warn LeBrix about Quital. He may be in danger."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice stretches. "LeBrix could be on our side. He claimed that the Shadowman was trying to stop him from investigating these factories, before Nilasa interrupted them. This would suggest that Quital is acting against both Risur and Danor, rather than it being a cover-up. But I wonder about the government."
She looks at Miselle, not with suspicion but rather wondering if she could know more.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Face on the table, Alice waits for her head to stop spinning. "Maybe the thing is getting big enough that we should involve Delft." she grumbles. "We have proof of Danoran cover-ups, we can get professional analysts involved. That is, unless they choose to sweep it all under the rug... ugh."

By the way, I'd also like to see if the name of Quital himself comes up somewhere. Knowledge(local): 1d20 + 4 ⇒ (18) + 4 = 22


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Rich Danorans. This day just keeps getting better. At least they're not obsessed with etiquette.
"Sounds like our best option, then. Let's go."


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Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

There's no save on that fear touch? Awesome.

By the way, since you have the Wild Magic drawback, you may be interested in the Spheres Wild Magic system, having effects customized to the sphere you are currently using.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice bites her lip, pondering Corynne and Ellena's words. "I don't want to hide things from Delft, but if Saxby and politics get in the way... Does anyone know of a safe place where we can spend some time reading?"

Sounds like a good time for a contact.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice flashes a smile. "These documents caused harm and danger to Risuri citizens. Which means they are clearly dangerous enough to cause even more trouble for us. Let's give 'em a look in out office."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice does her best to fasten her rapier to her belt. "Seconded. We need to report on several things as well as sift through these documents. Maybe read them before reporting, so that we have more time before giving them to LeBrix."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I'm sorry, I wrote the wrong talent, I intended to get Dizzying Tumble instead of Fast Feint.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

@Corynne: Wraith looks amazing, and there's an archetype that can be amazing when someone dies. Otherwise Soul Weaver sounds perfectly appropriate, with the Ghost Sovereign archetype being focused on spirits, including three conjured ancestors.
The Necromancer's Handbook is still in beta but it has some interesting options, if allowed.
EDIT: Ninja'ed!

Since it seems that Private Messages are not working properly, I'll write here a couple of requests for re-training and the abilities I gain.

Variations:
I'd like to change my Strenuous Magic drawback for Mental Focus, as Strenuous Magic would make it impossible for me in the future to get one Mageknight ability that I'd like to take in a few levels, and I didn't realize it at first.
And I'd like to use my last two Conscript specialization points to grab Sneak Attack, starting from Conscript level 3.
Also, I have to ask how my saves progress since I'm multiclassing: using fractional bonuses? Tracking separately the high and low progressions, then adding?
Changelog:
+1 Conscript level
+8 HP (6 Conscript, +1 Con, +1 FCB)
+1 BAB
+1 Ref saves (could also be a +1 to Will if using fractional bonuses)
+1 to Intimidate, Sense Motive, Perception, Stealth, Survival from ranks
+1 to Acrobatics, Bluff, Diplomacy from Spheres
+1 to Perform(dance), Profession(soldier) from Background Skills
+1 Combat Talent (Fast Feint)
Martial Flexibility (4/day as a move action, lasts 1 minute)
+1 AC from Unarmored Training
+1 feat (Counterweight)


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Escape Artist: 1d20 + 4 ⇒ (19) + 4 = 23

Cold iron flashes in Alice's hand as she brings one of her hidden daggers against the leather scabbard. Cutting the belt, she draws the rapier and springs forward, leaving the sheath stuck between the rocks.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Thank you! Anyway, since I know I can be prone to spotlight-hogging, please call me out on it if it gets annoying.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Sorry, Az, I didn't want to steal anyone's thunder!


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I think being in the same location means we still have to clear the challenge XD
Escape Artist (untrained): 1d20 + 4 ⇒ (6) + 4 = 10

"We have a name, at least. We'll ask around as soon as we are safe."
Alice starts crawling through the rubble, squeezing through an opening in the ruined walls, snarling as her rapier gets stuck between two rocks.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

With a curse, Alice notices that Corynne has fallen behind. "Go!" she yells at the others. "I'll get her! You run!"
Sprinting back towards the spirit medium, she tosses a tanglefoot bag at the closest carriage, her aim off-balance because of the unsteady footing. "With me, Spooky!"

Attack, splash weapon: 1d20 + 7 ⇒ (3) + 7 = 10
If possible, I'll use Display of Heroism to give us both a +2 to AC for a turn.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Is there any likely way I could go back to help Corynne?


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I had equal chances, so I went for the option that seemed most popular, as well as the guaranteed success.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Playing it safe and expending martial focus to take 13 on that save for a total of 17.

"Pass me the documents and keep the doctor safe!"
The fencing and running training keeps Alice going at a runner's pace as she takes off towards town, unwilling to be targeted again by her own caltrops.

I move at five times my speed and keep my Dex bonus to AC while running.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

If it really is combat clowns, we should run. That can't end well. And I wonder if at this point Gale can reach us in time.

Let's try to run and fight at the same time, we may lose the carriages with some creative techniques like setting them on fire and shooting the wheels. And I have the Athletics(run) package, so I can stay behind and help you get out safely.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

That's why I asked: if they are merely twice our number, and quickly dispatched by our ranged combatants, I think it's a fight that can be won by careful tactics and positioning. If they are thirty, better to retreat.
And I overcame the temptation to charge Quital, that already took a lot of restraint XD.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I guess I always hear "target-rich environment" and Conservation of Ninjutsu. We were outnumbered in Axis Island too. I'm more worried about Leone being so confident and effortlessly telekinetic.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18
Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29 Should be enough for a 5 feet jump.

Dodging some of the nails, Alice arches her back and tenses her legs, jumping and cartwheeling out of the threatened area. As she dashes to her companions, she grabs a tanglefoot bag from her belt, quickly assessing the situation.

Heavily outnumbered like twelve to five or worse? Because I don't dislike those odds.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Sling Attack, possibly flat-footed, possibly touch: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 2d4 ⇒ (4, 4) = 8 And if flat-footed an extra1d6 ⇒ 4
Damage to adjacents: 1d4 ⇒ 2
The rules are a bit fuzzy on whether a caltrop bead hits touch AC when shot from a sling, so I need ruling. Regardless, a 10 feet square centered on the target is covered in caltrops.

A round iron sphere shoots from Alice's position, exploding against the first of the assassins. "Hi there, Quital! Guess who has the documents!"
Well, not me. But hopefully he'll think so.
Bluff: 1d20 + 5 ⇒ (10) + 5 = 15


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

So, who runs with the doctor while we others run interference?

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