Isabella

Amamer's page

94 posts. Alias of Sai Ling.


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AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

"Yes, it only reaches about this far," she says, pointing out a fifteen foot cone. "I can only do it a few times, so I'd plan on using it when they're grouped together. As for honor, I've nothing against it, if we faced an honorable foe, but these kims sent two armed men into the bilges to murder me, when I've done nothing to cause them any offense."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Seems to me like nothing much has happened since we got 2nd level.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

shhhh ... we're sleeping


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

"Amamer means beloved of the sea," Amamer says softly to Allie. "Amy is the name we give to a fungus that grows on men's parts after they lay with unclean women. It is not a pleasant thing to be called."

"As for Plugg's allies, I should be able to help. You recall the reefclaws? If we can get several of our enemies in a close group...."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Is Amy absolutely necessary?


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Working together against a mutual danger can be a powerful bond.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Dropped out of the sky by a seagull when the reduce person overcharge wore off!


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

profession sailor: 1d20 + 7 ⇒ (2) + 7 = 9

Amamer shakes her head.

"To be honest, I don't know exactly where we are. The Fever Sea is a big pond, so I can't say how long it'll take us to get anywhere. A day? A week?" she sighs, disappointed that she couldn't say more.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

"Bloodcove is near the Slithering Coast," Amamer says she grew up along the coast, so I assume she'd know at least this much. "It's the only town of any size until you reach Sargava. The whole town is built like one of our hunting camps, on the roots of mangrove trees.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

No objection here, I don't know if we've anyone else active.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

con: 1d20 + 1 ⇒ (18) + 1 = 19

Amamer works beside Allie, picking up the tune easily enough, if not the words, and humming along.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

con: 1d20 + 1 ⇒ (15) + 1 = 16

"This would be ... Scourge's idea ... of a joke ... don't you think?" Amamer says as she swabs the deck.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

"At least we'd better make sure we keep an eye out," Amamer says softly. "And we'd better stick together when we can."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

strength: 1d20 - 2 ⇒ (5) - 2 = 3
constitution: 1d20 ⇒ 18

"It's just a crap job," Amamer says.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

I'm good with the loot split as presented, but I think we should kill Allende and take his stuff rather than just have him "poof"

We'll miss you though.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Maheem
diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17
Badger
diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Conchobar
diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18

Amamer dances for roughly 24 hours, only stopping to chat with the crew, and trying to sway those who are sitting on the fence that Plugg and Scourge are NOT their friends.

"They think to rule by the whip, but we didn't become pirates to be slaves," she whispers. "We can plunder the seas, share in the spoils, and live the life Besmara promises, if we stand together."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

"Somebody loves you. Somebody will pay your ransom," Amamer says to the officer. "There's no profit for us in killing you."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer takes the opportunity to reload her crossbow.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Thought I had room. Sorry about that, Allie.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer takes a step back from the sailor who wounded her.

"If you'd just surrender, we wouldn't have to do this!" she complains, and then blasts him.

Color Spray again. DC 15. Best I can tell, I'll hit the two sailors but not the officer or Allie.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer holds up two fingers.

"Secure the wheel and the boats," she said. "Now I guess we just hold the fort until the rest finish mopping up."

"Don't worry about the hair," she says to Allie. "It'll go back to normal like that." She snaps her finger and dismisses the spell. "I wonder if my good friend Fipps would enjoy that game?"


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

If they have 2 hit dice, then they're unconscious for 2d4 rounds. They're also blind and stunned, but unconscious sort of voids that. Then when they wake up, they're blind and stunned for another 1d4 rounds. Then they're stunned for a round.

Amamer whoops and casts Prestidigitation to create a turn Allie's hair blue. (DC 14 to resist) Then she gets to work tying them up.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer runs up, and unleashes more of her arcane power at the three sailors.

Color Spray: DC 15


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer jumps to her feet, favoring her bruised bottom and calls on the spirits of the waters.

Frost Ray SLA against one of the ones not engaged in melee

Touch Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

My apologies, I thought we had killed everyone

reflex: 1d20 + 2 ⇒ (1) + 2 = 3

"OUCH!"


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Seeing that the last pirate is surrounded and not likely to last long, Amamer calls on her distant genie ancestor to help her help Allende, a few flakes of snow falling from her fingers in the tropical heat.

Readying Frost Ray SLA to shoot any sharks that may appear to be interested in Allende

[spoiler=Readied attack]
Ranged Touch: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

attack: 1d20 + 2 ⇒ (4) + 2 = 6
acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13

Amamer fires her crossbow at the sailor non engaged in melee, and runs to the rail and hops across onto the other ship.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Aiming at sailors on the ballista, don't want them shooting back. Sorry for missing the crit roll, but I'll take yours :) (I thought I missed from the miss chance)

Amamer will probably acrobat over, but not this round.

Round Five

"Got one!" Amamer whoops as she sees her second crossbow bolt strike home.

She stays hidden behind the mast as she reloads the crossbow.

17 bolts in the quiver, one in the "chamber"


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Round 2 (of 4) standard action Fire Heavy Crossbow, step behind mast for cover.
attack: 1d20 + 3 ⇒ (12) + 3 = 15
miss chance: 1d100 ⇒ 59
damage: 1d10 ⇒ 5

Round 3 (of 4) reload (full round), 5' step from behind mast.

Round 4 (of 4) standard action Fire Heavy Crossbow, step behind mast for cover.
attack: 1d20 + 3 ⇒ (20) + 3 = 23
miss chance: 1d100 ⇒ 39
damage: 1d10 ⇒ 10


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer crouches low, finding what cover she can, and casts Touch of the Sea on herself.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

At a con this weekend, bot as needed. Amamer will Touch of the Sea herself and then likely use her crossbow and frost ray SLA from the Wormwood until she can cross in relative safety (slow and careful). Color Spray will be at the tip of her tongue if she can hit more than one enemy with it.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer will get a heavy crossbow and bolts, and load it as the ships draw near. When Sandman lays out his battle plan she nods.

"Pity Syl or Fipps isn't with us," she says. "You never know what might happen in all the confusion."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer grins with a fierce delight as the Wormwood bears down on the Rahadoumi. As the two ships close, she can barely contain her excitement. After all the misery and ugliness of the past weeks, she is finally going to do what she has dreamed of her whole life.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

It's a fiddly and specific curse, probably drawn from folklore, with not much in-game applicability.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Updated.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

fort: 1d20 + 1 ⇒ (10) + 1 = 11
fatigue: 1d8 ⇒ 2
charisma: 1d4 ⇒ 2
diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

Amamer is in a wonderful mood, and after cleaning off the stench of the bilges with a spell, she takes her share of rum and sits down with Maheem, once again, determined to win him over.

"Scourge had me down in the bilges again today," she said, with a sigh. "Made a big deal of making sure I wasn't armed, as though I was smuggling a weapon in here." She rattles the necklace of shell beads that she wears around her neck.

"Turns out there were a few rats down there with unusually large teeth," She grins, and shows the two daggers that hang on the belt she made of Syl's leggings.

"I know you aren't the kind that likes these underhanded tricks Plugg and Scourge and their arse-lickers keep playing. There's still a few honest pirates on this ship, though," she looks back at where the other PCs and our allies are "and we'd like ... I'd like to have you with us when those others push too far."


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

You're going to let me kill him, right?

1d6 ⇒ 3 ok, 4 it is.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer takes the dagger's sheathes and rigs a belt to hang them from. Then she finishes her work, pausing occasionally to stick her tongue out at Syl and Aretta.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Using the daggers she takes from them to cut their clothes into ropes, she binds their wrists and ankles and gags them, making sure to soak the cloth in the foul bilge water and wring it out before she stuffs it in their mouths.

Profession Sailor to make sure the knots are tight. 1d20 + 6 ⇒ (12) + 6 = 18

When she's sure they're secured, she checks the hatch to see if it's locked.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

CMB?

CMB: 1d20 - 2 ⇒ (4) - 2 = 2
Concentration: 1d20 + 4 ⇒ (17) + 4 = 21

Feeling the other woman's fingers lock around her throat, Amamer kicks wildly and manages to choke out "Kulay tibalsik," again.

Color Spraying that &@#%* right in the teeth.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Teach me to try to reason with a psychopath.

Syl grabs her and Amamer squirms in her grip, trying to thrust the dagger into the other woman's ribs.

1d20 - 2 ⇒ (7) - 2 = 5


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer sees that at least one of her foes has fallen. She steps back to Syl and picks up the dagger she dropped, holding it to her throat.

"Why are you all so afraid of me?" she whispers. "We are shipmates, we should be allies."

diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Amamer yelps as the dagger draws blood, and takes a step away from Syl.

She calls out "Kulay tibalsik," and pushes her hands towards her enemy.

Color Spray DC 15, at both if possible, but definitely at Syl.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

A#33:

Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Reflex: 1d20 + 2 ⇒ (3) + 2 = 5

Apparently, the dice want to kill me.

Amamer gives little thought to their conversation, and is unprepared for Syl's ambush.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Amamer wonders why she is being searched when she is quite plainly not carrying any weapons, especially when she had never been searched before, and she keeps her distance from Syl and Aretta.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

I am trusting and all unsuspicious, GM, and at this point, I believe Amamer's sheet is up to date. To date, she has no gear, except a few exotic shells on a string worth 150gp (or whatever our starting wealth was).

Amamer heads down into the bilges and tries not to be annoyed by Syl and Aretta.

str: 1d20 - 2 ⇒ (19) - 2 = 17
con: 1d20 + 1 ⇒ (16) + 1 = 17

At the end of the day, she climbs up the ladder and casts Prestidigitation on all three of them to remove the stench of the bilge.

"May as well smell nice when you're kissing Plugg's plug," she says with a friendly smile.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

After she gets rid of her food, and drinks her rum, Amamer wanders down to where Maheem sits, and sits beside him.

fort: 1d20 + 1 ⇒ (8) + 1 = 9
fatigue: 1d8 ⇒ 2
Cha: 1d4 ⇒ 1
diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

Oh screw it. The dice don't want him on our side. Unless

She looks up at the stars.

"Fipps put something in the stew. As Sandman to bless it and it should be safe," she murmurs, softly.


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

Tempting....


AC 12 hps 14 fort+1 ref+2 will+4 init+8 perc+7

perception: 1d20 + 6 ⇒ (16) + 6 = 22

Is that exhausted (An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue) or just exhausted?

"Good call," she says. "Sounds like our friend Fipps is trying to kill us."

Amamer pushes her stew aside as well.

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