Duelist

Aramil Wellys's page

479 posts. Alias of Phntm888.


RSS

1 to 50 of 479 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

I understand, real life can get in the way sometimes. Best of luck to you!


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil continues playing his inspiring ballad as he weaves a spell into the melody, finishing with a bad pun. "Well, I guess we should apologize for 'barg'-ing in like this, but we 'ghest' couldn't help ourselves."

◆Action 1: Inspire Courage. ◆◆Actions 2&3: Cast a Spell (Hideous Laughter), Will DC 20.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Bon Mot will hopefully soften up the barghest's Will save for Omari's fear spell.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Varook, your save was a nat 20, which I'm pretty sure becomes a critical success with no effect. Also, Stunned 1 would only cost you 1 action on your turn - you still have two other actions.

Aramil moves forward to a place he can see the barghest, then begins playing an inspiring ballad for his allies. He then calls out to the creature, "You call yourself a king? Perhaps you are - nothing but a King of Fools!"

◆Action 1: Stride towards the room. ◆Action 2: Inspire Courage. ◆Action 3: Bon Mot.

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil tunes his lute, as he's fairly sure they'll be fighting soon.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

The Inventor gives options for special armor, construct companion (like an animal companion), and special weapons.

The Gunslinger, interestingly, gets Legendary proficiency in firearms and crossbows, as well as Perception.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

New book coming out in the fall: Pathfinder Guns & Gears.

The playtest classes are the Gunslinger and the Inventor, available here.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"Maybe we should do that from a distance, just in case more spiders crawl out?"


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

That they have two new classes for playtesting coming January 5th.

That's it. Here's the Blog Post.

Current speculation is Gunslinger and some kind of Tactician/Warlord class, with hopes for Inquisitor, Kineticist, and Occultist thrown in.

EDIT: Oh, also hopes for Arcanist and Shaman, although I'm not sure how you do Arcanist in PF2, given that their spellcasting style can be covered by an Arcane Sorcerer with the feat that gives them a spellbook and their Exploits can just be new Sorcerer/Wizard feats.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

While I know we're on hiatus, I thought I'd share that there are two new classes for playtesting coming January 5th.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Take care, and understood.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil continues playing his inspiring ballad, exhorting his companions in battle while also using his music to hurl a rock at a spider. Yellow

◆Inspire Courage. ◆◆Cast a Spell: Telekinetic Projectile at Yellow.

TK Projectile, IC: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage, IC: 2d6 + 4 + 1 ⇒ (5, 4) + 4 + 1 = 14


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil moves up beside Lenna and begins playing an inspiring melody to aid his allies in combat.

◆Stride. ◆Stride. ◆Inspire Courage.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Assuming a magus could use a staff with true strike - there’s some confusion on that point in the current rules.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil nods. ”Sounds like a plan to me.”


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

While I think the armor rune would be better suited to a front-liner than to me, I'll take it if the group thinks that's best. My AC will be on par with the group's next level without the rune, as I plan to boost Dex with one of my ability boosts, and given that my armor proficiency tops out at Expert, eventually I'll lag behind the group in AC regardless.

The rest looks good to me.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Interesting. What program do you use to generate your character sheet? I wonder if that's a quirk of the program or intentional for the statblocks.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Right, yes. Forgot about that one.

A starknife is a martial weapon, so it can be used by everyone except Raff and I. We should move the striking rune to someone else's primary weapon, but Varook or Omari could carry it as a backup for when they can't get into melee - like how Varook couldn't get close enough to attack Voz in this fight.

Of course, without the Striking rune, a +1 returning starknife sells for 46 gp, which is a decent sum. Something to think about.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

According to the loot sheet, magic weapons/armor break down the following:

Varook - short sword +1
Omari - glaive +1 (rune transferred to quarterstaff?)
Lenna - longbow +1
Raff - glaive +1 (rune transferred to handwraps of mighty fists or longspear?)

We don't have anything added to the loot sheet after Voz's Shop, and we had found no magic armor before then.

When we found the rapier, I made the suggestion that the Striking rune on the rapier be transferred to someone else's weapon, then I'll take the rapier with a basic +1 weapon rune on it, since I'm the only one who doesn't have a magic weapon (per the loot sheet).

So, unclaimed magic weapon/armor wise, we have:

+1 striking rapier
+1 splint mail
+1 leather armor
+1 dagger

Omari has magic crafting, so they can move runes around as needed. If any of the above claims that were made did not have their runes transferred, we can do that now, too.

Varook has Doubling Rings, so all enchantments on one weapon get duplicated onto a second weapon.

I think front-liners like Varook, Omari, and Raff should get priority on the armor runes, and the Striking rune should go to someone who doesn't get any armor runes.

Also, Lenna, as a primary caster, Aramil should be last in priority for weapon and armor runes. Lenna is far more likely to be useful in melee than I am, simply because she gets better proficiency bonuses than I do.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil remained silent. He didn't know what this creature was, but he didn't know if it understood how to keep a promise, and they might have to come back and deal with it if it didn't.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Knowledge check for what Balka is?


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil stops and says, ”Er, hi, um, Balka. It’s...nice to meet you?”

Society and Occultism both at +7.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Bards don't really have "fire" as a thing we can do. The Occult list is more enchantment and illusion, with any evocation likely being shadow-based, sonic-based, or force-based. If Omari has Produce Flame as a cantrip, however, she could do it.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Who wants errata?

Errata


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil says, "I'm out of significant spells for the day, but I can keep going if the rest of you want to. Otherwise, now might be a good time for a rest."


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Society: 1d20 + 7 ⇒ (14) + 7 = 21

Aramil nods. "You do remember correctly, Omari. However, the Scarlet Triad is supposed to be nothing more than a minor merchants' group. That they would seek to sponsor an assassins' guild and necromantic laboratory indicates there may be more to them than their appearances. I'm also not sure Voz was actually a member. While she coordinated with this Laslunn frequently, she appears to have been more like a freelancer than an actual member of the organization. Regardless, since the Scarlet Triad is in Katapesh, I don't think they are our concern. We should take these back to the town to show the council, as evidence of Voz's crimes."


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

How about we swap the Striking rune off the rapier and onto someone else's weapon? Then, I'll take a +1 rapier, since I'm the only one that doesn't have a magic weapon and am capable of using one (for all that I typically don't).

I believe the rest of you can should get available Striking runes before I do, so I'll let you guys decide how to distribute them.

Level 4

HP +9
Class Feat: Inspire Defense
Skill Feat: Virtuosic Performer (Strings)

Spells in Spell Repertoire:
1st Level - Swap Magic Weapon for Fear
2nd Level - Restoration

I can do something about the enfeebled, clumsy, and stupefied conditions now!


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil grins as Voz reacts exactly the way he wanted her to, shifting his playing to a discordant melody designed to overwhelm her senses before returning to his heroic ballad.

◆◆Actions 1&2: Cast a Spell: Daze (DC 19 Basic Will save; target is also stunned 1 on a crit fail). Don't forget her current penalty from Bon Mot. ◆Action 3: Inspire Courage. Daze has the nonlethal trait.

Mental Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil moves to get a view of Voz, playing his inspirational tune for his allies, before he says, "Why Voz, you look like you might turn purple! I think they make an ointment for that, now."

◆Action 1: Stride. ◆Action 2: Inspire Courage. ◆Action 3: Bon Mot.

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil continues inspiring his allies, but this time instead of hurling a rock, his inspiring tune transitions into a soothing melody, healing some of Raff's wounds.

◆Action 1: Inspire Courage. ◆◆Actions 2&3: Cast a Spell activity, Soothe (Lvl 1).

Soothe: 1d10 + 4 ⇒ (10) + 4 = 14

Raff heals 14, and has a +2 save vs mental effects for 1 minute.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil grumps about his inability to hit a skeleton with a rock, but continues trying to do so anyway as he inspires his allies.

TK Projectile, Inspire: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage, Inspire: 2d6 + 4 + 1 ⇒ (3, 6) + 4 + 1 = 14

◆Action 1: Inspire Courage. ◆◆Actions 2&3: Cast a Spell activity, Telekinetic Projectile.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil continues playing his melodies, hurling yet another rock at the skeleton while inspiring his allies to greatness!

◆Action 1: Inspire Courage. ◆◆Actions 2&3: Cast a Spell activity, Telekinetic Projectile.

TK Projectile: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

My attack was at the skeleton, not Voz.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil once again begins playing a song on his lute, filling the room with an inspiring song before shifting the song to hurl another rock at the skeleton.

◆Action 1: Inspire Courage. ◆◆Actions 2&3: Cast a Spell activity, Telekinetic Projectile.

TK Projectile, Inspire: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Damage, inspire: 2d6 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Sorry, Raff. No inspire Courage this time - had to move to unparalyze you.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil moves further into the room, and, seeing the paralyzed Raff, casts a spell at him to try and break the paralysis.

◆Action 1: Stride. ◆◆Actions 2&3: Cast dispel magic.

Counteract: 1d20 + 9 ⇒ (19) + 9 = 28


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Okay. That's what I'll do.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

DC 23? Well, you can tell this encounter was designed before the rules were finalized. According to the GMG, DC 23 is the Extreme DC for a level 3 creature's spell save DC, and the highest a PC can have at level 3 is 19.

Anyway, quick poll for the group: heal Varook or un-paralyze Raff?


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Though the skeleton hadn't done anything yet, Aramil decided it might be a danger to them. He continued inspiring his comrades, then cast a spell to fling a rock at it.

◆Action 1: Inspire Courage. ◆◆Actions 2&3: Telekinetic Projectile.

TK Projectile: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8

EDIT: We'll call it bludgeoning damage, since that's what rocks usually are.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Don't forget Inspire Courage everyone.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil moves to where he can see things, then begins playing an inspiring melody on his lute. As he does so, he calls out, "Surrender, and you will be granted mercy and a fair trial. Don't, and we'll have to use force - it won't be pleasant for you."

Intimidate: 1d20 + 4 ⇒ (5) + 4 = 9

◆Action 1: Stride. ◆Action 2: Inspire Courage. ◆Action 3: Intimidate to Demoralize.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"Erm...I can't see in the dark, and I'm not very good at sneaking, but I'll try."

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Oh, I didn't realize Omari rebuilt as a Magus entirely - I thought they were just replacing their sorcerer multiclass with a Magus multiclass. I misinterpreted that.

Healing potion: 1d8 ⇒ 6

Aramil drinks a healing potion to heal some more of his wounds before taking his customary place in the party's marching order. "Can anyone try to track Dmiri to see which way she went?"


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

I am down 11. Does someone have Medicine to take 10 minutes and treat wounds? Omari, can’t you refocus to regain your focus point for lay on hands?

”We should take a few minutes to ensure our wounds are healed.”


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil nods. "Feel free to move on, Samel. Stay out of trouble - maybe take up farming like you were thinking, eh?"

Letting him go. I'm gonna let the Charm spell end on its own, though.


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"My spell lasts about an hour, but my hold isn't strong enough to get him to act in a way that would put his life at risk. It merely convinces him to view everything I say favorably. I can try to see if he'll work for us, but no guarantees."

Turning to Samel, Aramil says, "My friends are reluctant to part with a share of the loot for no reason. However, they might be willing to do so if you help us with going into the cave to find Voz and Dmiri. What do you say?"


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Aramil says, "Let me talk it over with my colleagues, but I don't think it will be an issue."

Aramil motions the others over to him, stepping away from Samel, and says, "He wants a share of the payroll in that chest, and he's gone. I think we can give it to him. What say you?"


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"Well, I have to say, that's a bit harsh, Semel. Why did she want you to kill us and not just, I don't know, make us run back to Breachill?"

"Dmiri, I think you've made your point. You really should just put the rapier down."

"Come on then, comrades! Onward, to victory!"

Action 1: Request of Semel. Action 2: Sustain Hideous Laughter. Action 3: Inspire Courage (has a range of 60', should get everyone).


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

"Honestly, retiring and going to grow some pumpkins or something like that is probably a good thing to do. You're certainly less likely to get stabbed with the wrong end of a sword, that's for sure. So, did this elf lady give you a name, or say why she was interested in the cave?"

As he asked Semel for more information, he focused on keeping Dmiri laughing and called out to his companions, "Victory is at hand! You can do it!"

Action 1: Request of Semel. Action 2: Sustain Hideous Laughter. Action 3: Inspire Courage (has a range of 60', should get everyone).


Male Half-Elf Bard 4 | AC 20 | HP 44 | Fort +7, Ref +10, Will +8 | Perception +8, low-light vision | Focus Points 2/2 |
Spells:
1st - 3/3, 2nd - 3/3
| Reactions: counterperformance

Dmiri still can't take Reactions, because I sustained Hideous Laughter. Gonna wait on Varook and Omari's actiosn before I take mine.

1 to 50 of 479 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>