Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
I would like to join. I have the following options available Life Oracle 5
I'll have to set up profiles for some of these, as most of them have not been in PbP before. If we are going low, the Samurai is fun (Axebeak mount with Dire Collar) but they are all good for different roles.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen shuffles the deck and carefully lays out the spread for Saturn Your choosing is the Foreign Trader, card of information brokerage for traders and governments alike. Just because the bargains made under the auspices of this card will always resolve truthfully does not mean that everyone understands the implications of the bargain that was made Your past contains a mystery in the Tangled Briar. A dark event impacted your earlier life, although you may not understand how even now. Your present is torn between The Survivor and The Cyclone, indicating your rebirth from your earlier Dark Event, possibly even your decision to join the Pathfinder Society, but beware the forces that scheme destruction, like the followers of Lissala and the Aspis, for they will complicate your life. Vision represents your future. I see many dealings with both genius and madness, and puzzles from both. Lots of puzzles are in your future. Your spread can be found here My apologies that this took a while, but things have been a little hectic.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Navi, it is good to meet you Awen shuffles her cards and lays them out before Navi. Your choosing is the Publican, which is apropos of where we are, and our uncertain future, based on the quests we are given. Your past is the Paladin, showing your unwavering strength that go you where you are today. Your present card is Vision, indicating an unclear situation, perhaps you will encounter madness, or puzzles, soon, as we often do. You future card is Marriage. This does not bind you to one person, but is instead a harbinger of constant and permanent change. Ideas and places merge and evolve constantly, just as we grow and learn and change. If you like your spreads can be found Here
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
A tall, lithe, Blonde woman walks in and claims a table. Bartender, a beer please? Does anyone wish to have their fortune told? She opens a Harrow deck and starts shuffling it on the table in front of her.
I have a number of options, one for high tier, four for low tier. This would be my preference if we play low tier. Everybody loves a Bard. Player Name: Eric Parker
Here is my High Tier option:
and the others, if they might be needed Player Name: Eric Parker
Player Name: Eric Parker
Player Name: Eric Parker
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen also addresses Hao Jin.
I am going to assume she declines the offer from the lowly Witch. After the group has returned to the Grand Lodge. She turns to her fellow Pathfinders.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
I can't get better than +1 in any of the listed skills. I could try to craft an argument using Knowledge (History) at +6, but am kind of in agreement with the judge on that last point. It was the only question I had that I did not ask Hao Jin about. Can I use the profession (fortune teller) I rolled to tell Elby's fortune while we were gathering? I meant to ask earlier. Profession (Fortune Teller) if the other roll is not acceptable: 1d20 + 4 ⇒ (1) + 4 = 5 So my day job is either at natural 20 or a natural 1. Kind of the way things go, I guess
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Respectfully, your honors, Hao Jin did not divert entire souls to power the Tapestry Demiplane. She merely diverted part of their energy,
I think this is my best chance to contribute. Arwen Spellcraft: 1d20 + 12 ⇒ (13) + 12 = 25
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
I am no higher than +3 in any of those skills. The best I could think of to do would be to argue with Knowledge(History) at +6 that she was trying to preserve vulnerable populations and history shows us what has happened to those kind of populations in the past.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen tries to use her Knowledge(Planes) to help determine strategy. Knowledge(Planes): 1d20 + 8 ⇒ (7) + 8 = 15
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen considers Hao Jin's response carefully and hesitates before she replies. Abadar is not my Patron, but we represent his church as part of the arrangement the Pathfinder Society made to transport us here. That having been said, I think your intentions were good in your attempt to preserve the things you did in your Tapestry. I will do my best to help defend you.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen is definitely furrowing her brow trying to sort through the situation. Aside from the question already asked about how the souls used to power the demiplane were impacted, I have another question. Why did you think moving all these beings and places into your demiplane would preserve them any better than leaving them where they were? Are there any knowledge checks we can attempt that might give us more insight into the situation? Particularly, whether she is right about using the souls' energy to power the demiplane? Not that I think I can make the knowledge check, but you never know.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Perhaps we can help understand her actions and interpret them for the court. Then the chips will fall where they may, I will probably not be much help either, but I am interested in seeing the trial. I vote we try to defend her.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen looks doubtful at the prospect of defending Hao Jin. We are adventurers. not barristers, but we will do our best to seek justice. Does advocating for Hao Jin mean we must defend her actions? I am not sure we can all do that. Another scenario where my Bard Lawyer (Profession Barrister) would have been useful.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen chimes in:
Diplomacy +3 or Charisma +1 to try and help Elby justify.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen's Bonus is not high enough to be able to succeed at the Knowledge(Planes), so I won't even roll it. Awen lets the Misfortune hex expire as the situation calms down. We are Pathfinders and Representatives of the Church of Abadar in Golarion. We were having a discussion with The Maker when she began acting strangely and lashed out towards us. We tried not to hurt her, but I am afraid we did some damage. We will heal or repair her to the best of our abilities. We did not come here to be violent, only to have a discussion. Diplomacy to aid whoever rolls a lead Diplomacy check: 1d20 + 3 ⇒ (12) + 3 = 15
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Since Awen should have acted before Myth in initiative, can we retcon the order and have Myth drop the engram in the pouch before moving back? That would mean Myth either doesn't pick up his bow or go total defense, but it makes sense in the initiative order. If it happens that way, Awen would have stayed where she was, as Myth would not have vacated the space she moved into.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Oh my gods, he's part of an anarcho-syndicalist commune. Maker, we really want this to be peaceful, and there is no violence inherent in the system. Awen takes a five foot step back and Cackles to maintain the Misfortune. She also activates her Pathfinder Pouch. Do I have time to open the Pathfinder Pouch on my belt and speak the command word to activate it? I am assuming I can, but want to speak the command word softly so The Maker can't hear me. Quick, put the engram in this Pouch.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen delays until Ivan has completed his attempt to Pin The Maker. Here goes nothing. Awen casts Disable Construct and attempts to touch The Maker. and since he is prone and pinned, I am hoping she makes it Touch attack versus the Maker, with Bless: 1d20 + 4 ⇒ (6) + 4 = 10 and probably misses the touch? I think she holds the charge if that misses. If the touch hits, the will save is DC 17 She holds her move action to Cackle if she missed the touch.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
If I can hit her prone, touch AC AND she fails the save on my next spell, she'll be helpless.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Somebody who can talk to people, move to keep the crowd away. That is not me Awen swoops down and lands next to the Maker. She Cackles again. Be ready to try and grab the engram. I am going to try and disable him.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen looks around as she floats above the bushes. She can't fail this with her normal +15 and +10 from the altitude Perception: 1d20 + 15 + 10 ⇒ (14) + 15 + 10 = 39 I know this is first edition, but can I get any additional details based on almost doubling the DC? Grab the engram if you can! Misfortune will make it harder for him to resist you.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen struggles against the suggestion from The Maker. Will Save versus Suggestion: 1d20 + 6 ⇒ (10) + 6 = 16 and successfully resists. Maker we do not want combat. We were having a peaceful conversation until you started to attack us! Awen attempts to hover to maintain her current position. Fly Check, DC 15: 1d20 + 12 ⇒ (8) + 12 = 20 Maker, this is not what the Cosmos desires. We all want peace and an end to this violence you commenced. Awen uses her Misfortune hex against The Maker. She needs to make a DC 17 Will Save If The Maker fails the Will save, Awen will Cackle to extend the duration one round. If she succeeds, Awen will draw a Harrow deck.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Profile updated for flying and Bless, in addition to Mage Armor and being in Axis.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Maker, we really want this to be a peaceful conversation. Please stand down and talk to us. I agree with Kalaron's earlier interpretation and that we need to let The Maker make the first strike in this combat. Awen uses her standard action to activate her flight hex and her move to move 20 feet over and 20 feet up.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
The consequences of lousy skill rolls. . . @GM, do I know whether The Maker is actually a construct or not? I have the spell Disable Construct but I don't know whether Awen would know whether it is useful.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Hao Jin had to harness tremendous power to create the demi-plane and transport all the areas and being she did into it. The act was a tremendous abuse of magical power. I will label this Spellcraft, but it could be either Spellcraft or Knowledge Arcana to impress him with the gravity of the situation. Spellcraft to explain the abuse of magic power involved in the tapestry: 1d20 + 12 ⇒ (6) + 12 = 18
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Hao Jin committed a grave error and created a demi-plane improperly. She forceably relocated several areas of the planet and thousands of inhabitants to that demi-plane. Now the only hope of thousands of sapient beings inhabiting that demi-plane is that she can reassemble a ritual from these memory engrams that will return the areas she stole to their original locations before the demi-plane collapses entirely. diplomacy to aid: 1d20 + 3 ⇒ (18) + 3 = 21
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen thinks to herself Odd. The Inevitable spoke first to Arin, then chastized him for talking during the concert. That seems inconsistent. Then she remains quiet until the concert is finished.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen is still concerned that they may be under surveillance. Perception, looking for anyone watching them: 1d20 + 15 ⇒ (17) + 15 = 32 This has certainly been one of the stranger missions the Society has sent me on
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen nods in concurrance with Kalaron and Arin. She has been caught up in the quiet beauty of this place, along with the Calm Emotions spell. A combat here jeopardizes the lives of thousands living in the Tapestry demi-plane. The Pathfinder Society has collected many items over the years, and we all know that the true ownership of some of those items is questionable. I say we make the trade.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen considers what she might know about 322 and her endeavours. 322, you mentioned this would be a recon mission. Will your later incursion to actually retrieve the object you seek harm the Pathfinder Society, any of it's members, or proliferate Evil in the world of Golarion?
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Will save, already adjusted for being in Axis: 1d20 + 6 ⇒ (3) + 6 = 9 Awen seems to be very distracted by the environment, and definitely can't concentrate. She tries to assist Arin in talking to the local inhabitants. Diplomacy to aid Arin, adjust for being in Axis: 1d20 + 3 ⇒ (10) + 3 = 13
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Any assistance you can provide would be greatly appreciated. She did attack and tie you up, after all. Diplomacy to aid: 1d20 + 3 ⇒ (12) + 3 = 15
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
I adjusted Awen's sheet to just be in Axis, with the Mage Armor still active. If the hour for the Mage Armor from the wand runs out, please let me know. I assume we moved fairly quickly to the next location. Awen has not played any of the scenarios listed so far.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen will lag behind for a moment, pull out her first level Pearl of Power and recall Shocking Grasp. Then she will catch the rest of the group. I assume could have done that during the journey. but as long as I can do it before we get engaged in another encounter. . .
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen looks around as they arrive and enter. Somebody was watching us before. I wonder if others have plans for these engrams. Perception check, mainly looking for others watching us: 1d20 + 15 ⇒ (5) + 15 = 20
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen also have a Cure Light Wounds wand, and can activate it. Do I need to roll the individual charges, or use the 5 average? I need about 7 charges myself, and can heal others as well.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Awen has a look of grim determination on her face, as she struggles to fly toward the back of the room, while getting within range of Beyschosz. This was supposed to be easy, just ask for the item, but we had to run into a greedy, self centered jerk of a Devil. Beyschosz, just give it up already. Awen casts Shocking Grasp into one of her cards and hurls it toward Beyschosz. Attack roll with a Harrow Cards, charged, + True Strike from last round: 1d20 + 10 + 20 ⇒ (4) + 10 + 20 = 34 Damage from Shocking Grasp: 5d6 ⇒ (5, 6, 6, 3, 3) = 23 Caster Level Check to overcome SR: 1d20 + 7 ⇒ (1) + 7 = 8 And another spell, and once a day ability from the ring, down the tubes. I hate this guy, especially if he targets me and kills me this round. At least Ivan has started hitting.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
I remember the discussion on prone and flying. Next round, I think I will try and fly up and see if I can hit him with a spell/card, then see if I can get by his SR. If I hit him, I am pretty sure he will come around and kill me.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
I don't have a way to bring him down, so I have to try to fly up, hit him and overcome his spell resistance. I am not confident.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Arin and Elby, thank you for the healing. I hope I don't mess up the second chance you have given me.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Move: Awen picks up the Harrow deck she dropped when she went unconscious. I assume fly is still active, since it gets used in one minute increments? Or do I have to start it again? I am assuming it is still active. Standard: She activates the True Strike ability from her Ring of Serene Contortions The hexes don't seem to be working, so I guess I will try to hurt him. Then he probably will kill me. No action economy to get close enough and Cackle. This guy is really messing us up. I hope the next turn comes together.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
I assume that between the Aegis of Recovery and lay on hands that I am prone with 4 hit points?
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Actually, as soon as Arwen hits 0 HP, her Aegis of Recovery activates and crumbles to dust. Aegis of Recovery Healing: 2d8 + 3 ⇒ (1, 3) + 3 = 7 So, not enough to stay in the fight, but stabilization should be easier, since I am only at -3 instead of -10. Stabilize versus DC 13: 1d20 + 1 ⇒ (4) + 1 = 5 Yep, that's my dice luck this adventure. The fly spell states that if the duration expires you float safely to the ground unless you are really high up. Either that or the feather fall should get me down safely, and it only matters if I need the feather fall later. Bastard, maybe I should have stayed down. as she floats down and slips into unconsciousness, smoking slightly.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Made my move on the Google Slides. I also double checked that I had applied the penalties to Will saves and the other skills impacted by being in Axis.
Female NG Sylph Witch (Cartomancer) | HP 45/45 | AC 15 T 14 FF 12 | CMB +4, CMD 18 | F: +5, R: +7, W: +10 | Init: +3 | Perc: +19, SM: +2 | Speed 30ft | Thunderborn: 1/1; Feather Fall 1/1 | Spells: 0 4/4; 1st 6/6; 2nd 4/4; 3rd 4/4; 4th 3/3 | Active conditions: None.
Aw, Ivan, I think they rather suit you. Awen will fly toward the front of the lecture hall at a 45 degree up angle for 15 feet. I will update the map later, when I have access to real computer. That should put me within 30 feet of Beyschosz, but more than 15 feet away, from what I can tell with 3D geometry. I also think I have enough movement to adjust if necessary. She will then Cackle to mantain the hexes. I believe I included the minus 2 on will saves in my "in Axis" condition, but will double check this evening.
About Devon DurantMale human champion 17
Senses: Perception +24 (4 expert, +17 level, +3 Wis) DEFENSE
Fort +29 (+6 master, +17 level, +5 Con, +1 rune); juggernaut
OFFENSE Melee +2 greater striking low-quality cold iron longsword +31 (3d8+10)
Spd 25 ft* CLASS FEATURES Liberator's Code: You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them. You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t. You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny. Champion's Reaction: Liberating Step
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape. You punish those who ensnare your allies in bondage. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes persistent good damage equal to your Charisma modifier. You can help your whole group get into position. When you use Liberating Step, if your ally doesn’t attempt to break free of an effect, you and all allies within 15 feet can Step, in addition to the triggering ally. Deity: Cayden Cailean
Divine Ally: Blade Ally
Weapon Expertise: Expert weapon proficiency Armor Expertise: Weapon Specialization Alertness Juggernaut Divine Will Armor Mastery Weapon Mastery Greater Weapon Specialization Champion Mastery Legendary Armor CANTRIPS: disrupt undead, divine lance FOCUS POWERS (2 Focus Points) Lay on Hands
Overstuff
Critical Success The target is unaffected.
A target sickened by this spell takes a –10-foot status penalty to its Speed until it's no longer sickened. STATISTICS
HERITAGE Versatile Heritage: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). BACKGROUND Harbor Guard Moonlighter: The Harbor Guard isn’t known for being the most honorable precinct in town. A few years after you joined the force, you became disillusioned by the rampant corruption within the precinct and the district at large. One night, you stumbled on an ad for a local monster hunter’s guild. You joined on a whim, but fell in love with the swashbuckling lifestyle of an independent bounty hunter. You’ve since earned quite a reputation for your nocturnal adventures; everyone still knows that you’re a Harbor Guard, but stories of your dungeondelving adventures have long overshadowed that facet of your life. Unfortunately, long nights of monster-hunting have negatively impacted your performance at your day job, so maybe it wasn’t a surprise when your supervising officer put in a transfer request for you, spelling the end of your plucky nighttime antics with that particular guild. Despite the decline in your performance, Lieutenant Lavarsus of Edgewatch sees potential (and even, maybe, a bit of himself) in you. You’re eager to be on a new unit and for the chance to bring your monster-hunting skills to a district that has been plagued by such supernatural beasts for far too long. Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost. You’re trained in the Athletics skill and your choice of Sailing Lore or Hunting Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with Harbor Guards, ship captains, and freelance adventurers. You gain the Quick Jump skill feat. FEATS Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet. Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Quick Jump: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet). Shield Block: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Deity's Domain: You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell. Desperate Prayer: Free
Divine Grace
Pilgrim's Token: You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. Aura of Courage: You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet. Powerful Leap: When you Leap, you can jump 5 feet up with a vertical Leap, and you increase the distance you can jump horizontally by 5 feet. Clever Improviser: Attack of Opportunity Underwater Marauder: You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water. Wall Jump: You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity. You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn. Quick Block: You can block with your shield instinctively. At the start of each of your turns, you gain an additional reaction that you can use only to perform a Shield Block. Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Multitalented (Oracle Dedication): Choose a mystery. You become trained in Religion and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells. Battle: You thrive while adrenaline flows and your life depends on your might alone, but holding the collective battle prowess of the ages within you leaves your body weakened after a fight. You smell faintly of steel and blood no matter how you try to remove or mask the scent, you appear more muscular than you actually are, and you hear the faint clash and clamor of battle in the distance at all times. Radiant Blade Spirit: Your divine ally radiates power, enhancing your chosen weapon. When you choose the weapon for your blade ally during your daily preparations, add the following property runes to the list of effects you can choose from: flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment. Sanctify Water: You imbue water with your deity’s blessing. Choose a container of water on your person that is of light Bulk. For 1 round, if you or an ally throw this container at a foe, it has the damaging effects of holy water (if you follow a good deity) or unholy water (if you follow an evil deity). The water’s transient power doesn’t make it gain any value, allow it to be used to supply the cost for a spell or ritual, and so on. If you have legendary proficiency in Religion, you can sanctify three containers held by you or allies within your reach instead of one. Fleet: Your speed increases by 5 feet. Divine Wall: You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies. Sacred Defense: One action, once per hour. You call upon your deity to grant you their protective blessing. Attempt a DC 30 Religion check. If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success). Critical Success You gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
Bounce Back: Frequency once per day
Aura of Righteousness: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5. Quick Climber: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed. Cloud Jump: You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don't triple the distance. You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap. Divine Reflexes: At the start of each of your turns, you gain an additional reaction that you can use only for your champion’s reaction. +1 Skill Feat Heroic Presence (1 Action): The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies. SKILLS Acrobatics +20 (+17 level, +2 trained, +1 Dex)
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