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Fortitude: 1d20 + 3 ⇒ (16) + 3 = 19 Success! "Blessed by a conduit of Nethys? I will strive to do as you command!" Quinn pauses only momentarily to consider his foe... Devise a Stratagem vs Purple: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
"Dream spiders! Their poison is full of hallucinogenic compounds! Aim for their underbellies!" Damage, Piercing, Magic Weapon, Strategic Strike: 2d6 + 1d6 + 2 ⇒ (4, 6) + (5) + 2 = 17 Confident that finishes the spider off, Quinn tries to rip the webbing off of him... Escape, MAP: 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7 ...but struggles with the sticky filaments.
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Quinn listens to each of your accounts with interest. "Sounds like you've done well for yourselves! You know, the Pathfinder Society is always looking for talent like yours..." He begins examining the dusty tunnel floor, but he doesn't seem as skilled as Quetzhal. Lol, his Survival is only +1.
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With only two foes remaining, Merisiel quits with the fancy footwork and gets down to the slog of swinging repeatedly. Rapier: 1d20 + 7 ⇒ (17) + 7 = 24
Rapier: 1d20 + 7 - 10 ⇒ (7) + 7 - 10 = 4
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Round 1/2: Merisiel leaps into action as the skeletons fall, Striding up the Blue-furred lion, Striking it once, and Striding back to her hiding place. Rapier: 1d20 + 7 ⇒ (9) + 7 = 16
Round 2/2: (If the lions still aren't adjacent, she does the same tactic) Rapier: 1d20 + 7 ⇒ (13) + 7 = 20
(if the lions have moved up adjacent, she will instead Bluff then Strike/Strike) Deception: 1d20 + 3 ⇒ (1) + 3 = 4 (trying to make it Flat-Footed) Rapier: 1d20 + 7 ⇒ (9) + 7 = 16
Rapier: 1d20 + 7 - 5 ⇒ (9) + 7 - 5 = 11
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"There are many of them. We should bottleneck them here." Merisiel hides against the wall Stealth: 1d20 + 7 ⇒ (5) + 7 = 12 and readies to throw her dagger against the first opponent that comes into view. ◈ Stealth (Sneak)
Dagger, 10 ft Increment: 1d20 + 7 ⇒ (1) + 7 = 8
Great start =(
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Rufous Redfire wrote: "Merisiel, what do you see?" whispers Rufous. "Nothing." She sneaks back to the group, grabs Rufous's light stone, and then sneaks back to her original position. Cupping it in her hand, she projects a beam of light ahead of her, rather than illuminating the entire radius.
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Athletics: 1d20 + 5 ⇒ (10) + 5 = 15 "Drop 'em!" Dagger: 1d20 + 7 ⇒ (4) + 7 = 11
As Merisiel lunges, her dagger (and face) eat sand. She then watches hopelessly as the cat runs off with the infant. Probably spend next round standing up and double moving back to camp.
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"Oh no you don't!" ◈ Leap (15 Feet Horizontally, 3 Feet Vertically)
Dagger: 1d20 + 7 ⇒ (8) + 7 = 15
Dagger: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
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Psst... Bless is 2 actions... Merisiel strides around to flank the lion with the weird blue fur and stabs at it twice. ◈ Stride
Dagger: 1d20 + 7 ⇒ (10) + 7 = 17 (vs Flat-Footed)
Dagger: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 (vs Flat-Footed)
EDIT: Removed Bless. Just noticed how small of an area it is =/
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Merisiel uses her Elven speed to circle around the remaining wolf and provide Yaegren with a flank, but instead of stabbing at the creature, she lands solidly on the loose soil and kicks up another spray of sand. I really like these little icons! I think I'll use them in my games going forward! ◈ Stride
Reflect: 1d20 + 9 ⇒ (19) + 9 = 28
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"This is starting to sound like Kyra's bachelorette party." Merisiel kicks a spray of sand on the blue-cloth wagon she's adjacent to Reflex: 1d20 + 9 ⇒ (10) + 9 = 19 before circling around the green-furred wolf and flanking it with Grimm. Dagger: 1d20 + 7 ⇒ (14) + 7 = 21 (vs flat-footed)
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You were correct. The spell deals Good damage, and therefore gains the Good Trait. Alignment Damage wrote: Weapons and effects keyed to a particular alignment can deal chaotic, evil, good, or lawful damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.
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"A landmark in the desert is as good as an X on a map." Merisiel somersaults off the front of the wagon but then quickly stealths underneath towards the back and approaches through the bushes, dagger in hand in case there's nothing but a nest of scorpions. Like last time... Avoid Notice + Trap Finder
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Merisiel demonstrates her cat-like reflexes by somersaulting off the wagon tops. Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25
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Merisiel nods as the goblins share their fears. If I were three feet tall with a propensity to cripple a hand on my own jagged teeth I'd be low on morale myself. "Do not be afraid," Merisiel's solid pupils are hard to read as she withdraws a dagger from her bandolier slowly, "Death will be quick," in an instant she flings the dagger just above the goblins' heads, embedding it in a pile of lumber, "For any whom accost you." Thrown Dagger: 1d20 + 7 ⇒ (10) + 7 = 17
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