Fighter

Beth Macara's page

457 posts. Alias of Llaelian.


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Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Am I allowed to reroll? I just realized I rolled d2 instead of d20 :) Or just roll for me if it makes things faster.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

fort save: 1d2 + 9 ⇒ (2) + 9 = 11
fort save: 1d2 + 5 ⇒ (1) + 5 = 6


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth will pray for water breathing while the pther explore the room


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22
Oro-Tu wrote:
Uraisia or beth, do either of you have the spell Aurora used to cast, to make us breathe the water?!"

"That is just my point, I can't cast it yet but need to pray for it. that's why I wanted to take time before getting into that room. So let's get out of here and come back when we are ready."


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"Getting out through water will not be an issue if there is air at the end of the tunnel. If I can pray for a quarter of an hour, Quell should grant me the power to make you all amphibious for an hour. So we should either get in right now and hope we find air or get out of the temple while we can and wait for me to pray for there spells."


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth moves in as well, fighting against the water and puts her hand on Oro-Tu's shoulder. "You're injured again, let me help you."

Sacrificing a 3rd level spell (remove curse) to cast a cure spell for 3d8 + 8 ⇒ (4, 2, 3) + 8 = 17


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

From the corridor and my position, I can see Leialoha clearly. But if I can seee him, then the water can reach me, so her is the fort save

Fort save: 1d20 + 9 ⇒ (15) + 9 = 24


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth moves up in the tunnel and casts remove paralysis on Leialoha.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

init: 1d20 + 5 ⇒ (2) + 5 = 7


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"It could be a water trap, with the mouths spitting water. But if so, the bottom lips of the mouths should be either discolored or wetter or maybe more polished that the upper lips. It could also be a gaz trap. If so, the entryway on our side way be able to slide up or down and obstruct the way.", muses Beth. "Can anyone of you check that? And check for magic as well. Then if there is a secret door, opening it may triiger the release of the trap if it has already worked."


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Uraisa, you can't give back temporary level with lesser restoration,you need restoration. But Beth has a restoration spell for Ivar, so he should be good.

For the remove disease, both Ivar and the Captain need them, so you should cast them.

"I'm not sure we need to fight the mummies in the second row. I'm not even sure there is anything in there. If we can avoid them, I would rether prefer to go on with our exploration."


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Then calling for an energy she is not used to wield, she puts her hands on Aurora's remains and casts gentle repose to keep her body safe.

Gentle repose will be good for eight days, and I can recast it whenever necessary


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Having emptied her CLW wand, Beth takes out a bigger one. "All right, Oro-Tu, let's heal you."

Using a wand of CMW
CMW: 2d8 + 3 ⇒ (4, 1) + 3 = 8
CMW: 2d8 + 3 ⇒ (1, 2) + 3 = 6
CMW: 2d8 + 3 ⇒ (4, 4) + 3 = 11
CMW: 2d8 + 3 ⇒ (8, 2) + 3 = 13
CMW: 2d8 + 3 ⇒ (5, 3) + 3 = 11
CMW: 2d8 + 3 ⇒ (5, 4) + 3 = 12 total =61 HP


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22
Oro-Tu wrote:
I have 5 of them after the last fight. I am not sure if you had any? I know we have diamond dust we discussed this in the past. The remaining party share is about 70% diamond dust as that is what we got for the alchemist fire. So we have it, just not sure if beth can cast it.

"I can cast restoration or gentle repose. I will learn them over the night. But with those and the remove curse spells, I won't be good for much more."

spell list updated


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth stands up and steps from behind the post to be in full view of the monster. Her hand shoots forwards, holding in front of her the wooden symbol carved onto a sea king seated on a giant clam shell throne.

"BEGONE FOUL BEAST. FEAR THE WRATH OF MY MASTER. FOR HE IS THE MASTER OF ALL WATER THAT SURROUND YOU. AND YOU WILL NOT ESCAPE HIM."


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22
brvheart wrote:
Before you are finished Beth may have enough XP for level 9 or you could take her body back to the chapter house in Port Shaw.

I need to get to level 10 to get the next spell level, because I have a 1 level dip


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22
brvheart wrote:

You are correct on the once per round, but not on crits

Quote:
If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent.

Thanks for the precision. This would mean Ivar should not get his two negative levels as Aurora already got some.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

@Brvheart, from my recollection of vampires, their energy drain only works once per round. And I'm not sure it counts twice on a critical.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

And Aurora, sorry for my bad game proposal about resting in the temple.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"Everybody, head back to the tunnels. That's a raging vampire and I don't have anything to strike her. If we go down, she shouldn't be able to pursue us there."

Beth will delay her action until every one has acted and left.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth opens her eyes and instantly wishes she hadn't as the beast dismembers Aurora. From her position, she sees the untriggered beartraps and remembers her encounter with the vampire spawns.

Quick question: is the creature a huge ogrillon as you said or a huge girallon as the creatures we met by the lake.

Perception: 1d20 + 14 ⇒ (8) + 14 = 22
knowledge religion: 1d20 + 7 ⇒ (10) + 7 = 17

From what we know: the boat with the vampire swarms, the way the creature took us by surprise without trigering the traps, Beth thinks it is a vampire. I don't want to metagame that one too much, but with her general knowledge on religion and this rolls, can Beth know about mirrors and holy symbols vs vampires?

Last question, can we turn Traveller's any Tool into a mirror?


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

init: 1d20 + 5 ⇒ (2) + 5 = 7


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Question for Brvheart. Are we supposed to have refreshed our spells yet or not ? Just to know what I have left to take the thing down.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"We don't need to. Only Silas and Leialoha need a full night rest. All of use divine caster just need to pray and meditate for a little time. So I suggest that all of us double you as guards. You may be very resistant but at some point you'll still need your rest.", replies Beth at Oro-Tu outburst.

"So let me propose this. Ivar and Uraisa take the first watch while you rest a little. Then you take the second watch with the Captain, the third with me and the last with Aurora. And both our arcane casters will rest long enough."


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth can prepare two remove curses and I'll let some open slots as well. Before resting Beth still has two 4th level spells she didn't use and can switch to cure spells for 4d8 + 8 ⇒ (4, 6, 8, 5) + 8 = 31 and 4d8 + 8 ⇒ (4, 1, 4, 7) + 8 = 24 HPs.
She also has two chanelling left for 4d6 ⇒ (3, 2, 1, 2) = 8 and 4d6 ⇒ (1, 6, 3, 4) = 14
That should put every one back to max before curing the mummy rot.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"I'd prefer to go back up and rest in the initial temple chamber."

By the way, did someone try to see if the staff we used to disarm the traps was magic by itself and if so what it was?"


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Just before we go, Beth takes a quick look at the mummies that were killed with detect magic to see if they have anything worth it.

Perception: 1d20 + 14 ⇒ (9) + 14 = 23


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth slashes at the mummy, trying to get through its defenses.

Full attack
scimitar attack 1: 1d20 + 13 + 2 + 1 ⇒ (5) + 13 + 2 + 1 = 21 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
scimitar attack 2: 1d20 + 8 + 2 + 1 ⇒ (15) + 8 + 2 + 1 = 26 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13

@Silas, don't forget you have +1 to attack/damage on top of the flanking


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

I'm trying my best:)


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth squeezes between Silas and the captain and tries to roll by the mummy to move past it.

Acrobatics vs CMD of the mummy +5: 1d20 + 12 ⇒ (14) + 12 = 26

If she succeeds, she pivots on herself and tries to skewer it with her blade.

sciimitar attack: 1d20 + 12 + 2 + 1 ⇒ (6) + 12 + 2 + 1 = 21, damage: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

From her position, being able to see only the mummy by the Captain, Beth targets it with her Freebooter's call. Then she rtouches the captain and prays for Quell to protect her.

Every one gets +1 attack and damage against the mummy by the captain.and as a standard action, uses Shield of faith on the captain, granting her +3 deflection bonus to her AC.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"Silas, I need your spot to see Ivar and free him. When you can, let's switch"

As discussed with the GM, Beth will delay until Silas next turn when he can attack as normal them steo 5' back so Beth can step 5' forward and cast remove paralysis defensively.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

If Beth can see Ivar from her spot or from Silas's spot, she will cast remove paralysis. I checked from the map drawing a line and it seems to pass from the bottom corner of her spot.

In case she needs to use Silas spot, she'll have to cast defensively. concentration check: 1d20 + 12 + 4 ⇒ (6) + 12 + 4 = 22 vs DC 19

Kn religion: 1d20 + 7 ⇒ (8) + 7 = 15 forget it :)


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

init: 1d20 + 5 ⇒ (4) + 5 = 9
will save: 1d20 + 9 ⇒ (16) + 9 = 25


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Having now recovered from the bell sound, Beth takes out a pair of wands from her bag.

"Before we go, is anyone still injured?"

I've got 8 charges from a CLW wand and a full CMW wand.

Here are the rolls, tell me if anyone needs more.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 ⇒ 1 ignore this one
CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Isn't there a Fort save for the level drain. They usually come with one? Not that it helps while gaining one but it helps removing them.

When you are level drained, you lose 5 HP and 1 to all you rolls per level drained. After 24h, you roll fort with the said DC. If you succeed, you restore your level. If not, it becomes permanent and you need a high level cleric spell to get rid of it.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth moves down the stairs by captain Mercy.
Despite the noise, she summons Quell's positive energy to heal her companions:

Uses channel energy for healing: every one is healed 4d6 ⇒ (1, 6, 6, 3) = 16 HP


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

I'm back home, let me have a look at the map and I will post.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

fort save : 1d20 + 9 ⇒ (9) + 9 = 18

@brvheart, can Beth target the bells with a silence spell without hitting the others ?


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth uses directs her companions with her Freebooter's call and pays for Quell to help them.

Every one gets +2 to attack and +1 to damage and save vs fear


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth is at 64945.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth follows down the stairs. "Thanks, Silas, well done with those traps."

init: 1d20 + 5 ⇒ (14) + 5 = 19
kn. Religion: 1d20 + 7 ⇒ (8) + 7 = 15


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth will cast guidante on Silas for each of his tries +1 to each disable device check


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"Let me have a look, Silas. Every one please move back.

Beth casts a small cantrip before checking the entrance, the roof, the ground and the carvings for the trigger.
perception: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Acrobatics: 1d20 + 12 ⇒ (7) + 12 = 19
Beth uses her Frebooter's bane on the leftmost opponent and uses her standard action to cast Bless.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

on my phone traveling. Can someone roll fort and init for me


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Beth climbs back up with Leialoha until they can see the two wardens and the plant.

She checks that Silas is not far behind them and has "stolen" the grease spell from Leialoha again.

"Let's start, Leialoha", she says when all are ready.

I'll be traveling for the next few days but should be able to post through my phone. I also have access to Roll20 that way. But If I'm too long posting, please bot me.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Sorry, i haven't been able to post until now

"So we have another plant thing as well. My suggestion is that we try to replicate what worked before. So I propose that Silas borrows again a grease spell from Leialoha. Leialoha moves up with me up to the point where we can see inside the room. Then he casts one of his best acid balls to fry everything inside. Once we have done that, I help him go down the stairs. If the creatures follow, Silas casts the grease spell to get them to fall in the stairs. and our three heavy hittes can wait on each side of the stairs to finish the two things. If the plant still survive, the Captain , Uraisa, Silas and myself should be enough to deal with it."


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22
Uraisa Ellsworth wrote:
How high is the ceiling? Can I scout up there without getting beaten up?

You should be able to see the plant that Captain Mercy saw from the entrance. It's just that you have kn. nature while the captain and Leialoha may not


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

"I don't know and now is not the time to check. It's not an instant thing, you know. You better stick with your axe right now."

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