HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Brendar narrows his scaly gaze at the figure: "I think you will find these complications will continue while you carry that beacon for the spirits." He points at the stranger's pack. "You should hand it over to us. I'll talk to the kami and try to calm it down." Religion: 1d20 + 9 ⇒ (11) + 9 = 20
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8
Brendar's luck is barely enough to keep him upright. He stands, scuttles over to Valero's, and slaps a bandage on the big guy. Battle Medicine DC 20: 1d20 + 11 ⇒ (18) + 11 = 29
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
The skeleton's words are disturbing, but luckily their meaning is lost on Brendar. (He doesn't speak Necril. Common, Draconic, and Sylvan) The fleet kobold hustles up to Valeros and lays a hand on the warrior's shield. Glowing runes crawl across the shield boss. Stride, Cast runic weapon RUNIC WEAPON [two-actions] SPELL 1
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Brendar moves a bit closer, then beseeches the spirits of the forest to slow the enemies while the Pathfinders get into position. Stride, Cast entangling flora (DC 19 Reflex) ENTANGLING FLORA [two-actions] SPELL 2
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Will: 1d20 + 11 ⇒ (2) + 11 = 13
Brendar bites himself in a sensitive area, then attempts to disable the haunt. Religion: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17 Will (Reduce Fright): 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14 HP: 4/33. Ouch!
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Will (Frighten): 1d20 + 11 ⇒ (3) + 11 = 14
Will (Seppuku): 1d20 + 11 ⇒ (7) + 11 = 18 Brendar stabs himself, then tries to disable the haunt. "No, I don't want to!" ◆◆Disable (Religion): 1d20 + 9 ⇒ (11) + 9 = 20
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
"You are stubborn, spirit, but not welcome here." Brendar chants, trying to unravel the baleful energy. Attack: Religion: 1d20 + 9 ⇒ (7) + 9 = 16
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Brendar tries to dissipate the attacking spirits. "Off with you, now. You're not helping." Attack: Religion: 1d20 + 9 ⇒ (4) + 9 = 13
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Prep is the same for me as well: Spells Prepared
Apparitions
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Brendar lashes out with a magically-enhanced claw and snaps at the creature's ankles, hoping to distract it. Cast gouging claw, Strike gouging claw: 1d20 + 9 ⇒ (7) + 9 = 16 for slashing: 2d6 + 4 ⇒ (1, 1) + 4 = 6 jaws: 1d20 + 9 ⇒ (19) + 9 = 28 for piercing: 1d6 ⇒ 6
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Brendar scurries around the armored figure to flank with Natalu and snaps at the invader. Step, Step, Strike bite: 1d20 + 9 ⇒ (2) + 9 = 11 for piercing: 1d6 ⇒ 6 Giving a flanking buddy, at least.
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Careful not to interfere with his companions, Brendar ceases concentrating on his upsetting spell. He moves in on the remaining skeleton and enchants his claws, lashing out at the creature. Stride, Cast gouging claw gouging claw: 1d20 + 9 ⇒ (11) + 9 = 20 for slashing: 2d6 + 4 ⇒ (6, 1) + 4 = 11
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Brendar moves up onto the platform behind the black horse. Ill omens swirl around him. He reaches out to Natalu with more beneficial energies, healing the sprite. heal (2nd): 2d8 + 16 ⇒ (6, 7) + 16 = 29
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
The kobold reaches out to the spirits, and dark whisps of energy twist around him. He gestures at the closest skeleton and darts of metal fly at it. Cast discomfiting whisper, cast needle darts on black. spell attack roll: 1d20 + 9 ⇒ (10) + 9 = 19 for piercing: 3d4 ⇒ (2, 3, 1) = 6 DISCOMFITING WHISPERS: [one-action] FOCUS 1 UNCOMMON ANIMIST AURA MISFORTUNE VOID Area 5-foot emanation Duration sustained up to 1 minute You are surrounded by an aura of spiteful murmurings that incite bad luck and punish failure. Each creature that starts its turn within the area of this spell must roll twice on their first attack roll that round and take the lower result. If an attack roll modified in this way results in a failure, the creature that rolled the failed attack takes 1d6 void damage.
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Spells Prepared
Apparitions
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
Brendar's own spirits dance through the back of his mind, quite at home under the dark boughs of the Forest of Spirits. A healer in his own community, the kobold is happy to tend to the small hurts of the townspeople while gossiping with them about passing Pathfinders. Medicine: 1d20 + 11 ⇒ (5) + 11 = 16
HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1
"Most forests have spirits in them, I think." Brendar snorts. "Most places do, in fact." Forest Lore: 1d20 + 6 ⇒ (14) + 6 = 20 "This Forest of Spirits is full of them. Sometimes they even possess travelers to communicate." |
