Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Y'all I can't believe it's over! I'll miss this group a lot, it's been so lovely to play alongside you for the last three years, and I hope we get the chance to again. Sorry Calendula's goodbye is such a bummer, but I thought this was the happy ending for her (although it wouldn't have happened without Tyrant's Grasp). She was a fun character to write and I'll miss her a ton.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula's life becomes much the same as it always was for the last twenty years, with some exceptions. At her house, she builds an extension for her mother, and the two women work on rebuilding their relationship. Having proven herself to her goddess, her disease lessens further, though it never disappears. She spends as much time as she can with Nime, her oldest friend, and though she no longer needs the heat from cuddling with the woman, they find tons of time for it anyway. However, only a year later Lastwall falls to the forces of Tar Baphon. Calendula and her mother both take upon their swords and armor one last time to help the survivors of the keep at Vigil evacuate, and she loses her life in the conflict. Though she told Nime, she never confessed her love or attraction to Shenuska or Rudrik, thinking perhaps that there would be time enough. Her friends are heartened, however, to know that she always dreaded dying of her sickness, and in dying of defense of her homeland, her last broken vows are made whole. In the space that follows, Calendula is eventually canonized as a Saint, representing Iomedae's aspects of Redemption and Sacrifice, and remembered not as the grumpy, sick hermit with few friends and a fishing boat, but as a strong woman who wore scars with pride and loved the world more than life itself.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
LoH: 11d6 + 33 ⇒ (4, 2, 6, 6, 6, 1, 6, 3, 3, 6, 2) + 33 = 78 Calendula joins Rudrik in his whaling on the qlippoth, leaning on an old standard and cursing the beast for its appearance. To Hit, As Above, Reward of Grace: 1d20 + 35 + 1 + 2 + 3 + 1 ⇒ (6) + 35 + 1 + 2 + 3 + 1 = 481d20 + 35 + 1 + 2 + 3 + 1 ⇒ (15) + 35 + 1 + 2 + 3 + 1 = 571d20 + 30 + 1 + 2 + 3 + 1 ⇒ (20) + 30 + 1 + 2 + 3 + 1 = 571d20 + 25 + 1 + 2 + 3 + 1 ⇒ (16) + 25 + 1 + 2 + 3 + 1 = 481d20 + 20 + 1 + 2 + 3 + 1 ⇒ (13) + 20 + 1 + 2 + 3 + 1 = 401d20 + 15 + 1 + 2 + 3 + 1 ⇒ (18) + 15 + 1 + 2 + 3 + 1 = 40
"Begone you unwashed, unloved, ugly, foul thing!"
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
As seen in Discussion, the Qlippoth doesn't penetrate my SR The paladin resumes her rage and smites the qlippoth as she flies doggedly for it. To Hit, Rage, Smite, PA, et cetera: 1d20 + 35 + 1 + 2 + 3 ⇒ (10) + 35 + 1 + 2 + 3 = 51
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Fort: 1d20 + 29 ⇒ (10) + 29 = 39 Disintegrate: 5d6 ⇒ (2, 2, 3, 4, 1) = 12
LoH, Fatigue Mercy: 11d6 + 33 ⇒ (3, 4, 4, 2, 5, 3, 5, 4, 1, 6, 6) + 33 = 76 Calendula drops out of her rage and heals herself, steeling her nerves. "I would really like to be able to fly," she murmurs, angry she didn't think to ask about it earlier. "Would solve this lava between me and that." She walks over to Rudrik and heals him of his nausea. LoH, Nausea Mercy: 11d6 ⇒ (3, 2, 4, 6, 6, 2, 1, 4, 4, 4, 3) = 39
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
LoH: 11d6 + 33 ⇒ (5, 2, 4, 1, 1, 2, 1, 4, 6, 5, 2) + 33 = 66 Calendula pushes forth undeterred. To Hit, Same Bonuses: 1d20 + 35 ⇒ (7) + 35 = 421d20 + 35 ⇒ (19) + 35 = 541d20 + 30 ⇒ (2) + 30 = 321d20 + 25 ⇒ (9) + 25 = 341d20 + 20 ⇒ (14) + 20 = 34
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
LoH: 11d6 + 33 ⇒ (1, 3, 3, 2, 3, 3, 3, 2, 6, 5, 3) + 33 = 67 Calendula touches her neck and heals herself of some of the damage, touching her blood to her blade and throwing her arms into the sinspawn. BR, PA, Haste, Heroism, DJ, DB, RoG: 1d20 + 27 + 1 + 2 + 2 + 2 + 1 ⇒ (17) + 27 + 1 + 2 + 2 + 2 + 1 = 521d20 + 27 + 1 + 2 + 2 + 2 + 1 ⇒ (1) + 27 + 1 + 2 + 2 + 2 + 1 = 361d20 + 22 + 1 + 2 + 2 + 2 + 1 ⇒ (2) + 22 + 1 + 2 + 2 + 2 + 1 = 321d20 + 17 + 1 + 2 + 2 + 2 + 1 ⇒ (17) + 17 + 1 + 2 + 2 + 2 + 1 = 421d20 + 12 + 1 + 2 + 2 + 2 + 1 ⇒ (19) + 12 + 1 + 2 + 2 + 2 + 1 = 39
Swift action Lay on Hands, immediate actions Black Blood, 5 foot step backward, full attack
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Will: 1d20 + 25 ⇒ (19) + 25 = 44 Calendula utters a brief prayer to bless her blade (idk how I forgot that in my buffing, gaining +2 to hit/damage, axiomatic, and flaming) before grabbing Theo's shoulder and teleporting them both behind the Sinspawns on the narrow neck of land between the group and Alaznist. Dimension Door
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula takes a step towards one of the floating rune giants and cuts it to ribbons with her rage and holy power. 5 foot step, rage free action, smite swift, full attack Rage, Smite, Haste, Heroism, DJ, PA: 1d20 + 33 + 1 + 2 + 1 ⇒ (20) + 33 + 1 + 2 + 1 = 571d20 + 33 + 1 + 2 + 1 ⇒ (11) + 33 + 1 + 2 + 1 = 481d20 + 28 + 1 + 2 + 1 ⇒ (12) + 28 + 1 + 2 + 1 = 441d20 + 23 + 1 + 2 + 1 ⇒ (18) + 23 + 1 + 2 + 1 = 451d20 + 18 + 1 + 2 + 1 ⇒ (17) + 18 + 1 + 2 + 1 = 39
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
I know they are ten feet above the lava, but are the rune giants also floating within ten feet of our little island? Trying to decide if I should try to quickly take one down or just charge immediately for Alaznist before she has time to do anything.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
My buff list protection from evil
Calendula has inherent energy resistance also, I've added it to the buff list as if it was cast on her, and edited my statline to reflect all these buffs because afterward, the statline won't be relevant
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Yes please, they're good choices; she's an evocation specialist and (depending on DM interpretation), I could then use Paladin's Sacrifice to negate some nasty blows hitting others
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Shen if I could please have Greater Spell Immunity and Mind Blank On herself, Calendula casts Deadly Juggernaut and Shield of Faith; I'll post a full list once Theo updates
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Paladin 16, HP+10, BAB+1, FORT+1, WILL+1, LoH +1, Smite Evil +1, +1 2nd level spell a day, a bunch of skills, +1 STR
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula rushes in, uttering a holy prayer as her sword impacts against the Shemhazian. Charge!, Bane, Smite, PA: 1d20 + 28 + 2 + 2 ⇒ (16) + 28 + 2 + 2 = 48
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
I'm gonna delay and see if the Shemhazians are banished Calendula grits her teeth and powers thru. Will: 1d20 + 22 ⇒ (5) + 22 = 27
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula continues smashing into the construct, unimpeded. Haste: 1d20 + 28 ⇒ (19) + 28 = 471d20 + 28 ⇒ (8) + 28 = 361d20 + 23 ⇒ (15) + 23 = 381d20 + 18 ⇒ (15) + 18 = 331d20 + 13 ⇒ (10) + 13 = 23
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Hey hi I had phone and internet problems starting the same day and just got my phone back late last night; I'll catch up and post soon, sorry y'all
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula nods and waits, not knowing where to direct her agreement with Shen invisible.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula edges around the giant to flank with Rudrik and cuts into them. To Hit, BR, RoG, Flank, PA: 1d20 + 27 ⇒ (18) + 27 = 451d20 + 22 ⇒ (9) + 22 = 311d20 + 17 ⇒ (2) + 17 = 191d20 + 12 ⇒ (15) + 12 = 27
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Oh I thought it said "She must," not "Shen must" oops, I'll edit a different post into being
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
LoH: 10d6 + 30 ⇒ (6, 3, 4, 1, 4, 2, 5, 3, 2, 3) + 30 = 63 Calendula easily heals the damage done to her by the giant, her burnt, delicate skin not even scarring. She continues to attack the tower recklessly. To Hit, BR, RoG, PA: 1d20 + 24 + 1 ⇒ (1) + 24 + 1 = 261d20 + 20 ⇒ (6) + 20 = 261d20 + 15 ⇒ (17) + 15 = 321d20 + 10 ⇒ (14) + 10 = 24
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Rudrik, we were suddenly healed when we were brought magically to Hollow Mountain just like all the other weird time shift shenanigan times so you should have 4 health Reflex: 1d20 + 15 ⇒ (4) + 15 = 19
Calendula rushes at the Hellstorm Plume beside Rudrik, throwing her sword into it. Charge!, BR, RoG, PA: 1d20 + 24 + 2 + 1 ⇒ (9) + 24 + 2 + 1 = 36
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula nearly faints with the sudden switching of planes and realities. "Feels like a lifetime ago we were here last," she murmurs before descending the ladder.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula stands beside Nime, resting her hand on her back in silent consolation. When the woman stands, she whispers, "I love you," and offers her a quick kiss on the mouth.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Sorry, I thought I posted. Except on a 20, I can't make that save even buffed up and hasted, so Attack of Opportunity, Smite Evil: 1d20 + 37 ⇒ (18) + 37 = 55
Calendula wriggles in the vortex but cannot pull herself free.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula teleports to the water's edge, ready to strike. Dimension Door
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Will: 1d20 + 22 ⇒ (15) + 22 = 37 Can we attack the portal from the shore?
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Reflex: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
The acid hits Calendula square on, and though she wipes the burns and digested flesh away with a healing hand, the skin remains raised, freshly scarred. She thrusts her weapon squarely against and through the dragon, piercing its scaly hide with heaven's light. Same Bonuses, Also Heroism Should Still Be Up: 1d20 + 35 ⇒ (2) + 35 = 371d20 + 30 ⇒ (3) + 30 = 331d20 + 25 ⇒ (3) + 25 = 281d20 + 20 ⇒ (16) + 20 = 36
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Outside of the aura of silence, Calendula rushes one of the dragons. As her sword meets its scaly meat, she shouts a litany of presumably unheard obscenities. Smite Evil, BR, PA, Charge: 1d20 + 30 + 2 ⇒ (6) + 30 + 2 = 38
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Will: 1d20 + 22 ⇒ (7) + 22 = 29
Calendula screams as she continues to cut and claw at the portal, willing the advancing monstrosity to vanish, disappear.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
The paladin again brings her blade to bear against the arms of the portal, but her strike bounces off harmlessly. To Hit: 1d20 + 33 ⇒ (2) + 33 = 35
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Reflex, 20, 25: 1d20 + 15 ⇒ (10) + 15 = 251d20 + 15 ⇒ (16) + 15 = 31
Calendula shrugs off the blow and stays standing through the tremor, but the earth's movement causes her to miss her swing, almost falling into the portal herself!
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula continues hacking and slashing and stabbing, grunting and screaming, "Go away, ya dumb elephant!" To Hit: 1d20 + 33 ⇒ (17) + 33 = 50
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula slices and tears into the edges of the portal, staring down the Oliphaunt. To Hit, Rage, Divine Bond: 1d20 + 33 ⇒ (20) + 33 = 53
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
That made me chuckle and then cough, which then did make me feel like Calendula. I think of all my characters, on and offline, if I could be them, I would pick Sara in a heartbeat.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula vomits as they return to the City of Time, also affected by the constant back and forth.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Hey sorry for the radio silence; I've been very sick this week and mortified at the possibility of it being COVID (especially with me visiting family I would hate to transmit it to them), so in my anxiety I let things slip. I got tested today and hope to have the results tomorrow.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Calendula prays upon her weapon, blessing it. Divine Bond, standard action, same bonuses as earlier
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Nime, NSFW:
Calendula clumsily pushes a finger inside her friend, rubbing a calloused palm across her clitoris. She presses her body against the undine, cold and clammy compared to Nime's constant heat, and pushes her other hand into her own bottoms, furiously working at herself and groaning low and deep.
She bites down on Nime's skin and muscle as she quickly brings herself to orgasm, grinding against the blue woman's thigh and muffling screams against her neck and shoulder. Her cold body heats to almost a normal temperature, although still cold compared to the undine she is pressed against, and her face and neck flush gray with her tainted blood. Removing her hand from her friend, the chaste and prudish paladin takes the other woman's hand and rests it on her breast, inviting her to take more initiative as she returns to pleasure the both of them. "Oh, oh Nime, kiss me more. Show me everything you've been waiting twenny years for. I am yours tonight, and you are mine." Calendula counts down the minutes, invoking several prayers in the time before the Cyphergate opens. Activating Sacred Weapon to bring my sword to +5, and adding Keen and Flaming Burst to the sword. Then Shield of Faith, and immediately before the moment, Divine Favor
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
I can sell my obsolete ioun stone and my old belt and that's 24k to add to the pot if one of them can't cover it
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Nime: "No," murmurs Calendula, pulling herself up and kissing Nime again. She stretches a gnarled and calloused hand down to touch her friend's thigh, "Forget yourself. Please I," she breathes in, kissing her friend again. "I want this." She gulps, and makes eye contact. "I wish for it. I love you and I-I haven't, been with someone in, in a long time. A long, long time." She nervously slides her hand up towards her blue vulva, tacitly asking for permission. "It would mean a lot ta me. If, if we do lose ourselves, after we go back in time, I want us to have had this. Now. I love you, and I want to share this experience with you."
She brings her hand up from its tempting position, resting it on Nime's front, just below her navel. "May I touch you?"
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Nime: Sleepily, Calendula smiles, reaches out and grabs Nime's face in one hand and kisses her lips briefly. Her lips are dry and chapped, and the undine's soft and pleasant.
"I love you, Blue. You're the reason I'm alive today, and not jus because of Shelyn's healin. I probably woulda killt myself in anonymity without your friendship. An I hope when we change the past, we stay lovin each other." For once in her life, the black-blooded paladin is uncomfortably warm, and so she sits up to shed her tunic. Laying back down, she stretches out her scarred and muscled arms. "Rest your head on my chest, please. I want to hold you." She sighs, running her hand through the blue woman's blue hair. "I have a lot to say. And I'd like a chance to, to say it." The phlegmatic paladin clears her throat, and starts. "Nime I, I always wanted," she pauses, thinking on her wording. "To offer you what you wanted. To be in love with you, I mean. "You've given me more'n I could ever return. It use ta make me cry. When I realized what you meant when you said you loved me, and I realized how much I wanted to love you like that, too. But I didn't. An I couldn't "I thought I couldn't love anyone like that, and I thought our friendship could only ever be pain for you. But eventually I saw how free and full you love, and I'd come to accept that you knew the risks and bore them gladly." She sniffs and clutches Nime tight to her, crying. "Then as we journeyed, I thought I started to love someone like that, to want as I'd seen you wanting. But it weren't you." She breaks full into tears, and as the normally stoic woman cries, her throat tightens and her pitch rises. She takes shuddering breaths in between sobs and words, stuttering. "And and and, and now," she continues, "the feelings I had for them are gone? And I don't know if it was ever real? Or or or if'n I, if I waited t-too long to tell em how I felt, and now all that's left is-is this ache inside me and and, oh, by Iomedae's bleeding c&#+, Nime. I hate myself for leaving you here in this same pain for twenny godsdamned years!" She sits up and, lifting Nime a little, kisses her again, snotty and sobbing. "I'm sorry," she weeps, pressing her forehead against her friend's. "I'm sorry, I'm sorry." She takes a few steady breaths and stops crying. After a quiet moment spent gazing into the middle distance, she mutters, "I hope I'm not the same person when we change time. There's so much I don't like about myself. But whoever I am, I hope I know you."
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
Level 14 Pally gives me FORT and WILL +1, and Aura of Faith: allies within 10 feet of me count as having Good-Aligned weapons for purposes of DR. While we have time, I wanna get my armor upgraded as far as I can afford to, which means going over our loot splits for the past like, book, and finally calculating money.
Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).
The paladin screams as she tears into the skinless undead, frothing at the mouth with rage. Full Attack, Same Bonuses: 1d20 + 30 ⇒ (18) + 30 = 481d20 + 30 ⇒ (20) + 30 = 501d20 + 25 ⇒ (9) + 25 = 341d20 + 20 ⇒ (18) + 20 = 381d20 + 15 ⇒ (11) + 15 = 26
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The Mystic Mindbreaker ability Share Pain says that as a reaction when a foe deals damage to you, if they fail their will save you reduce the damage dealt by your level and the foe takes "an equal amount of damage." Is this equal to the amount you reduced it by, or the damage you took--after reducing it?
So I'm running a game where a player is using a Spell Warrior skald, and I have one question regarding their Enhanced Weapons song. When choosing the bonuses added to the weapons, do they all have to receive the same bonus? For example, say they are fighting an incorporeal creature. Using the +2 bonus, the skald decides to give the weapons Ghost Touch and Keen. Can he also say that any non-magical weapons instead get +1 and Ghost Touch, and magical blunt weapons get Ghost Touch and Flaming--as long as he states all of this when he begins his song?
I'm planning on running a game that has one of its main themes being the seductive, corrupting power of evil, where the players will see the "merits" of joining the dark side for power. Don't worry, the players have all said they would like this kind of campaign and nobody is playing a Paladin or anything that has to worry about falling from grace. To do this, I'm going to have a dark patron that watches over the PCs and wants them to succeed for its own reasons--probably a powerful devil, but haven't decided yet. My main idea is to have this work by the patron grant Hero Points as a reward for completing tasks for her (think the faction missions from pre-season 5 PFS). The tasks are going to start out innocent enough--make sure this enemy dies or this person survives, and gradually get darker as the campaign runs on to where by the end they are actively hunting people down who have angered the patron. So there's two things I would like suggestions of: 1: How often should they have opportunities to get these Dark Hero points? One per level/module seems like it would be too slow and so they wouldn't really see these as big opportunities to gain power (also the side effect I've seen in too many games where the players just hoard their points for Cheat Death), but too many and I could see it getting out of hand--not to mention they'd end up spending more time doing "side tasks" than the actual main story. 2: Any suggestions for what kind of things would make good tasks, and how far along? For reference, the campaign will probably go from level 1 to about 12. Keep in mind nothing should be "burn down orphanage" kind of stuff--the PCs will be staying in one region for nearly all of the campaign, and so I want to avoid anything that will draw a lynch mob (big evil things are ok as long as they can reasonably be hidden from the public eye). If all goes well I want the public to see the PCs as heroes even while they slide into evil. If it matters, the region for this campaign is the Darkmoon vale, starting with all the modules taking place in Falcon's Hollow and going from there.
This came up during a game where we had to go to a fancy dinner, and bringing in an Anaconda was frowned upon. Not wanting to be completely separated from my companion, I used the handy Carry Companion spell. If combat breaks out and I return my companion to full size, when does he get to act? Does he go immediately, or wait until my next turn? The spell description mentions that it is similar to Flesh to Stone, but I'm not able to find any clarification in that or in Stone to Flesh. Also for what action it is to return your companion to full size: it says "you may return the creature to its normal form at any time simply by placing the figurine on the ground, touching it, and uttering a word of command"--we went with the general rule that if it doesn't mention a specific action type consider it a standard action, but I would like to know if I was wrong in that assumption. Forgive me if these have been asked, but a search through the rules forums wasn't able to find anything on it.
So my party is running into a lot of invisible enemies--especially ones that use Greater Invisibility, and we're very short on magic that can get around it (we have one cleric, that's it for our magic). Aside from buying a wand of Glitterdust, what are some creative (preferably non-magical) ways to get around invisibility? Some scenarios to think about:
I am DMing Skull and Shackles for a group in college, and come this May our group will be graduating and going our separate ways. I had been removing bits and pieces of each module in order to speed things along in the hopes that we would be able to complete the adventure path before graduation, but we now have 5 game sessions left in which we tend to play for about 5 hours. The party also loves roleplaying (i.e. spent a full hour talking to Sefina in IoEE), so "blow through as quickly as possible" is not an option. This means that some very major things will have to be taken out. The party has just begun The Price of Infamy, finished the council meeting and is calling some friends to build their fleet. I am already removing the Tower from the list of to-dos, but I'm wondering what else I'll need to remove to reasonably complete the last two modules of the adventure path in about 25 hours of gameplay. I can't use all of these ideas at once, but here's what I've come up with: 1: Have Harrigan actually be on the Wormwood during the fleet battle, instead of off in his fort preparing for the invasion. 2: Have Bonefist start a fight with the PCs for their "mutinous talk" during the emergency council meeting before the Chelish fleet arrives, giving them the Hurricane Crown before the big fight and avoiding the infiltration of Fort Hazard afterward. 3: When the PCs arrive at Harrigan's fort, the Chelish Fleet has already arrived at Drenchport, and by the time the PCs can re-rally their fleet and call on other pirate lords, the fleet has already begun its seige on Fort Hazard. Bonefist may or may not be killed by Cheliax in the fight. 4: Simply end the campaign at the end of Price of Infamy by killing Harrigan--the Chelish Invasion never happens, and the PCs remain as influential Pirate Lords instead of becoming Hurricane King. What ideas do you think would work well, and what other ideas haven't I thought of?
So the bluff skill is pretty descriptive of how you convince someone of your lies. However, the rules aren't very clear on how you convince someone that you're telling the truth when they normally wouldn't believe you--such as convincing the town guard that this doppelganger was actually trying to do an undercover investigation and the person he's impersonating was doing the crimes. Or just as simple as "no, I SWEAR I didn't sleep with that woman!" I don't think these would fall under the general Sense Motive DC20 Hunch: "get a gut assment of the social situation," and even if it did I'm not sure I would want it to--particularly because it takes all the power out of the players' hands, putting it solely on the skill roll of an NPC. I imagine Diplomacy would be useful, but what kind of DCs would there be? Would it be modified for the target's attitude toward you? The unlikeliness of the story (same modifiers as if bluffing)? How much would the target's Sense Motive come into play? I used to make it a diplomacy roll that I made up a DC on the spot or a hard and fast this NPC is/isn't willing to believe you, but this is happening enough that I need a more solid basis for these situations.
So flipping through the PFS guide, I noticed something that caught my eye. In the character building part in Languages it mentions at the very end of the section: Guide to Pathfinder Society Organized Play said wrote: Tian characters receive the languages Tien and Common for free. To clarify, does this mean only Tien ethnicity humans, as with Varisian, Kelish, etc? Or does it apply to any character from Tian-Xia? I ask this only because it was mentioned so specifically, apart from any other regional language. Example: Should a Aasimar from Tianjing know Tien automatically, or need to take it as one of their bonus languages/linguistics points?
My party has decided that they want to break into song every now and then. The gathered consensus is this: "Blame Canada" from the South Park movie modified to be "Blame Harrigan", to be sung nearly every time something goes wrong for the party. Any ideas for lyrics? Something to incorporate, the party has decided (whether it's true or not) that Harrigan is gay and Mr. Plugg was his first mate in more ways than one.
During the Island of Empty Eyes module, my players (mostly chaotic neutrals and a neutral evil) came upon the Marid trapped in the well at the Cyclops ruins and bargained her freedom for a wish, as is suggested in the module. They then used that wish to bring Cut-Throat Grok and Peppery Longfarthing to them, freeing them from Harrigan. Because Harrigan mutilated them after the race for their back-talk and generally liking the PCs, the party now has two comatose torsoes with them. They now plan to sail to Port Peril and pay someone to cast Regenerate to bring them back to full working condition. I understand that Grok wasn't very close to Harrigan and wouldn't know his plans with Cheliax (which the modules state he only told to a very few select people). However, Peppery has been established to have been Harrigan's friend for a long time, and The Price of Infamy states that she does know about these plans--it's why Harrigan cut out her tongue. Seeing as this betrayal (and likely later strategy meetings) are going to be much longer than 5 minutes of memories, it'll be hard to write it off as being wiped with a Modify Memory spell. With a little less than a thousand gold they're logically about to get info on his betrayal a full module and a half early, and are good friends with the Tessa Fairwind, the most popular pirate lord in the Shackles who has already hired them to find traitors spying for Cheliax. Knowing my party, they'll tell her right away and ask to send a full fleet after him. Which she probably would. Any suggestions for how to keep this from turning this into a super-spoiler and making the entire fifth and maybe sixth module not happen (or happen too early for them to survive?)
Before I ask this, I haven't done it yet and am guessing I cannot. The issue here is: I've GM'd three games for my family, and the idea was that the character I'm applying credit to would play with them in conventions later on. Without really thinking about it, I've been putting the credit towards a character that doesn't fit well with their party (a sorcerer, which they already have one of and they don't have a healer). This character has never played in any sessions yet, only having GM credits. Could I switch the credit to another brand new character, which would qualify for all of the same chronicles? I am physically able to (since I was the GM and coordinator for these home games, so I can edit that), but I didn't want to do it if PFS would be upset with me for doing so.
I had a question come up during a session that I hadn't thought of before: if the players have a mission that particular items are nearly required and known to be needed ahead of time (in this case cold weather gear when traveling into the frozen tundra in Irrisen), would the Pathfinder Society supply those things for the duration of the mission if asked? They would be returned at the end of the adventure, so the characters cannot keep them for later. As I haven't found this stated anywhere in particular my gut reaction is no, but it would be sensible. Grandmaster Torch especially would very much like to see Pathfinder agents go into the field as prepared as possible, so I can see it as something he requested when the Shadow Lodge was brought back into the society.
I'm making a kitsune sorcerer character for PFS and I'm looking at the Magical Tail feat. Two extra tails down the line you get the Charm Person spell-like ability. The Kitsune Magic racial trait gives a +1 on saving throw DCs on enchantment spell they cast. The spell-like ability description in the bestiary says that spell-like abilities work just like spells except that they have no verbal, somatic, focus or material components. My question becomes: Does the +1 to DCs apply to spell-like abilities, or is it not included because it is technically not a spell? This won't change how I build my character, but I'd like to avoid any arguments with GMs down the line.
Only recently realizing that Sleep is a full-round casting time, I'm wondering if this becomes a big issue and having been able to find the solution on the PRD. It has an effect area of "one or more living creatures within a 10 ft burst." Do you need to decide the area it effects when you start casting, or when it comes into effect the next round? Along the same lines, when you summon a creature (also full-round), when do you decide where it appears?
I run PFS games at home with my family, and we're about to run into a small issue. While I know for APLs that fall between tiers the party can choose whether to play up or down, my group currenly consists of 3 people, with me putting in the pre-gen cleric to round out the group (interestingly, the party has started to get pretty attached to their friend Kyra). The first scenario they are set to play after getting to level 3 is 3-13: "Quest For Perfection Part 3: Defenders of Nesting Swallow." Having played through this scenario myself, I know that in a correctly tiered party the combat can be either quite brutal or fairly easy depending on how successful their skill rolls are in the prep work (which of course I have no way of knowing unil halfway through the session). To top it off, what tier they play will also determine what level the pregen will be. I now run the risk of playing down and likely being no challenge at all and the session being boring, or playing up and possibly inflicting a total party wipe on my own family. Anyone have any suggestions for what route I should take on this?
I was planning to get darkwood wooden armor for my gnome druid, and I wanted to make sure I was doing this right. Darkwood costs as much as a masterwork version of the item plus 10 gold per pound of the original item. Wooden armor is 20 gold and 25 pounds, so normally this would cost 420 (170 for MW wooden + 250 for darkwood). However for a small character, the weight of armor is halved. So would I then be paying only half of the darkwood amount (125) because of the halved weight, for a total of 295? |