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Celestine, the Hellish Incanter's page

250 posts. Alias of Rednal.


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Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

It's very true that Sandbox-style stuff is hard over PbP. Railroad-y plots in general really do tend to work better.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Let's go with that plan, then. XD While the others are having fun at the Watchtower, Celestine will be burning things while disguised, igniting as a move action and immediately warping as a standard action. Should any trouble manage to catch up with her, she'll prioritize escaping through a series of long-distance Warps.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Uh, I was kind of hoping for an answer from the party as to whether or not Celestine should go around setting rooftops on fire. XD; Whether or not she joins them on the way to the Watchtower depends on that.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

All right, are we go on the 'set fire to things' plan, or did you want to wait on that?


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

I'm also good to advance a day... and would like to warp around and set fires after making a plan to do so efficiently. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine can help with that, I think. What with her warping, she can get all over the place to ignite stuff and get out without much danger to herself. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine just stared as Erick tapped his head, visibly struggling to stop herself from saying something snarky - especially after he pointed to her. It was true, she didn't excel at killing things directly - well, not if they were stronger than a peasant, because her magic would wipe them out just fine - but she had plenty of talents in other areas.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine rubbed her chin as they mentioned the chain. She wasn't bad at hurting stuff with magic, but metals were sturdy, and resistant to many kinds of enchanted harm - there was a good chance that with all the time in the world, she still wouldn't be able to simply break it with her blasts... which meant they'd need to do something else. "Well, I can warp to the other side of any door that needs to be unlocked..." she mused.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

"I see." Celestine mused as Erick returned. Now, how did she compliment him without sounding patronizing?

...

...

That might be harder than she wanted to admit, actually. Best to not say anything else, then. Besides, she was keen on hearing the opinions of the others.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Do we have any information on how it's lowered? I can teleport in when they arrive if need be, and from a decent distance away.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine was waiting back where they'd had the meeting... quietly ready to make a quick getaway if things look like they've gone horribly wrong. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

...Actually, I sort of want to see the results of this. XD *Gets popcorn out*


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Also, I'd like to apologize to Erick for Celestine's opinion of him. XD As a player, I'm highly amused by all of it.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

"We have a reason to help each other." Celestine said, the contract they'd signed quite vivid in her mind. "That said, I see no reason to permit one... overly eager... fellow to ignore good sense and disrupt everything every time he can't immediately squeeze someone's neck. I don't care if he gets himself into trouble, but I do care if he brings it down on the rest of us."


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Aaaaaaaah. XD

In that case, I kind of want to investigate whatever the Magister found. o wo Celestine might be able to smooth-talk her way into "helping" with it.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine can look for the secret passage. o wo

*Encourages everyone else to pick one or two to pursue*


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Not gonna lie - part of it may be the slow pace of PbP makes it REALLY EASY to forget hooks. XD May I suggest writing up a summary of things we've uncovered and that can be done?


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

This is why I generally recommend pushing forward with a plot, even if that reduces player input on what to do. XD It just seems to work better in PbP games.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine eyed Erick for a few moments. How to put this delicately... "Erick, dear, I have no doubt that you will be excellent at squeezing the life out of people who bother us, but I don't think subtlety is your strong suit. The best thing we can do now is avoid actually calling attention to ourselves - at least until it's too late for them to do anything. I imagine the Cardinal would be most disappointed if excitableness gave us away."


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

I think advancing just a few days would be fine. ^^ See where we're at and how the fort is reacting and all.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

"I wouldn't call it singing, per se, but I know how to work a crowd." Celestine noted. "I don't want to set them off myself, but I could probably get people in the right mood to be affected by emotional turmoil."

Perform: Oratory. XD When Taking 10, she has a total of 19, which ought to be enough to at least influence the crowd. If some nefarious person wanted to take advantage of that...


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine will mostly focus on gathering information and trying to find things that the garrison would definitely want to respond to. The more broken up they are during the attack, the better. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

If our arsenic stew is lethal, I'd like to deliver it a few days before the attack - long enough to ensure it worked, and not long enough to let them genuinely recover from losing a lot of people. XD Since we have a good-sized group, I'm leaving my plans at that.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Indeed. XD Also, this should be obvious, but it's probably best to make heavy use of our disguises anytime we're doing something they'd rather we didn't...


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

I was under the impression the poison might only incapacitate them, really. XD Although if it permanently reduces their numbers...


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

"I don't mind the idea of getting rid of guards, but it's an added risk we don't really need." Celestine answered with a slight frown. "Simply having them out of the way until it's too late to do anything is good enough."

Also, we want to poison the fort when the monsters are actually ready to mobilize, yes? I feel like we may have been leading the guards out a bit early... XD;


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Well, as long as you're careful to stay out of sight. XD We could probably join in by talking to some townspeople who know the guards, and might be able to convince them to send out a decent number to comb the woods and try to find the "monster".


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine relaxed slightly as the others talked - though she was still in favor of keeping the plan as simple as possible. After all, fewer components meant fewer things could go wrong.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

That's well within our 'Party' funds if that's the plan we'd like to use. o wo/ *Keeping track of that*


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

"I know a guy." Celestine answered. "Sells a lot of arsenic to deal with rats, isn't likely to ask questions if we get enough for our purposes - which honestly isn't that much. I mean, it's not like we need wagonfulls of it or anything. The horde should be fine on its own, even if someone does direct the defenses - I'd rather not make our plan any more complex than it needs to be, and saving a few of their lives isn't worth adding a way for our plan to fail." The best plans were kept as simple as possible - anything too complicated tended to not work out the way you wanted. If they could do it with their basic plan, then sure, but it wasn't worth going out of their way to do.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine smiled slightly. "It doesn't take much, and I found someone who can make it." she noted. "It shouldn't take more than a day or two at mos to get any we'd need."


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine was probably still looking around to learn about the guards and the fortress unless they were all expecting to meet up, in which case she'd be with the group. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

*Looks at the part where you're choking a guy to death*

....

Oooooh, right. o vo Only the party and our friends are people.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

I feel like if anything is going to get us all killed, it's Erick. XD I still like my poison idea, but I also want to get moving.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine occasionally poked around the Alchemist's shop, looking for ingredients that could be used in some potent poisons. Maybe she could get the alchemist to brew it up himself if she mentioned she wanted to experiment with putting deer to sleep so they could be caught - and fed to people - more effectively?


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Yeaaaaaah, I think we'd like to avoid that. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Well, I think I've made my thoughts on using poison fairly clear, assuming we can arrange for it. XD Sicken the guards, warp in, open the gate... go from there?


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Oh, yeah. One of the last things we want is rushing through without info. XD I just, y'know, don't wanna get so caught up in that sort of thing that we stall.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine's a bit distinctive, so she'd probably use some mundane makeup and such to disguise herself, gathering information about resources. I'm definitely leaning towards wanting to use that soup to poison the guards and make infiltration way easier, so she'd probably be looking for things that could do that. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Marked! o wo

...

Open, "make a plan" things can be pretty hard in Play-by-Post, so perhaps it would help if we all basically talked in here and settled on something to do?


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Boy, it sure would be a shame if someone poisoned that giant pot of soup... Celestine mused as they went over the information they'd gathered. Something at least most of the soldiers probably looked forward to and ate on a regular basis? That was a definite possibility for... creative use.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Oh, good. A potential assassination target. ...Not that she'd come close to saying any such thing aloud, of course, but hey. The more information they had about the garrison, the better.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine quietly watched the fortress for a bit before moving on. It wouldn't do to look like too much of a stranger, after all. That bridge would be a problem, but if they couldn't see her, she might still be able to sneak inside somehow. Mix that with an illusion, maybe...?


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

"Don't hurt anyone without our permission." Celestine told Erick as they closed with the town. For now, it would probably be a good idea to review their objectives, gather information, and formulate the best plan they could. She had no intention of wasting any time - but she didn't plan to rush so much they overlooked anything important, either.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

I can prove it, too. ...Admittedly, it doesn't really mean anything, but it's fun to have that spot. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

The lack of walls was useful, but might be a problem if they simply tried to sneak into the town. Celestine had observed for a time, looking at others who passed by the area and understanding what kinds of clothes they wore. The best way to avoid trouble was to simply not be noticed in the first place.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Well, Celestine has excellent smuggling and personal warping capabilities. XD For anything we need to move in or out of the town.

Visually, she'd probably want to look like someone common to the area, preferring not being noticed in the first place to having to lie all the time.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Incanter 4

HP: +4, +1 Con (Half rounded up, I think it was?)
FCB: +1 Skill Bonus

Ability Advancement: +1 Charisma

Incanter Bonus Feat: Extra Magic Talent

New Magic Talents:
Time Sphere
War Sphere


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine watched approvingly as Marvin searched the boat, though her attention was focused a bit more on the Cardinal's recovered payment as she stored it safely in her otherworldly space. She wouldn't hesitate to use it if it was required for the mission - conserving assets to the point of failing was not something her lord tended to approve of - but failing that, she intended to properly return it down to the last coin.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine clenched her fist, ready to conjure another Barrier in case the sailors lasted long enough to continue attacking Marvin. She wasn't going to push her luck with further bolts into that melee, not when they were almost dead already and her aim, to be honest, was absolutely terrible in situations like that. Better to do something she was sure would be useful.

Ready Action: Conjure Barrier if Marvin is attacked.

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