This is Zayne. Got a basic character sheet. Not complete but the pertinent stuff is there. Aiming to be long range support, decent pilot, and scout. I really like Weather Control as an ability. I hope it is as useful as I am picturing. Can it be used on a moving ship?
Loyalties:
Freedom: Because of her birth and unique abilities, Chell has mostly been used by Orventian Empire for whatever purpose they deemed necessary. Mostly as buffer for bad weather, a scout and to deal with small flyers. Now that she has had a taste of freedom she is well and truly addicted.
The Sky: Whether it was because of her powers or just a natural predilection, Chell is fascinated by the sky and all it's many moods. Whether it's watching the clouds go by or reveling in the power of the storm, it doesn't matter. It's all amazing. And after spending some time on a flying ship she wants nothing more than to explore it's endless reaches.
Crew: Not all the crews she served with were awful. She remembers some fondly and diligently did what she could to protect them. It was just heavily overshadowed by the fact that she had no choice in the matter. Maybe one day she'll find a crew that she chooses to be a part of. And on that day she might find her loyalties change as well.
What would you rather play: A slightly modified high level module like WarWitch legacy or the Moonscar, a modified end of an Adventure path such as Rise of the Runelords, or a short original adventure written by a guy that you have no idea if he is any good at that sort of thing or not?
Since I rarely get to the end of one, I would prefer the end of one of the AP's.
Your character walks into a bar. What is the first thing they do?
Depends on the day she's had. Awful: large ale and a quiet corner. Good: tip the bard and listen to something nice. Excellent: Start hiring new people to be part of her crew.
Your character learns that an evil wizard is gathering power to try and invade the country that is the enemy of your native homeland. No one else seems to notice or care. What do you do?
She's no pirate but that doesn't mean she doesn't know how they work. She'd try to help by hiring out her services as a privateer for the enemy nation under the condition she would only attack vessels under the wizard's command. She'd also try hit and run tactics to disrupt logistics using constant powerful storms.
Your ally is on the ground unconscious and bleeding out. Standing 5 ft behind their body is a Gargantuan Great Wyrm Black Dragon. You are 35 ft away, and it is your turn. What do you do (with rolls please!)
With divinely granted wings Chell swoops in past the dragons snapping jaw and swiping claws, Maybe taking an attack of opportunity to land near her fallen ally. She raises her shield to fend off its attacks while placing a hand on their dying companions shoulder. A pulse of light shoots through her comrade, bouncing them off the ground and shocking them back to life.
Probably have Angelic aspect and wings. Fly in and cast Heal restoring 200 hp in an instant (ring of curing). A 1 on concentration is is enough to pass for cast defensively so auto succeed. Might add a quickened Blessing of Fervor. Never played a high level caster with metamagics.
You are given 30,000G. However with it you can only buy 1 non magical thing from Ultimate Equipment. You simply get 30,000G worth of that thing. What do you choose?
Spend 15,000 to buy 1.5 million candles (1cp a piece). Once I buy all the candles I'll use the remaining 15,000 to fund a candle making company and create a monopoly.
Done. I had an idea for a pretty good martial character, and this is a good opportunity to try it out.
Sticking with Azorn, only instead of various fire spells, he'll be hefting a magma hammer.
If it's too late to submit a new build, that's fine. I will keep the stats in my profile the same.
** spoiler omitted **...
Yeah lotta casters. I think spell slingers outnumber muggles though in the system in general. If Path of War was allowed I'd be all up in that though. Always wanted to take a halfling Stalker to level 9 maneuvers.
Would I need Leadership to have a ship and be a captain? I don't think Leadership was banned but it would complicate things. Having a level 16 cohort would be a pain to deal with and level as well.
The Inn:
"Good people are dumb because they can ignore the worst in people. And ignorance is bliss," Chell says proudly.
Oh she won't be most of the time. Unlike Wizards, clerics have proficiency and don't need a floating shield. That's why her trident is merely a +1. If she ever expends all spells then, like most casters, she will be in a lot of trouble. But yes, 6+5 is 11. Not 9. Durr.
The Inn:
Chell doesn't flinch at his nudity but does roll her eyes. She was in captain mode now and was harder to faze. She also had greater confidence. She smirks and looks up at him, not as far as she thought at first though. He was shorter than his personality made him feel. "Oh you will. Because I can look past all this. We might be on the back foot here but I can tell we'll pull through. I've dealt with one avatar of a god. I can handle a few more. And I may not know the people here," she says taking a look around, "but I can see and feel the power and determination behind their eyes. Woe be to whatever caused this and stands in our way. But when its over, and everyone goes home, I'll still be there to help you clean up yours. Not because you asked, but because its the right thing to do. You're not in your kingdom right now so it'd a good idea to be a little diplomatic, don't you think? Even the Hound of Hell is playing nice...if a little racy."
It'd still be nice if you made your presence known. A week without word is concerning for a recruitment.
I do have a few questions about items:
I assume combining items is okay as long as we follow the rules on that. +50% to the price of the cheaper item. And if we craft a combined item then only one side is half price or the whole thing counts as both crafted items.
Can we move items to slots? Instead of a headband of wisdom, have a spectacles or a hat? Moving a mental stat increaser somewhere other than the head doesn't sound right.
Do Ioun Stones get resonant powers? Is it random?
Are we allowed to have items greater than +5, like my +5 spell storing breastplate? Technically a total enchantment of +6.
The inn:
Chell opened her mouth to retort but snapped it shut quickly. One part of her wanted to argue about the effectiveness of essentially asking for aid by questioning her wisdom and calling her a pink-skin. The other part realized he was asking for aid. Aid to save his city which, in all likelihood, was gone. She had sailed through waters with the mist, seen what it had done to men. Had the ship not been hallowed and blessed with her powerful magic, why'd have been quickly drained of life. Probably would have rose up as undead immediately after. So Chell kept quiet to keep the peace.
Still
"Boy, if you think this," she says indicating him and his attitude, "is an appropriate way to ask me for help, then you're as dumb as you look. And you need my help," she says, cutting off any retort, "if you hope to rescue any survivors."
Chell jumps up with a girly squeak and covers her offended posterior. "No, no no no no. No. You did not. He did not," she rambles quickly. "Got a little light-headed and stumbled a bit. Haven't quite got my land legs back." Chell could command the sea and sky. Plunge its depths and soar its heights. Not two minutes ago she summoned a tornado. Yet love, romance and sexuality could reduce her to a blabbering mess. But that was the dichotomy of worshiping a gestalt deity. Immense divine power in a small, sometimes, skittish form.
"I mean thanks for the complement but..." She looks Rosa over a little better. Surprisingly thin but large, bigger than any human man. Pretty in an exotic, amazon warrior kind of way. Beautiful on the way a warship might be. Elegant in its destructive purpose. "...but I think I might die," she finishes half joking. Then she looks over at Azorn.
"No modesty. Dear gods what have I walked into?" There conversation continues to on and turns to speculation about her. Well it was time to set things straight. "Excuse me. I am not a druid. I am a priestess of Gozreh and Captain of the only fighting vessel currently watching the eastern flank," she says trying to wrangle some authority back. "As such, Gozreh sees fit to allow me the use of their domain, the sea and sky. And you are?" she asks, indicating the two of them.
As a fourth person goes from invisible to visible, she extends the offer of introduction to him too. "And you?"
Sun: As long as someone has one.
Raz: Too much opportunity for dicks, literally and figuratively.
As Azorn and his men run away a lone woman coming from the direction of the inn heads towards them. Before the bowl her over she stops and appears to cast some spell. A spell that causes translucent wings to sprout from her back and halo to sprout from her head. She leaps into the air and takes flight low over the rushing army. She shouts as she flies over Azorn, who she assumes is the leader given all the shouting. "Keep going!" Is all the has time for.
Before his spell of fire stops, she pulls a rod from he pack and points it at the fire and the army of dead beyond. "Hyjarth, Aspect of Gozreh. She who guides the wind. Grant the boon of your fiercest storm." She says her prayer and a spiral of violent wind circles the rod. She brings the rod back in slow motion. The spiral gets larger and larger, turning into a whip of violent wind. When she swings it back forward. The wind continues like a horizontal hurricane, blowing through the flames and whipping them into a conflagration damn near cataclysmic. At some predetermined point, the wind erupts outward into a violent tornado, throwing lesser undead all over the place like a giants plaything.
Her work done, she flies back towards the retreating soldiers and slightly above Azorn. "That will hold for about 6 hours." she says cheerily, as if she hadn't just caused a natural disaster. "Any of your people need healing? Or inflicting?" she asks looking at the undead wearily. They were fighting other undead so were they good undead? Was that a thing?
At the inn's door, she folds the wings away and they completely disappear along with the halo. She gets as far as the fireplace and nearly collapses into a bit of furniture. "Wow. That big ones really make me light-headed." She shakes her head and realizes the furniture she is leaning against is awfully soft for furniture. Hang on. That wasn't furniture. That was a person. A really big person. "Wow, you're big," she says stupidly.
Here is what I am working on. A character from an old Razor Coast game that is on an indefinite hiatus. Now I can hear you asking why a Water and Weather domain cleric is on land fighting a war against a lich and anti-paladin trying to make the world undead. The answer is threefold. First, I imagine the mist will wreck all kinds of havoc on weather and the ocean. Storms, black fog and ghost ships come to mind. That's her domain and she's there to protect it. Second, she's a NG cleric of Gozreh. Gozreh is a deity of nature and thus against anything unnatural. He/she is against anything that is destructive or disruptive to his/her domain. The third is weather spells are cool and might be extremely helpful in driving away the mist. Also, Tsunami still works on land and that is awesome.
But yeah still working on it. Backstory in the profile though.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Thanks for the game. Sorry to see it peter out there at the end but that was one serious fight and I have high hopes for its return. I'll keep an eye out. Better level up know before I forget.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
"Silk's not functional as a sail cloth." Petty argument but she was hoping to be a craftsman one day. Even after all this and being a cleric of Quell. So a part of her couldn't let that go even if it was petty. She surveys the damage and nearly collapses thinking about the work to be done. So many turned. And unless the defeating the source broke the curse, their was going to have to be a number of changes made here to account for those too far gone for magic to help. But at least their wouldn't be any more.
Chell walks over to the body of Dalang that they pulled out of the water. She kneels at his side and says a prayer, closing his bloodshot eyes. So much death, and this was still only the beginning.
The spiritual weapon continues its unguided assault. But without going over there, there was little else she could do with the sharks in the water. So she turns to the ones left here. She pulls out a small pearl as she walks over to Roland. She places it on his chest and channels a spell through it, using it as the source of energy.
Cure Light:1d8 + 5 ⇒ (5) + 5 = 10
Move to Roland and draw pearl of power. Use it to cast a Cure Light.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Though she herself did not dare to cross the waters, there were still options to her to attack the wereshark on the barge. She brings a hand up as if about to through a spear and swings it forward. On the barge, next to the wereshark, a spectral harpoon appears. It harries the shark man, stabbing with its barbed tip.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Chell takes a step back out of the range of the were sharks swiping claws. The wind swirls about the two remaining sharks and a bolt of lightning cashes down on them.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
I have Ride the waves but there is still a lot of sharks in the water. If they all attack at once, I doubt either would survive. Hopefully Sorrin's AoO hits and kills him.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
"I am doing all I can." Chell continues to heal the defenders. Now it was starting to become a battle of attrition. Should she heal and drag out the fight or support the offensive and try to end it sooner? She didn't have a lot left for offense but if they could stop Jalang they might be able to stop it all.
Channel:5d6 ⇒ (5, 3, 3, 5, 1) = 17
Channel from there, should still be able to hit Sorrin.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
If I am not mistaken, I believe Dalang failed is save on my last attack and is now blinded for 3 rounds. 2 left now. That means he has a 50% miss chance on that touch attack to Dinetta unless he has a way to find her.
Round 10
Chell crosses her arms and then waves them aside as if opening a curtain and the storm disappears. It served its purpose and now it was not needed. She then raises her holy symbol and washes the battle field in healing warmth. She then heeds Sorrin's suggestion and moves back.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Round 9
Active Effects: Haste: +1 AC, +1 ref, +30 speed, one extra attack. (3 rounds left) Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. (3 rounds left) Inspire Courage: +2 attack, +2 damage AC 24
So Chell is CG. Chaos Hammer doesn't hurt.
Chell watches the hammer descend and doesn't move. She recognized the spell and knew it could do her no harm. The only thing that was painful was that it was another reminder of Jalang's strength of faith in a different god. She moves back some more and points at his silhouette in the storm. A bright flash illuminates the swirling snow.
Damage No Save if Evil:5d4 ⇒ (1, 2, 3, 3, 1) = 10 Rounds Blinded Ref DC 17:1d4 ⇒ 3
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Was Dinetta always down there? Cause there's a big storm there. Granted she did stealth and I can't make that save so she might take that damage too. I back stepped 5ft parallel to Sorrin in Round 8 and cast Ice Storm, which is big.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Round 8
Active Effects: Haste: +1 AC, +1 ref, +30 speed, one extra attack. (3 rounds left) Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. (3 rounds left) Inspire Courage: +2 attack, +2 damage AC 24
Ref:1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 2619 damage.
Chell knew that stance, knew that prayer, and instinctively cowered beneath her shield. Even beneath the protective metal, her skin was scalded by intense heat and unholy fire. It stole the air from her lungs and burned her eyes. She managed to stand somehow, clothes and shield blackened and skin red. With a shaking hand she held it towards Dalang. "Quell," is all she can get out with burnt lips but its enough. Dalang is engulfed in a storm even more powerful than the one before.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
"Quell help us," Chell whispers in fear as she takes an involuntary step backward. "Quell aid us," she says, planting both feet. To stand her ground. "Quell is with me as he once was with you," she says, directing her words at the one that who had lost his path. The one that had been taken or maybe seduced by the power of Dajobas. "Quell smite the one that left you." This time she directs her holy symbol at the shark and blasts him with holy light, leaving the symbol burned into his flesh.
Cast Major Curse choosing –4 penalty on attack rolls, saves, ability checks, and skill checks.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Even if she was laying naked on the snow would it match the chill that ran up her spin. It made her stomach drop and her bones ache. She turned to see another sharkman coming out of the water. This one though, radiated a malice on par with a demi-god of destruction. She opened her mouth and nothing came out. Not a scream, a warning or even a whimper. The icy grip of fear took a tight hold and refused to let go.
Dinetta and Jalang go first so... This is gonna hurt.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
That is indeed flesh-crawlingly disturbing. The destruction of the town is terrible as well.
All the battles and hardships over the last few months had at least one good effect on the priestess turned battle mage. Focus. The dying, the fire, the sharks, the disease, the night of bloody terror. Had she not acquired the experiences she had, she'd probably have panicked and crumbled from sensory overload. Now she was capable of managing several crisis at once. And priority number one was the weresharks still in the vicinity. She focuses on the one closest and conjures a small storm cloud all around it. It hampers its vision and movement, allowing Astrianna a little wiggle room.
Running low on spells. Got a few big ones still saved for the real fight. Move close enough hit with Stormburst. Non-lethal damage. -2 to attacks for a round.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Round 6
Active Effects: Haste: +1 AC, +1 ref, +30 speed, one extra attack. Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Inspire Courage: +2 attack, +2 damage AC 24
The battle was starting to go badly for them really fast. Somehow she managed to send one wereshark away but one was fighting Astrianna and one was closing in from the side. Fires raged around the town and their own crew was fighting for their lives. The battle on the pier was turning bloody and it seemed most of the blood was coming from Dinetta and Sorrin. They needed help but were too far for any healing spells.
Hoping someone handles the wereshark on her left, Chell leaps over the freshly fallen enemies with hasted speed and raises her holy symbol high. Healing energy washes over all the combatants except for those unworthy of its grace.
Channel Energy:5d6 ⇒ (5, 3, 1, 4, 5) = 18
Move 60 south and channel. Moving far enough so none of the fallen sharkmen are in the radius. I can only selectively ignore two targets. Not much but best I can do for now.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Chell wobbles slightly after such a powerful spell and doesn't notice encroaching doom. At Astri's warning she looks left and flinches, both at the size of the creature headed for her and the fate of the people that got in its way. Chell concentrates and raises her hand towards the melee. She focuses on the wereshark and commands "Flee."
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Even with the reduced scale, Blessing of Fervor Should have hit everyone. So depending on their choices, both Dinetta and Sorrin should have +2 to AC from that. I know Dinetta does because its in her attack but I don't know if Sorrin made a choice.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Round 3
Active Effects: Haste: +1 AC, +1 ref, +30 speed, one extra attack. Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Inspire Courage: +2 attack, +2 damage AC 25
Against shorter enemies, Chell would warn Astrianna to duck for what was about to happen. But her enemy was so much taller that its upper torso made a large target. She holds up her holy symbol which begins to glow brighter and brighter. By the time it saw the glow it was too late. A beam if sunlight blasts it in the face and blisters the exposed skin.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
I think the items on the map need to be shrunk a little. The enemies are 3x3 and we are nearly 2x2.
Round 2
Active Effects: Haste: +1 AC, +1 ref, +30 speed, one extra attack. Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Chell takes knee and prays in voice too low to hear but somehow so loud it caused the dock to rumble. A ring of light with strange runes circles her body a foot from the ground. The ring spins faster and faster until it reaches some predetermined speed then explodes outwards. As the ring hits her companions, a new ring wraps around them and shrinks into their being. The blessing grants them new boons on sop of the magical haste Astrianna laid on them.
Blessing of Fervor:
Choose one of the below options per round. Haste does not stack with extra attack. Untyped speed increase might actually stack with haste:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Chell's mind was simultaneously coming up with actions to take and paralyzed by fear to do any of them. She wanted to blast Dalang with searing light, create a cloud of fog to shroud them, send at them freezing winds, and even try to talk them down. As they grew closer she wanted to draw her shield, cast some defense, or increase her strength, both physically and mentally. But any action right now might set off the whole situation and get a lot of innocents killed. She never helped the situation by talking either so that was out. Analysis Paralysis was not easily healed in stressful situations.
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Chell pokes Astrianna and nods at the ship, whispering, "This is probably a terrible idea but we need to stop him now. Our own crew is fighting and there is more going on at the fort. If we wait until night we'll be overrun by those that haven't turned yet."
Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
Need to see what happens with the false Jawbone first. And without flight or water walking, I doubt any of us can get to the barge. There are a lot of sharks out there. The crowd is also not on our side so a fight will likely pit us against a lot of NPC's plus the weresharks.
Didn't even get time to try the concoction from Featherton's.