Kormallis

Corrina Hallows's page

21 posts. Alias of Bombadil.


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Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

I’ll also step away from this game. Thank you very much for the opportunity to play. I’m not a great fit for it, and I think you can find someone that is a better fit while the campaign is still new. Best of luck to all of you!


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

the party will graciously accept that two damage and we will not mention any reach 10' that could otherwise jeopardize said damage or movement, were it to actually be a thing :)


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

Corrina curses at the situation. They just wasted two days at the inn, and it looks like they’re heading right back there. Trapped in the tunnel with a slow moving fungus now near her, she attempts to defensively send another force missile at it, and hopes the rest of the party can dispatch the thing before one of them is dead.

Corrina has a concentration +5, and I think it’s a DC 17 to cast on the defensive. That's her full round action, unless there is space to shift 5' northwest behind Korgo.


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

Corrina points toward the fungus and sends a missile of force at it from her outstretched finger.

Force Missile: 1d4 + 1 ⇒ (2) + 1 = 3

”Gods, lets hope we can damage this thing. I can’t afford many more nights at the tavern.”


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

Rianna’s order looks good. For light sources, let’s maintain a torch on the party, then do we want to have the two casters both bring up dancing lights and space those ahead of us for full illumination out to 80 feet? The spell casting every minute will increase our chances of attracting unwanted attention. That single torch is 20 feet (40’ dim light). The dancing lights can be moved each turn out to 110’ to highlight any area of interest.

As the party begins descending to the cavern floor, ”Careful, look for new tracks before we trample the area.”

When the party advances ahead in the tunnels, ”The trail led us past the fungus, let us follow it again and be more mindful of the fungus threats. We can deal with them at distance, I hope, if we work as a team. Whatever thief took this passage, it can dart past them, so it can’t be that swift of a creature.” Corrina seems confident from her position in the back of the party. (after we decide on lights sources, lets approach the first known fungus that slapped Korgo and launch a round of missiles at it in unison from a safe distance)


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

Ooops, sorry, didn't mean to skip that, thanks for the catch Alitja.

How far east is the most honestly named town, Crim(e)mor(e), for some under market goods?


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

”It’s good to see you can recover from the fungi.” Corrrina is pleased with the quick return to health for Korgo. ”Let’s be extra careful on our return. Now that we’ve entered the cave something may have prepared a surprise for us.”

With the dawn of the third day, the party packs their gear and returns to the rotted stump and entrance to the shrieking caverns. Tying their new rope to a hardy tree, the party descends carefully in the same order as before, and without delays between climbers. ”Let’s look for fresh tracks before we trample the ground. Both man and beast seem to use these caverns. Shall we use a torch for light instead of the magical lights that bring unwanted attention?”


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

During the second day, Corrina purchases two hemp ropes and spends the entire afternoon knotting them for climbing and tying them together for an extra long rope they could tie to a different tree. She didn’t trust the rope that was already in place, or its anchor point in the rotted stump.

deducted 2 gp for the ropes, and the monies for staying at the tavern


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13
Rianna wrote:
"I've already picked up torches and some oil. What are you after?”

”Information, lets see what the locals have to say about the shrieking cavern and other caves in this area.”

After their day in the city, Corrina ponders on the interesting bit of information. When they’re back at the tavern in the evening, she gathers her companions. Keeping her voice low, and voicing her questions in the privacy of their rooms instead of the common area, ”The people in town had little to say, but those that did mentioned Arlen as being the one to have maps. Did Magistrate Arlen have maps of the shrieking hollow and not share those with us? Why would that be, does he not want us to find the tome, or is the cavern a test, or a way to dispose of trouble from out of town? We need to be careful here, and stick together. Encountering trouble is better than being ambushed by it.”


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13
Katara wrote:
"Alitja mentioned about your work, and the dangerous encounter with a violet fungi. Nasty stuff, huh?”

”Oh, very nasty stuff! Did you see what it did to Korgo? And I think there’s other creatures in there too, though I can’t imagine what could deal with living beside that fungus. That bow of yours is exactly how we should approach those things. Both you and Eldric should go back with us.”

As Corrina continues to chat about their experience in the cave, a small raven pops its head out from the hair beside her neck. ”Grub?” it asks. ”No, no grubs, we’re in a tavern being civilized”, she responds. The little head bobs side to side then asks, ”Eggs?” Corrina sighs, ”You know that’s cannibalism, right? I’ll get the stew, the meat in that is probably somewhat close to carrion.” The little bird bobs its head excitedly.

As the evening progresses, Corrina eavesdrops on the dwarves’ conversation, hoping to catch some mention of underground activities in the local area. (dwarven language and knowledge, geography) If she gets a hint that they might be familiar with caverns in the area, then she buys a gallon of ale and plops it down on their table and asks, in dwarven, to hear more about the local caverns.

The following day, with accompaniment hopefully for safety in numbers, Corrina heads into the city looking for anyone with knowledge of the local caverns, and even a detailed map of the local area. ”Rianna, could I trouble you to go with me today? I’m not the best at dealing with merchants, or really people in general.”


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

"I suppose its the Cask and Flagon until we've earned that reward." Corrina isn't a fan of the loud establishment, but it'll have to make due. She does her best to listen to the conversations, hoping to catch a snippet related to their quest.


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

”We can’t leave the mushroom there. Korgo can barely stand, much less move quickly with that poison in his system. We need to carry him out of here and use that harness made for Khugh to lift him out of the cave. We can hit it with a wave of ranged attacks, but lets hurry before it decides to finish the job.” Corrina recalls the words of magic and prepares to send a force missile at the creature if the party is in agreement.


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

Corrina watches to see if the mushroom follows, or remains stationary. It could just be a plant that reacts, rather than a creature with motives.


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

”If they react to light and we just heard them a moment ago, then maybe someone else is down here. “ Corrina watches apprehensively as Alitja tries to gather some of the shrieking mushrooms.


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

The raven can deliver an enlarge spell when needed, thought it might be fun for the dwarves to tower over their foes for a change. How would that work with Khugh, do we know if the animals are friendly with each other?


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

Corrina casts dancing lights, and four glowing lanterns go bobbing down the opposite tunnel from Rianna’s lanterns, providing a wider field of illumination. ”Perhaps the earlier shouting regarding caves frightened things away. Although it seems unlikely with that constant shrieking.”


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13
Alitja wrote:
@Corinna, what is your familiar’s name? Is it still a raven?

Yes, familiar is a raven, Braea, and I forgot to include it when I updated the character yesterday, but it's there now in the profile.


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

Arlen was absolutely correct on one point; he understood nothing about wizard business. If he had, then half his guards would be out looking for a very dangerous magic tome that was currently in the wrong hands. As it was, their little group approached the stump with no backup and no idea what to expect ahead.

Corrina wrinkled her nose at the old stump. It seemed a dreadful entry, and one that wouldn’t be an easy exit if needed in a hurry. ”Are there knots in that rope? I’m not much of a climber, more of a faller actually.”


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

changed the name from Corrianne to Corrina Hallows, and a few slight adjustments to spells and gear will be up shortly.

Just low-light vision, but also can cast dancing lights when needed, and light for descending sounds like a good plan.


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

For character death, I'll just create a new one later when/if it happens. I had a rogue, Belzoni, die from a crit in the first 500 posts of Strange Aeons, hoping we all make it longer than that.


Elf Evoker 1 | Init: +3 | Low-Light vision, Perception +2 | AC 13, touch 13, flat-footed 10 | HP: 7 | Fort: 0, Reflex: 3 , Will: 2 (+2) | CMD: 13

First build for Corrianne, still might change it a bit, but female elf evoker with a raven familiar.

Corrianne:

Corrianne
Female elf evoker 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +2
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +5)
. . 1st—burning hands (DC 15), enlarge person (DC 15), shield
. . 0 (at will)—dancing lights, detect magic, ray of frost
. . Opposition Schools Illusion, Necromancy
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Statistics
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Str 11, Dex 16, Con 10, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Scribe Scroll
Skills Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (planes) +8, Linguistics +8, Perception +2, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ arcane bond (Braea, raven), elven magic
Other Gear arrows (20), dagger, shortbow, backpack, bedroll, belt pouch, chalk, scroll case, soap, spell component pouch, sunrod, the book of spells, trail rations (4), waterskin, 22 gp, 8 sp, 8 cp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Braea CR –
Female raven (Pathfinder RPG Bestiary 133)
NG Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Fly +6, Linguistics -1, Perception +9, Spellcraft -1
Languages Common
SQ empathic link
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Special Abilities
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Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.