Woman

Dusk Bloom's page

90 posts. Alias of Oceanshieldwolf.


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Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk motions for her zomgob to chase the slithergob, then cautiosly approaches the edge of a pit, peering in.

"Hello?" she calls a little hesitantly...

And exeunt zombgob, thee served Dusk well...


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk waves a hand to quell the zombgob's fruitless whacking.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Not sure how far along my minion will have gotten...

Dusk moves in to stab at the serpentine goblin...ordering her zombgob to attack the slithergob...

Move Action: Close to reach with Tethiqua
Standard Action: Attack!

Kiwww!!!: 1d20 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12 [+2 str, +1 BAB, +1 Weapon Focus]
Vklip!!!: 1d10 + 3 ⇒ (8) + 3 = 11 [+3 THF]


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

While awaiting Estria's scholarly translation Dusk orders her shambling zombie-gob to approach the entrance to the site/dig. She knows it is slow and will take time to get there.

"Minion. Move there..."

Dusk turns back to her companions.

"I'd get it to guard the entrance, but if our target escapes the slithergob only to be killed by my minion...that would be...bad." she finishes lamely.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"So - inside - just the slithergob or more gobs with it?" Dusk asks matter of factly.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

GM - according tho the Bestiary, the goblin zombie should have:

2d8 + 3 HP HP: 2d8 + 3 ⇒ (2, 7) + 3 = 12

AC of whatever it had before +2 {+1 natural and +1 from improved Dexterity (taking into account it gets +2 Dex overall [-2 for zombie, +4 for empowered reanimate)}

Base Saves: F + 0, R + 0, W + 3 (Only Reflex will benefit from an ability modifier as Wis and Charisma (used for Con since it has none) are now 10...)

DR 5/slashing

+6 Strength to whatever it had before [+2 Zombie, +4 empowered reanimate]

BAB +1

Staggered - only a move or standard action/turn


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk's face calms down as the goblin's vitality is drawn out of the corpse and into the girl, her physique warps, muscle-cords thicken and her movements are more adroit. She hears Nerak, and as she reaches for the next goblin murmurs:

"I'll be right with you Nerak. Now. None of you panic, but this could get a little dread..."

Her face tortures itself again, yawning and splitting and twisting as she sends rather than takes energy, but this time the energy is debased and dark. Dusk's eyes glimmer, losing their pupil momentarily and a keening, somehow deep voice speaks unintelligible whispers. The dead goblin shifts, then shakes and then finally begins to lurch on the ground, animating and rising before Dusk.

Wild Magic: 1d100 ⇒ 99

"There." she smiles at the undead goblin. "Wait!" she commands it, and it stands to rapt if lolling attention.

"Now, Nerak - I can heal you..."

Assuming he lets her, Dusk's touch heals:

Wild Magic: 1d100 ⇒ 40

Cure: 1d8 + 2 ⇒ (6) + 2 = 8 points of damage


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Ok, cool. Dusk will def. be reanimating a different goblin next round if she isn't struck by a falling statue, or scaffolding, or Golarion implodes, or explodes or...something. Do you want me to try to stat up a goblin zombie with +4 Str and Dex?


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

@Rammbock, don't forget Dusk's Haste for this round gives you a second attack...

Dusk looks at the fallen goblins, a spark of something odd in her mien. She moves toward one and touches it, her chrono-tripartite faces shaking and wobbling as she does so.

Move Action: Move to dead goblins by campfire.

Standard Action: Use 1 spell point.

Ok, can I use this ability if they are "dead"?:

Necrotic Feeding wrote:

Necrotic Feeding (ghost strike)

You may spend a spell point to make a ghost strike that, when it strikes a target with -1 or fewer hit points, kills it instantly (Will negates). If the target fails their saving throw, you gain temporary hit points equal to twice the target’s Hit Dice, as well as a +2 enhancement bonus to Strength and Dexterity, which increases to +4 if the target has 8 HD or more and +6 if the target has 16 HD or more. These effects last for 10 minutes per HD of the slain creature. Bonuses from multiple creature do not stack; only the highest bonuses apply.

If not:

Dusk will reanimate one of the goblins as a goblin zombie for 2 hours (lingering necromancy) with +4 to Str and Dex (empowered reanimate)

Wild Magic: 1d100 ⇒ 28


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

If it wasn't such a high level/mythic game I'd totally be up for it...


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"Very well then..." whispers Dusk. The temporal warrior's face once more contorts as she lays a hand on Rammbock, altering his subjective relationship to time. She then moves forward to the oncoming battle.

Standard Action: Time sphere ability: Haste.

{Haste: You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round.
You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.

Free Action: Spend spell point on Haste - Rammbock's Haste will last for two rounds...I guess this surprise round and the round after?

Wild Magic: 1d100 ⇒ 50

Move Action: Move 30' closer.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk knows fate, and she knows the knife-edge it rests on. She places a cautioning hand on Rammbock's armored shoulder, whispering to the dwarf.

"Ramm, how about we come in as the second wave? I know, neing a dwarf, you are more than hell-bent on armageddon on goblins, and coming in late might feel dishonorable, but those four seem to have done well not to alert the gob..."


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Yep, will Concentrate. I think I figured I was possessed of many more levels...or would just keep spending Spell points...

If Concentrating precludes me from moving then I'll stay where I am within range of actually making the serendipity work...


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"Foul little runts. Well, may fate smile on us!"

Use 1 spell point for Serendipity...

Serendipity: You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.

Dusk weaves a mystic sign in the air, as she foes so her face contorts along a temporal line, somehow motes of her old, young and middle aged self warping across her features...

Wild Magic: 1d100 ⇒ 70


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk blinks.

"Rammbock. How well do you see when you sleep? It's dark then as well. I'm not drawing foes to me with a torch at night like a flame for moths. Let us rest." Dusk replies earnestly, a yawn stifled by one tired hand.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"I'm in no hurry to get ambushed, but then I'm not the one who is missing. I just don't see well in complete darkness."

Dusk's posture slumps a little.

"Sandwiches, however nice aren't exactly filling nor the mightiest sustenance for a trek into the Tickwood to get killing someone that wasn't an enemy in the morning - that all took it out of me - I'm bushed. I'd rather start fresh in the morning and have all my wits about me."


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Well, some of us have Darkvision perhaps, and some not. But really, time to rest given we have traipsed into the Tickwood and back?


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk smiles, and replies in a similarly hushed tone.

"Tekk, I think Estria knows this man, so the randomness is moot. However, since we were victorious at the Festival - repelling a concerted attack on the town, we do seem to be féted heroes".


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk studies the man's comsternation, then looks to Estria.

"I for one am willing to assist."


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"I guess Rammbock eased his bladder." offers Dusk diplomatically.

Having an...elastic view of mortality and the requisite uses of former living entities left her ill-equipped to carefully navigate the nuances of burial rites or their proper ministration. A part of her wanted to raise Gregan from the dead but she got a quite distinct impression that might be frowned on.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Unsure what this Asmodeus appears to have done to incite such hatred Dusk hovers nearby, refraining from any actual interment activity. When the group decides to leave Dusk still feels perturbed by something.

"Melissa - the symbol of the Tickwood Hag - what is its derivation? I...somehow know it from somewhere - it is wholly familiar to me bu t I don't know it - if you take my meaning."


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk watches with little empathy as Rick attempts to save their aggressor. Then looks up after but a moment.

"Now what?" she asks brightly. "Do we take his things to a church of Asmo....dood?"


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Burnt and more than a little irritated, Dusk gets mean - the warpwarrior steps back, and jabs cruelly, trying to pin the Asmodean in the leg with her glaive. If successful:She grins with more than a little malice as her weapon finds flesh...

Skiwww!!!: 1d20 + 2 + 1 + 1 - 2 ⇒ (19) + 2 + 1 + 1 - 2 = 21 (+2 str, +1 BAB, +1 Weapon Focus, -2 impale)
Thikkkk!!!: 1d10 + 3 ⇒ (4) + 3 = 7 (+3 THF)

Impaled:
An impaled creature cannot move and is battered for as long as it remains impaled. An impaled creature who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + your CMB + spell level), or lose the spell...

...This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature making a combat maneuver check as a standard action with a DC equal to your CMD. ...


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Ok, I'll wait for Ram/Est's actions.

Do I still have room to 5' step to allow the reach I require?


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

@GM - are those with "***" next to their name up for actions? If so, I will wait to post my Round 2 action until after the others (Rick/Rammbock) have posted their Round 1 actions...


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"Graaaaoeww!!!" yells Dusk as the hellfire burns. She stabs out with her glaive reflexively as the Asmodean invades "her" "personal space". Her strike is forceful, but perhaps a little hurried...

AoO that hurt!!!: 1d20 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12 (+2 str, +1 BAB, +1 Weapon Focus)
Take this!!!: 1d10 + 3 ⇒ (10) + 3 = 13 (+3 THF)


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Unsure of whether the madman can be reasoned with Dusk runs toward him, glaive barring his way.

Move Action: Move to Close range as specified in ability.
Standard Action: Use Slow ability from Time sphere, DC umm...I don't actually know. I'm 2nd level and have +3 ability modifier. So what is that?

Slow: You cause the target to become staggered, allowing it to only take a single move action or standard action on its turn, but not both (Will negates).


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

I prefer Paizo as all my other games are here.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Level 2 Changelog:

+1 BAB
+1 Will save
+7 HP - (1/2 x 8 = 4 +1) = 5, +1 Con, +1 FCB
+8 Skill ranks
(Acrobatics, Bluff, Heal, Intimidate, Kn. (Local), Kn. (Religion), Perception, Use Magic Device)

+1 talent -Greater Ghost Strike
+1 Secret - Amateur Time Traveler =
---->gains Time Sphere <---------------

+1 bonus Feat - Necrosis Feat: Numb Mind
+1 Dexterity


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Perception: 1d20 + 2 ⇒ (4) + 2 = 6


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Got a few clear days coming starting tomorrow...


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

I'm getting hammered by RL, so still no level up yet. Maybe tomorrow...


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Nice rolls Tekk!


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

So in addition to normal advancement, we get a free feat AND +1 to an ability score because 2nd is an even level?

It might take me a lil bit until I get a chance to level up...


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Knowing the bigger fighters will want to charge, Dusk defers to them, taking her time to thread a path through the boles and trunks to get into a flanking position. Her distaste for the bloated creatures is evident as she finds a path not near the satiated ones.

Full Round Action: Double Move to get behind one of the ticks if that is possible.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"Mhmm!!!" adds Bloom, her mouth full of sandwich.

"Mangks for the samwidges!" she manages, holding one up as evidence.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Sorry to hear that Vrog! Take care, and look forward to seeing you hear again in the future. Safe travels!


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk looks startled for a moment, as if shocked by something, though Tekk can tell it is not anytging he said, more something prompted in herself.

"Umm. Since the festival. A few days? We really don't know each other that well..." she finishes lamely.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Pretty sure dwarves can conjure a bar and someone to buy ale from as an SLA...

Dusk smiles politely at Tekk.

"Dusk Bloom. Well met Tekk."


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk nods a greeting to the dwarf.

"Dusk. Dusk Bloom. Well met Asguard Rammbock." is all she says in a calm voice. The pale girl wears her black hair long, tied back high. The ease with which she waers her baroque parade armor, buckler and spiked gauntlet attest to martial training and the glaive she holds appears well-maintained.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Events proceed from odd to strange. Dusk shrinks from the Sherriff's outburst, and just as quickly recomposes herself when Nerak recovers the situation. When K'pu speaks out Dusk nods.

"I'll just bet she doesn't!"


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Well, that won't be Dusk (good in a forest, not so good with authority), but I'm sure Estria might be uo for it...;)


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Never one to shy away from enduring awkardness Dusk enjoys the uncomfortable silence as it fails to spoil this most interesting constitutional.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"Yes! Let's do that too!" agrees Dusk with a little forced enthusiasm and a genuine smile.

Rick - we are going to Sandpoint/town. That is the plan.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

From reading that thread I didn't get the feeling they were certain about much to be honest.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"O....kay! I guess you may accompany us to Sandpoint, where we will accompany you to meet your contact. Agreed?" Dusk asks, the openness of her face attempting to clear the situation.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk stifles a giggle at Nerak's quip. She relaxes her grip on her glaive and waits for an equally huffy answer from this Gregan character. Given the way he has answered almost all of their queries and comments she is fairly sure she doesn't like him, but has no actual reason not to trust him. Yet.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Understood. I'll wait for a reply from Nerak. Seems we're heading to Sandpoint to find help to help Gregan help Sandpoint. But really, he's assisting us.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk cants her head to the side.

"Nerak. We need this fellow? Can you smell the hag out, you think?"

she whispers to Nerak.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"No... we followed the creatures here." replies Dusk, becoming somewhat visibly irritated, hands clenching on the haft of her weapon.

" I ask again. Who are you?"

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