Amiri

Fleur Roseleaf's page

161 posts. Organized Play character for GHembree.


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Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Thanks for GMing nightdeath.

Fleur comments, "I for one am glade to be done with that mission, from now on I try to stay on Golarion."

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Being able to breathe again, Fleur starts her bardic song to inspire courage.

inspire courage +1 to hit, damage and vs fear.

-Posted with Wayfinder

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur retrieves and uses the Air crystals.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur would agrees with calling for aid too!

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

GM, How long does the shaken last? Also, if suffocating can we use the air crystals will that counter the effect?

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

If needed
will save w/+1 IC vs fear: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Fort vs 17: 1d20 + 2 ⇒ (1) + 2 = 3

Fleur continues to maintain the inspire courage and tries to figure out a new discovery

k(nature): 1d20 + 6 ⇒ (11) + 6 = 17

Inspire courage +1 to hit, +1 damage, & +1 vs fear. 13 of 17 rounds

If suffocating Fleur probably can't continue the song.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

So, with the group's awesome knowledge planes rolls we should know what all the circlies do?

Fleur begins a bardic song to inspire courage to bolster he allies vs fear and helps them damage the circles.

Meanwhile she tries to figure out a ne discovery
k(nature): 1d20 + 6 ⇒ (3) + 6 = 9

Inspire courage +1 to hit, +1 damage, & +1 vs fear. 12 of 17 rounds

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

k(planes): 1d20 + 6 ⇒ (20) + 6 = 26

Fleur looks around at the 20-foot-diameter faceted orb and the gemstone inlaid arcane circles. She lets the team know any information she has.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur gladly activates any cure wands handed to her as well as her own

wand CLW: 2d8 + 2 ⇒ (7, 4) + 2 = 13

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

After the last skeleton is killed then Fleur uses her wand to fully cure her injuries.

wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Perception : 1d20 + 6 ⇒ (4) + 6 = 10

Fleur is no help in selecting an entrance.

Climb : 1d20 + 6 ⇒ (9) + 6 = 15

Hitting hard Fleur takes damage on landing. Which she heals using another charge from her wand.

wand CLW 2 charges: 2d8 + 2 ⇒ (3, 1) + 2 = 6

K(dung) : 1d20 + 6 ⇒ (9) + 6 = 15

K(dung) : 1d20 + 6 ⇒ (11) + 6 = 17

K(dung) : 1d20 + 6 ⇒ (6) + 6 = 12

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

[oocc]status: 4 damage[/ooc]

Moving around Na'al, Fleur get into position and attacks the red skeletal champion with her club since it's been working good so far.

club: 1d20 + 4 ⇒ (16) + 4 = 20 to hit
damage if hits: 1d6 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

status: 4 damage

Sticking with the club, Fleur swings again at the yellow bone priest.

club: 1d20 + 4 ⇒ (19) + 4 = 23 to hit
damage if hits: 1d6 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

status: 4 damage

Following the others and using her snapleaf too, Fleur drops down getting hit by a flying rock as she drops.

reflex: 1d20 + 5 ⇒ (13) + 5 = 18 failed.

Hitting the ground she moves attack the yellow Skeletal using her club.

club: 1d20 + 4 ⇒ (16) + 4 = 20 to hit
damage if hits: 1d6 + 2 ⇒ (2) + 2 = 4

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur continues the bardic inspiration and fires an arrow at Hueceva.

shortbow w/+1 IC: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 to hit
damage if hits w/+1 IC: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur begins inspiring courage in her allies, then moves drawing her bow.

(Inspire Courage: all allies +1 to hit, Damage and fear saves.)

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

k(dung): 1d20 + 6 ⇒ (8) + 6 = 14

Fleur will share what she knows about the plant like creatures when she can.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

"Did anyone get the number of that bus that hit us?". Fleur uses her wand of cure light wounds liberally to heal anyone who passed out from the hot slime and herself.

Wand CLW 4 charges on self: 4d8 + 4 ⇒ (2, 7, 7, 6) + 4 = 26. Restored to full with 8pt from first use of wand after swallowed.

anyone else that needs healing please roll

After healing Fleur looks at the worm, "How do we save that?"

k(nature): 1d20 + 6 ⇒ (7) + 6 = 13

Save if can, unless it was the bus worm that just ate us.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

reflex: 1d20 + 5 ⇒ (1) + 5 = 6

Unable to jump out of the way, Fleur takes the scenic gut tour. Taking her wand of cure light out trying to cure the burn as fast as it happens.

Wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8 first round

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

k(dung): 1d20 + 6 ⇒ (8) + 6 = 14
k(dung): 1d20 + 6 ⇒ (16) + 6 = 22
k(dung): 1d20 + 6 ⇒ (18) + 6 = 24

Fleur licks a finger and holds it up in the air to determine which way the wind is blowing.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur follows the others, "Hey, wait for me."

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Since they didn't find the song as inspiring, Fleur launches into a bardic tale of epic struggle between two ants, unfortunately they found that no more inspiring than song.

preform(oratory): 1d20 + 9 ⇒ (6) + 9 = 15

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur offer a song from our world.

preform( song): 1d20 + 9 ⇒ (6) + 9 = 15

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur smiles "Perhaps it would be best if we could ask They-Who_Orders directly about these gates and call for help? Could you tell us where to find them?"

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

k(planes): 1d20 + 6 ⇒ (9) + 6 = 15

Passing her hand through one of the illusions, Fleur walks up to one of the Fiery Humanoids, asking in common as pleasant as she can "Hi, we are new here, what's the occasions for this get together? "

diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Curious, Fleur follows the others into the strange lava gardens.

perception: 1d20 + 6 ⇒ (8) + 6 = 14

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur can activate wands of cure light wounds for anyone. She uses her own wand to cure her wounds.

wand CLW 3 charges: 3d8 + 3 ⇒ (3, 7, 4) + 3 = 17

After healing herself and any others, Fleur takes a look at the batteries to see what can be done for them.

k(engineering): 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Winching from a second wound, Fleur maintains her song and swings again at the red Skeleton, again her club fails to connect.

Bardic Inspire Courage +1 to hit, damage and fear saves. 9 of 17 rounds

crunch:

club w/+1bard: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 to hit
damage if hits w/+1 bard: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Her wound still stinging and her song still going, Fleur takes aim with her club on the red shirt skeleton, but her swing again goes wide.

Bardic Inspire Courage +1 to hit, damage and fear saves. 8 or 17 rounds

crunch:

club w/+1bard: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 to hit
damage if hits w/+1 bard: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Cringing from the sword slash, Fleur maintains her singing and swings her club again at the red shirt skeleton, but her wound ruins her aim.

Bardic Inspire Courage +1 to hit, damage and fear saves. 7 or 17 rounds

crunch:

club w/+1bard: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 to hit
Dice=damage if hits w/+1 bard] 1d6 + 2 + 1 [/dice]

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Continuing her inspiring song, Fleur swings her club at the red space skeleton.

Bardic Inspire Courage +1 to hit, damage and fear saves. 6 or 17 rounds

crunch:

club w/+1bard: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 to hit
damage if hits w/+1 bard: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

k(religion): 1d20 + 6 ⇒ (19) + 6 = 25

Sharing what she knows or surmises about the skeleton, Fleur draws melee weapon and begins inspiring courage in her fellow pathfinders.

Bardic Inspire Courage +1 to hit, damage and fear saves. 5 or 17 rounds

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur maintains her bardic song as she fires an arrow at the yellow hellhound, unfortuanly it has soft from Arboreal .

action & attack:

Free: continue bard song 4 of 17
darkwood composite shortbow w/ +1 IC, +1 point blank, -4 cover: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12 to hit
damage if hits w/+1 IC, +1 on: 1d6 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur begins singing an inspiring tune as she moves for a clear shot drawing her bow once again.

Bardic Inspire Courage: +1 to hit, damage and fear saves. 3 of 17r

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Continuing her bardic song, Fleur moves for a clear bow shot at the Earth Elemental.

actions & attack:

Inspire Courage +1 to hit, damage & vs fear 2 of 17 rounds
using Point Blank
darkwood composite shortbow w/+1IC, +1 PB -4 into melee: 1d20 + 5 + 1 + 1 - 4 ⇒ (16) + 5 + 1 + 1 - 4 = 19 to hit (non-magical)
damage if hits w/+1 IC, +1 PB: 1d6 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur begins a bardic song as she moves and draws her bow, "The Earth Mephit as you can see has the power to summons friends, but also he heals fast and is resistant to the blows of non magic weapons."

Bardic inspire courage, +1 to hit, damage, and resist fear saves.
1 of 17 rounds.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

k(planes): 1d20 + 6 ⇒ (13) + 6 = 19 to identify creature.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur comments "Wonder what the elementals are doing on the comet?"

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
k(arcane): 1d20 + 6 ⇒ (1) + 6 = 7
k(geo): 1d20 + 6 ⇒ (11) + 6 = 17

Fleur is more than happy to share what knowledge and rumors she has heard about the going on. "The comet? That thing in the sky that appeared several months ago? There have been all sort's of stories about doom and gateways appearing over the world. So the Socyity leaders have finally lost it sending us to space? Now I know why they were copying system charts on interplanetary travel. This is madness! When do we leave? I suppose extra protection from extremes envoroments can't hurt."

Fleur is human young female bard sporting a chain shirt and dark wood shield. She seems excited about the adventure.

(Fleur will opt for the space protection spell. 1PP).

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Rolling day Job: 1d20 + 9 ⇒ (3) + 9 = 12

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Player Name: GlennH
Character Name: Fleur Roseleaf
Class and Levels: Bard 3
PFS#: 11016-7
Faction: Grand Lodge
Day Jobs: preform Song +9
Perception Bonus: +6

Grand Lodge

Oh well Have fun.

Grand Lodge

I have a 3rd level bard CORE (I have to update after playing ThornKeep pt1) available to run.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

As the red goblin clubs at Fleur's knees, the Bard shrieks at it "No, bad goblin!" as she swats at it with her longsword.

longsword: 1d20 + 3 ⇒ (12) + 3 = 15
damage if hits: 1d8 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur also moves up and attack a goblin

longsword: 1d20 + 3 ⇒ (13) + 3 = 16
damage if hits: 1d8 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

spellcraft on potion: 1d20 + 6 ⇒ (10) + 6 = 16

Fleur is unable to determine what the potion is, though she was real close.

stealth: 1d20 + 6 ⇒ (6) + 6 = 12

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

fleur fires her bow as well at the goblins.

shortbow: 1d20 + 3 ⇒ (2) + 3 = 5
damage if hits: 1d6 ⇒ 1

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur also moves forward following Nitkiflink, and does quite well with the distraction created by the Gnome.

stealth: 1d20 + 6 ⇒ (19) + 6 = 25

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur quietly ask "Anyone needs healing?", if not she moves stealthy forward keeping the rectangular columns between her and the goblins as long as possible.

stealth: 1d20 + 6 ⇒ (13) + 6 = 19

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur tries to recall what she knows about the flying bugs.

k(arcane): 1d20 + 6 ⇒ (14) + 6 = 20

The bard takes out her short bow and fires at one of the flying rats.

bow: 1d20 + 3 ⇒ (10) + 3 = 13
damage if hits: 1d6 ⇒ 4