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
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
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.
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
Inspire courage +1 to hit, +1 damage, & +1 vs fear. 12 of 17 rounds
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
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
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
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.
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
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 licks a finger and holds it up in the air to determine which way the wind is blowing.
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
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
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
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
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
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
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
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
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
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
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.
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
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).
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
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
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
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