CN Ratfolk Level 4 Alchemist/Vexing Dodger |HP 29/29 | AC: 21 (+2 vs animals) T: 16 FF: 11| Fort +5; Ref +10; Will +0 * +3 vs poison & +1 alchemical weapons or harmful effects from drinking | Init: +5 | Perception: darkvision |Sense Motive: -1| CMB: 0 CMD: 15 | Special Abilities: Unnatural, Cornered Fury, I have 3 arms | Movement: 25ft Base 15ft Climb | Active Conditions: None
Gillir looks from Makras to the guardian and back. "Oh I don't think he's jesting! Just odd! Nothing wrong with odd as the doctor used to say." He does look genuinely wowed by the lion. Its size compared to his small (even for ratfolk) stature is definitely a factor. "I really love your library! It seems very special so you must be very special since its your library! I can tell you lots of stuff if you want! What do you want to hear?"
Diplomacy: 1d20 ⇒ 20 Gillie wears his heart on his sleeve and it is plain to see he is full of genuine amazement at the library as well and awe of the Guardian.
|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None
Tuck looks around for this strongest guard then invites them to come over. He gives a big smile and opens his arms as if for a hug then quickly grabs him in a headlock. Grapple: 1d20 + 9 ⇒ (19) + 9 = 28 As the guard struggles his switches his grip and knocks the guard to the ground before sitting on him. Grapple to pin: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29 He then sits, as relaxed as if he was lounging on a bench in a tavern, one meaty hand holding both of guard's wrists behind the poor man's head. "One of the most memorable, if not pleasant things I've seen was a man, well what used to be a man, surviving by cutting bits off a still living troll so as it regenerated he had a constant source of food. Memorable even if it nearly put me off my dinner. Nearly but not quite." A keen observer would see that Tuck took care to sit in a way that the majority of his weight was on the ground not the innocent guard. Wouldn't want to hurt him after all.
|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None
Ironically the DC to spot someone not sneaking is 10 so Yuzu and Tuck were MORE obvious than someone just walking
|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None
Tuck appears to be one of those infuriatingly pleasant morning people, greeting everyone with a smile and a genuine "good morning" He orders a hearty cooked breakfast with a mug of ale and seconds if there is time. Before they board the ship Tuck makes sure to find a bakery to top up his cookie supplies as well as somewhere to get fruit, jerky, and various other snacks.
In the early hours of the morning you are all woken by the ship tossing violently.
There are panicked shouts and calls from help from the decks. Assuming you head up As you push aside the dash the hatch driven rain and sleet slaps you in the faces.
Raerg the bosun is yelling orders, even his booming voice struggling to cut through the sound of the the rain. A spar has been snapped from the main mast and is hanging loose by ropes, thrashing back and forth in the wind.
Sailors scurry around the topsails trying to get the sails in before further damage is done. The storm must have caught the crew by surprise as various boxes of cargo on the deck aren’t fully secured and a sliding around. There is a audible crunch as Brady, the halfling quartermaster, doesn’t get out of the way fast enough and their leg is caught between a box and the side of the ship Trya Swain fights with the helm as she calls out in a strange language
Aquan:
”We need those sails in! The storm is moving! If we can bring the ship to it’ll pass. Someone? Anyone? Oh gods why can’t you understand me!” Also on the deck are various pens of livestock, ready to help the settlers set up farms, they are understandably distressed and some are crashing about in their pens. What do you do? This is all RP and setting so don’t overthink the mechanical side, just think about what you would do. Feel free to roll a skill check or even ability check of some sort. Don’t stress about if its the right thing or not, I’ll roll with it.
Thank you all so much for your interest and submissions. It was difficult to cut the list down but I finally managed it. Could the following players check into the discussion thread - phaeton_nz's Triix
If you're not in the above, I am sorry. This is the part of recruitment I hate, and the quality was really awesome. I thank you all for your time and wish you the very best.
Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6
Karik steps up to Ingrid and none too gently puts a boot into her ribs. "Oh get up." Standard action to wake a sleeping person
|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None
Tuck asked on the boat as soon as we knew about the weapons thing "Aye, I don't intend to use it anytime soon but should things go wrong at another time I'd rather have my little fight ender."
Zin Z'arin wrote: Just to confirm: Is it fair to assume that this is being run in campaign mode, not just the PFS sanctioned sections? So we'll be running with non-PFS characters but applying the chronicle sheets to a different PFS character from outside the game? Exactly, play the whole thing with whatever characters you make then chuck the chronicle onto a pfs character in tier.
Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6
Karik, having shaken off his withdrawl headache steps out of the shadows. "I would like to make sure the bravery of the Sheriff's officers is well known, these men stood strong in the face of that.
Karik's posture softens, arms spread in a gesture of welcoming. "If you have any concerns, questions, or fears don't hesitate to come see any of us.
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25 Do I need to add bluff for that load of absolute b~!%&%*s :P ? Bluff: 1d20 + 10 ⇒ (15) + 10 = 25
Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6
Heyya all.
I actually put up an "I'm still here" post last week but it apparently got eaten.
Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6
I just want to say ooc I have no issue with the Doctor's comments and don't mean any offence. Just not an observation Vaelor or Karik would appreciate :P
Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6
Hahahaha
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
"I'm not sure, I'll check." You what will check for flamability? FIREBALL! Flaring, Intesified Fireball CL13 Reflex save DC23 for half damage If I've measured right I can hit everything. I don't know if you will need SR checks so heres some Spell Penetration:
Rider 1: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 Rider 2: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 Rider 3: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 Mammoth 1: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 Mammoth 2: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 Mammoth 3: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 Fireball Damage: 13d6 + 13 ⇒ (6, 6, 1, 4, 5, 2, 5, 1, 1, 1, 1, 1, 2) + 13 = 49 I'll use another Alchemist's Fire to set all six alight if they take any damage
NN Andriod Female Magus 1/Inspired Swashbuckler 1 |HP 17/17 | AC: 18 T: 14 FF: 14| Fort +3; Ref +6; Will +3|Immune: fear, emotion, fatigue, exhaustion, sleep, disease| +4 on saves vs Mind Effecting, paralysis, stun | Init: +4 | Perception +7 darkvision 60ft|Sense Motive: -3| CMB: +2 CMD: 16 | Special Abilities: Nanite Surge 1/1 Panache 4/4 Arcane Pool 3/3 | Movement: 30ft | Active Conditions: None
A voice comes from the doorway behind Renard. "I think there may have been some error. I am not sure that that is in fact a badger." The speaker enters revealing themselves to be a female andriod. She is slightly above the height of an average human though shorter than elf.
The marks of visible nano-circuitry breakup the unnatural smoothness of her blue skin and there is the faint flicker of lights running along the silvery lines.
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
”Sneaky Bastard!” Petra flys up above the melee and lets loose a more control blast of flame. Her glare is as fiery as the eruption from her hands.
Flaring Burning Arc CL12 Reflex for half
First target: Blue demon DC22 Spell resistance: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Second Target: Sneaky Demon DC20 Spell resistance: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
EDIT
Third target:Auroch nearest the party DC20 Spell resistance: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34 Damage: 2d6 + 2 ⇒ (6, 5) + 2 = 13 Not going to bother with the last target as I doubt 1d6+1 can get through a demons fire resistance
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
”Hey Grel, does your pussycat form benefit from mage armour?”
CN Ratfolk Level 4 Alchemist/Vexing Dodger |HP 29/29 | AC: 21 (+2 vs animals) T: 16 FF: 11| Fort +5; Ref +10; Will +0 * +3 vs poison & +1 alchemical weapons or harmful effects from drinking | Init: +5 | Perception: darkvision |Sense Motive: -1| CMB: 0 CMD: 15 | Special Abilities: Unnatural, Cornered Fury, I have 3 arms | Movement: 25ft Base 15ft Climb | Active Conditions: None
GM Losonti wrote:
Gillie is built to put out a lot of damage :D and not get hit much. His build is based on the songbird of death style thing though I’ve toned it down in favour of flavour, hence the three arms :pTraditionally you go swashbuckler but I wanted the extra arm for silliness (was originally going to go for 2 extra to impersonate Stitch but that cost too much functionality. He was near unplayable till I got the agile amulet of mighty fists though...
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
I’m in pretty poor internet atm but should have a chance to write a proper post in the next 24 hrs
CN Ratfolk Level 4 Alchemist/Vexing Dodger |HP 29/29 | AC: 21 (+2 vs animals) T: 16 FF: 11| Fort +5; Ref +10; Will +0 * +3 vs poison & +1 alchemical weapons or harmful effects from drinking | Init: +5 | Perception: darkvision |Sense Motive: -1| CMB: 0 CMD: 15 | Special Abilities: Unnatural, Cornered Fury, I have 3 arms | Movement: 25ft Base 15ft Climb | Active Conditions: None
"Lets just put what we'll need in here now while the Venture Captain isn't looking because then he can say we didn't cheat without lying." The extra dimensional space in the Pathfinder's pouch is 2 cubic feet and can take 10lbs.
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
”Lets see how your images help you with this you little мудак!” Petra brings her hands up and flames shoot up and down her arms and her tattoos flare.
Ignan:
motherf**ker Spell Penetration: 1d20 + 14 ⇒ (17) + 14 = 31 Intensified Flaring Fireball!! DC23 for half.
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
Petra chuckles at Kelvor’s attempt with a bow. She delivers the Fly spell with a cheeky pat on the butt.
How are you taking 10 Ajax?
On the topic of languages, "My telepathy can translate for us so your wand may not be necessary Miss Berrythwaite. However constant translating may hamper diplomatic efforts so additional access to the Tongues spell will definitely be helpful."
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
Petra takes a step back to keep out of reach. Then she draws the last of the power from her metamagic rod and from an alchemist's fire. Then, with a casual flick of the wrist she lobs a small glowing bead over Calhadion's head. Following a gentle arc it lands on the tiles behind the lion had their rider. The instant it hits the floor an enormous explosion of fire erupts. Persistent, Intensified, Flaring Fireball CL13 DC 22 (Roll twice take the worst) Damage: 13d6 + 13 ⇒ (4, 6, 6, 6, 3, 6, 4, 4, 1, 3, 4, 1, 4) + 13 = 65 Spell Penetration: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 If either of them take any damage they will catch fire
NN Andriod Female Magus 1/Inspired Swashbuckler 1 |HP 17/17 | AC: 18 T: 14 FF: 14| Fort +3; Ref +6; Will +3|Immune: fear, emotion, fatigue, exhaustion, sleep, disease| +4 on saves vs Mind Effecting, paralysis, stun | Init: +4 | Perception +7 darkvision 60ft|Sense Motive: -3| CMB: +2 CMD: 16 | Special Abilities: Nanite Surge 1/1 Panache 4/4 Arcane Pool 3/3 | Movement: 30ft | Active Conditions: None
Wow! Your first? I never would have guess that! Absolutely brilliant!
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
is area B3 clear of people now? This situation calls for a fireball
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
Will Save: 1d20 + 8 ⇒ (20) + 8 = 28 Oh thank gosh. "Where Juniper? Flank?" Petra will Cast D-door after moving to a spot that means she will be well positioned after the jump.
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
"Tell you what, why don't give you some thinking time."
As she breathes in deeply the glow of her tattoos intensifies. She raises her arms as though lifting a great weight and then in an instant a great wall of fire erupts from the ground encircling the enemy. I cast, believe it or not, Flaring Wall of Fire CL12
Walking through:
Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5 Double this for Undead. No save Dazzled for a fresh 4 rounds "I can hold this as long as you need"
NN Andriod Female Magus 1/Inspired Swashbuckler 1 |HP 17/17 | AC: 18 T: 14 FF: 14| Fort +3; Ref +6; Will +3|Immune: fear, emotion, fatigue, exhaustion, sleep, disease| +4 on saves vs Mind Effecting, paralysis, stun | Init: +4 | Perception +7 darkvision 60ft|Sense Motive: -3| CMB: +2 CMD: 16 | Special Abilities: Nanite Surge 1/1 Panache 4/4 Arcane Pool 3/3 | Movement: 30ft | Active Conditions: None
I looked up Numeria lore for some story ideas... wow... just wow... my Thunderstone thing now seems very mild.
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
I’m really sorry about that though. I was just thinking give the melee a full round and a flank and it’s possible the devils will disappear when she goes
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
You appear to be forgetting the Haste boys
Emberkin on the other hand is fluttering back and forth doing his best to make sure everything goes smoothly. "Thank you for the use of the Wand Miss Berrtythwaite. I can certainly do that. It will aid you when Petra uses Liberating Command. Have you considered Talismans? I believe there is one which can act as per the Freedom of movement spell."
"Ah Ajax, allow me." He easily activates the wand for Ara, Telepathically addressing her as he does. Thank you for your service mighty one. I hope this will help keep you safe. Is there anything else you need? Since Ara has a language she can communicate with Emberkin telepathically. Go Faerie Dragons! ---- At the senate Emberkin hides behind Kelvor's bulk
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
Petra follows her winged friend on foot. Stopping she looks between Kelvor's Earthbreaker and the golem.
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
Here's hoping the alchemist bursts into flame
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
"If we get stuck I'll d-door us out to the courtyard. One more for the road though. This might smoke him out" Petra throws a fireball into the room, avoiding Iona but catching the last visible halfling in the blast. She also draws power from a alchemists fire in her material's pouch add its igniting potential to the spells effects. Flaring, Fireball CL13 Reflex save DC21 for half. Up to 8 targets that fail their save catch fire as though struck by alchemists fire Fireball Damage: 10d6 + 10 ⇒ (6, 1, 4, 3, 6, 5, 5, 1, 5, 6) + 10 = 52 She then retreats back towards the room with the safe
Male Dhampir LN | Unchained Summoner 3 |HP 18/18| AC 18; Tch 13; FF 15 | F -1; R +4; W +3 | CMB+3; CMD 16| Speed 30 ft | Init +3 | Light mace +5 (1d6+1) Bite +5 (1d4+1)| | Perc +0 Light Sensitivity, Darkvision 60ft, Lowlight Vision 60ft | Summon Monster 2 6/6
With a sigh of frustration Karik pushes his way to the bar. "Really? After we have been nothing but kind to you?"
Hero Points: 1 | Human Male Scoundrel Rogue 1 | AC 18 | HP 16/16 | Fort: +3, Ref: +9, Will: +6 | Percep: +6 (+7 vs traps) | Passive Abilities: Read Lips, Trap Finding
When we return to Absalom there is a parcel waiting for Gabros. He picks it up and a look of unbridled joy appears on his face.
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
Petra's eyes flash with anger when the watchers swords turn towards her cheerful friend. "Oh no you don't!" Her hands thrust out in towards her foes as her tattoos glow and twist.
Great streams of flame erupt from her hands, so bright its hurt to look at it. The fire leaps across the room in graceful curves, bouncing from target to target. Flaring Buring Arc CL12 First Target (Halfling directly in front of Juniper) Reflex save DC20 for half damage First Target Damage: 10d6 + 10 ⇒ (3, 3, 1, 1, 4, 1, 3, 2, 5, 1) + 10 = 34 Second Target (Other Halfling in front of Junpier) Reflex save DC18 for half damage Second Target Damage: 5d6 + 5 ⇒ (5, 5, 4, 6, 5) + 5 = 30 Third Target (Halfling Alchemist) Reflex save DC18 for half damage Third Target Damage: 2d6 + 2 ⇒ (6, 2) + 2 = 10 Fourth Target (Halfling near Ara if I have line of effect) Reflex save DC18 for half damage Forth Target Damage: 1d6 + 1 ⇒ (1) + 1 = 2 All targets who take damage are Dazzled for 2 rounds
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Petra pauses as if in thought "Caution you say... So not this then?" she spins and casts Knock on the safe.
NG Female Mostly Human Ifrit Tattooed Sorcerer 9 |HP 67/67 | AC: 18 T: 14 FF: 15| Fort +7; Ref +8; Will +8| | Init: +11 | Perception:+4 darkvision |Sense Motive: +0 | CMB: +1 CMD: 14 | Special Abilities: Fire Resistance 20, Spell Penetration | Movement: 30ft | Active Conditions: Mage Armour
I'm back!
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