Harrower

Gamble Eigirsson's page

433 posts. Alias of Blake's Tiger.


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Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble tries to trip the knight again, but she must be too wiley. A short blade of flame appears in Gamble's hand. He stabs then raises the shield.

◆ Trip: Athletics (M) vs. Galilee Reflex DC: 1d20 + 16 ⇒ (3) + 16 = 19
Villain Point: ◆ Trip: Athletics (M) vs. Galilee Reflex DC: 1d20 + 16 ⇒ (3) + 16 = 19
◇ Weapon Infusion (agile)
◆ Elemental Blast vs. Galilee: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23
Fire, STR, Weakness: 2d6 + 3 ⇒ (4, 2) + 3 = 9
◆ Raise a Shield

AC 27
↺ Shield Block 8 (51/64)


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

I *think* the GM wants to make sure your goal was to become Hidden until the end of your turn, since that didn't do anything mechanically in context of the rest of the actions.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Reading discussion, I am predicting the Combusted's location.

Gamble thanks the ghoul with a brief toss of his head backwards. "I have more fire than you can extinguish, Iomedan," he says as he grabs for the knight's leg.

Gamble then stabs at the knight as a short blade of flame manifests in his hand. He steps back.

◆ Trip: Athletics vs. (frightened) Reflex DC: 1d20 + 16 ⇒ (18) + 16 = 34
If critical success: Bludgeoning: 1d6 ⇒ 6
◇ Weapon Infusion (agile)
◆ Elemental Blast: 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 24 vs. frightened & prone
Fire, STR, Weakness: 2d6 + 3 + 3 ⇒ (5, 1) + 3 + 3 = 12
◆ Step

10 ft Emination: Weakness Fire 3
AC 25
Shield HP 51/64


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Intense Heat: 2d6 ⇒ (6, 1) = 7
Reflex vs. DC 17: 1d20 + 14 ⇒ (13) + 14 = 27 (0 Fire Damage, Resist 5 = 0 Fire Damage)

Gamble's eyes gleam as an arid wind whips around the middle of the room. A flaming sword manifests in his hand as he strikes at the frenzied knight (red). His blade shrinks to a dagger-sized tongue that he thrusts at the knight while raising his shield. "You need better insults," he quips back.

◆ Channel Elements
◇ Weapon Infusion (for style)
Elemental Blast vs. Red: 1d20 + 15 ⇒ (10) + 15 = 25 (vs. off-guard)
Fire, STR, Weakness: 2d6 + 3 + 3 ⇒ (1, 3) + 3 + 3 = 10
◇ Weapon Infusion (agile)
◆ Elemental Blast vs. Red: 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21 (vs. off-guard)
Fire, STR, Weakness: 2d6 + 3 + 3 ⇒ (5, 5) + 3 + 3 = 16
◆ Raise a Shield

Aura: Weakness Fire 3, 10 ft emanation
AC 27

↺ Shield Block 8


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)
Mataranka Cherenov wrote:

Hello everyone,

There has been a death in my family. I will be away from the keyboard for a week to mourn. Feel free to bot my PC during this time.

Not so cheerily,
Thaumascourge

Condolences :(


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

OK. Commander shouldn't be getting back up now.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble growls in frustration. "I should have stayed where I was appreciated," he mutters to himself. He launches a ball of fire at the prostrate commander as the air around him begins to swelter.

He then discorporates into burning ash once more and swirls through the commander and into the room. "We have more company coming. I couldn't stop him in time."

◆ Channel Elements
Elemental Blast vs. Commander: 1d20 + 18 ⇒ (8) + 18 = 26
Fire: 2d6 + 4 ⇒ (4, 5) + 4 = 13
◆◆ Ash Strider vs. Commander (Fire): Basic Reflex vs. DC 25: 3d6 ⇒ (4, 2, 3) = 9 (+3 after save results)

Concealed
Fire Resistance 5
AC 25

[url=https://2e.aonprd.com/Feats.aspx?ID=4301]Ash Strider[/ooc]


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Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Apologies. I was unexpectedly in the hospital this weekend. Fortunately, it turned out not to be critical, just very painful.


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Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)
QM rainzax wrote:

Just noticed that "The first creature you pass through during this movement takes 3d6 fire damage with a basic Reflex save against your class DC" for Ash Strider.

No retcon but will play it by the book moving forward.

=)

I have tried my best to be clear in the damage expression for Ash Strider who the first creature to receive the damage is, and I don't believe there has been an incident where more than one target received damage from Ash Strider due to misunderstanding. As Plunk noted, my other abilities do affect multiple targets.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble stumbles to regain his balance. He thinks a moment, debating as the Iomedans gain the advantage. Deciding, a bracelet at his wrist jingles, then he discorporates into a cloud of ash and swirls away toward Rohan and the next door. "We're not finished, Rohan."

◆ Jangling Dash (concentrate): You gain a +10-foot status bonus to Speed for 1 minute.
◆◆ Ash Strider (overflow) vs. Rohan (Fire): Basic Reflex vs. DC 25: 3d6 ⇒ (1, 3, 3) = 7 +3 weakness

Concealed
AC 25

Bracelet of Dashing
Ash Strider


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Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Rohan is missing the 3 extra damage he took from flying flame. Since weakness applies after saving throw, I don't have a good way to put it in-line except as an occ comment after the dice expression.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)
QM rainzax wrote:

I am pausing there - more GM post to come.

Gamble, does your Flame Attack have the manipulate trait as I guessed?

Apologies, I was multitasking and neglected to copy the rules texts. All three (channel element, elemental blast, and flying flame) has the Concentrate trait, but they do not have the Manipulate trait.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)
Plunk wrote:
Gamble: I just looked at Flying Flame ... that can fly 30 feet from you in a path of your choice. Is there a reason you're not having it fly through and attack all 3 of our enemies?

Ah! Thanks! I misread that it was a 30 ft line.

I had been going back and forth about using Aerial Boomerang and Flying Flame. I wanted to leave the boomerang on the knight and drive him away, but it doesn't stop where you want it to, so I went back to Flying Flame.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"Witch? That's the best you could come up with?" Gamble says as an arid wind begins to swirl around half of the room. He thrusts with a spear of flame at the knight. The spear fades as he concentrates to summon a hawk made of flame, which dives at the knight. It soars on toward the commander and then the final knight.

◆ Channel Elements
◇ Weapon Infusion (for style)
Elemental Blast (Fire) vs. Rohan: 1d20 + 16 ⇒ (1) + 16 = 17 (Natural 1)
◆◆ Flying Flame (Fire): Basic Reflex vs. DC 25: 4d6 ⇒ (4, 2, 1, 1) = 8 +3 from weakness (Rohan & Commander only) after determining save effect.

AC 25
Aura (10 ft emination): Fire Weakness 3


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Sense Motive:

Sense Motive: Perception: 1d20 + 11 ⇒ (3) + 11 = 14


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

I did intend to target the knight with my Ash Strider damage, but with a 17, I figured it didn’t matter (and I neglected the target tag in my dice expression).


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Isn't the door already locked? It has an X on it.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble's eyes gleam as an arid wind whips around him, and he strikes out at the commander with a sword of flame. Then, after a moment's concentration, he explodes into a cloud of hot ash. He swirls through the knight before flowing to the space in front of the door where he rematerializes inside the residual ash cloud. "Doors are no barrier to flames," he teases.

◆ Channel Elements
◇ Weapon Infusion (for style points)
◇ Elemental Blast vs. Commander: 1d20 + 16 ⇒ (5) + 16 = 21
Fire, STR, Weakness: 2d6 + 3 + 3 ⇒ (4, 1) + 3 + 3 = 11
◆◆ Ash Strider (overflow) - Fire: Basic Reflex vs. DC 25: 3d6 ⇒ (1, 6, 3) = 10 +3 weakness after save

AC 25
Concealed


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Yeah. My means of dealing with darkness is making light. My potion of water bresthing seems silly now.

EDIT: If I get out of the way, you can fireball the NE corner of the NE square and miss Plunk, can't you?

EDIT EDIT: Never mind, blocking the door is the priority.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

He's "covering" the door. I think we need to try to immobilize her or at least keep her from getting into that room. Less so, stopping the knight from opening it.


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Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"The ranger is going to make a break for it!" Gamble shouts to the others.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

◇ Sense Motive:

Perception: 1d20 + 11 ⇒ (16) + 11 = 27


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

I can get out of the way! :)
Either under the door or back to Plunk's side.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

My initial thought, looking at the map, was to Lightning Dash back through Commander and the knight in the doorway (Plunk would need to be offset to avoid the damage).

However, if you guys think it would be a good idea, I can Ash Stride through the knight blocking the closed door and under the door to (maybe) make them divert actions to following after me.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

I understood his post as:

Move away from the knight
Force Fang
Close the door he is now next to


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

It does not let me through small spaces, correct. I was under the impression Mataranka shut the door they busted through. I’ll revise if I miss understood.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Google Slides was behaving weird on my tablet. AOE was 3x1-3x1-1x1.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble grins as more guardians are summoned. More to burn.

He strides over to the side of the door. Concentrating, he disappears in a flash of light that leaves an afterimage of a lightning arc in the eyes of the living. He reappears next to the commander. "They exaggerate. We're white alert at best."

◆ Stride
◆◆ Impulse (overflow): Lightning Dash, Electricity vs. Basic Reflex DC 25: 3d12 ⇒ (9, 1, 6) = 16 (line hits Red and Commander, misses Orange due to grid weirdness).

Lightning Dash (overflow):
For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyone in your way. You propel yourself forward in a 35-foot line. You can move through creatures during this movement, and this movement doesn't Trigger reactions that are triggered by movement. Each creature you move through takes 3d12 electricity damage with a basic Reflex save against your class DC. You return to your normal form in the final square of the line. If you're in the air, you fall unless you have a fly Speed.
Level (+3) The length of the line increases by 5 feet, and the damage increases by 1d12.


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Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

There's a shield and that consecration bonus. I mean, she's wearing plate of some fashion, so most of her AC is an "item bonus" (I know, not how NPCs are designed).

EDIT:

@ GM: -12 due to Fire weakness (I can also just add it into the damage string).


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)
Quote:
Forget the door locking, only violence this turn.

LOL


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Fixed my actions. I blame sleep deprivation.

EDIT: I agree with Plunk's logic.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"Your eyes must deceive you," Gamble says to the Iomedan with a smirk as he raises his shield. A bastard sword of pure flame manifests in his hand. He swings the blade at Shevarna. The blade immediately shrinks down to a more nimble size, and he thrusts it at her.

Enemies within 10 ft emanation of Gamble have Weakness Fire 3.

◆ Raise a Shield
◇ Weapon Infusion (just for style this time)
◆ Elemental Blast (melee): 1d20 + 16 ⇒ (3) + 16 = 19
Fire, STR: 2d6 + 3 ⇒ (1, 3) + 3 = 7
◇ Weapon Infusion (agile)
◆ Elemental Blast (melee), MAP: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30
Fire, STR: 2d6 + 3 ⇒ (5, 1) + 3 = 9

AC 27

↺ Shield Block 8


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Could be helpful in choosing combat maneuvers.


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Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Did you include the Fire Weakness 3? She is currently within the 10 ft aura.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Inside the Room:

"My worst? Not until your friends join us," Gamble says evenly. The air in the room becomes dry and warm. A breeze rustles the loose pages and the Iomedan's hair. Tiny wisps of flame roll across the floor, then Gamble snaps a whip of flame that was not in his hand a moment ago at the woman.

No sooner does the whip vanish than a raptor of flame manifests in his empty hand and dives throw the knight and into the door.

Enemies within 10 ft aura gain Fire Weakness 3.
AC 25

◆ Channel Elements
◇ Weapon Infusion (reach)
Elemental Blast (fire): 1d20 + 16 ⇒ (5) + 16 = 21
Fire: 2d6 + 3 ⇒ (5, 2) + 3 = 10
◆◆ Flying Flame (30 ft line): Fire vs. Basic Reflex DC 25: 4d6 ⇒ (1, 2, 6, 1) = 10

Channel Element
Weapon Infusion
Flying Flame


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

GM (in room):
The ash cloud that us Gamble swirls through the seam around the hidden door, over the desk, and past the Iomedan woman. The heat from his form flares as he passes around her. He reincorporates a step away from her, ash still swirling around him.

Fire damage as above.
Concealed
AC 25
HP 99/99


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Initiative: Stealth, Incredible Initiative: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15

As the other villains break away to storm through the keep, Gamble concentrates on the flame within him. Dry, hot wind begins to swirl around the arsonist. He concentrates a moment before exploding into a cloud of white ash.

◆ Channel Elements
◆◆ Ash Strider
Fire, Basic Reflex DC 25: 3d6 ⇒ (5, 5, 2) = 12

Will choose route when true contents of room/position of foes are revealed.

Ash Strider:
You discorporate into a cloud of whirling ash and Stride. If you have a fly Speed, you can Fly instead. This movement doesn't trigger reactions, you can move through occupied spaces and tiny cracks, and you ignore any difficult terrain and greater difficult terrain that wouldn't impede smoke. The first creature you pass through during this movement takes 3d6 fire damage with a basic Reflex save against your class DC. Ash lingers around you after your movement is complete, granting you concealment until the start of your next turn.
Level (+2) The damage increases by 1d6.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

If charge the room wins, Gamble will Ash Stride back through the secret door (start outside the secret door at initiative).


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Ah. A mechanism to open it out here was what I meant. OK. Back to disabling the trap, I suppose.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

We can still open/figure out how to open the secret door, right?


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble, as a cloud of ash, flows into the wall and almost immediately flows back out to the others. When he reincorporates, ash still swirling around him, he says, "There is a woman in there. I didn't see a way to open the door."


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"I can try," Gambel says. "There does need to be enough space for the wind to pass. Do you see a seam?"

The air begins to move around Gamble, and the temperature rises. With a moment of concentration, he discorporates into a cloud of white ash and tries to flow through the seams around the hidden door.

◆ Channel Elements
◆◆ Ash Strider

Ash Strider:
You discorporate into a cloud of whirling ash and Stride. If you have a fly Speed, you can Fly instead. This movement doesn't trigger reactions, you can move through occupied spaces and tiny cracks, and you ignore any difficult terrain and greater difficult terrain that wouldn't impede smoke. The first creature you pass through during this movement takes 3d6 fire damage with a basic Reflex save against your class DC. Ash lingers around you after your movement is complete, granting you concealment until the start of your next turn.


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Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Ha! I thought the secret door we knew about was the outside one. Oops. I had been politely ignoring the inner one.

I'm good with trying the secret door.

And, yes, I can turn to smoke and move through anything porous enough for smoke to pass through, subject to GM discretion.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Disable the alarm is Gamble's suggestion


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"Can't you just disable it now? We can keep watch while you work," Gamble says.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

”Maybe we should look for another entrance,” he suggests.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

I can be door opener, but Plunk has the better Perception modifier.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble stifles a grimace. "Fine."

He slinks along the wall toward the door he indicated (placed an arrow), checking for a lock before he tries to slowly open it.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"One of the doors to the right, I think," Gamble says.


Human Kineticist 7 (air/fire) | HP 40/99 | AC 25 (27) | F +17 (S>CS) R +14 W +13 | Perc +11 (13) | Stealth +12 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble moves toward the front, near the mummy, as they begin their infiltration.

Race

Female 11th Gen Toreador | Bloodpool 11/12 | Willpower 6/6

About Roos van Hoek

Chronicle: Karl’s NYbyNight
Concept: Club Promoter/Producer

Nature: Gallant:
She wants people to like her. She wants to be loved. Maybe there’s some Daddy issues there, maybe not, but it’s not like she’s gonna pay a shrink to find out. She loves it when people thank her for helping them or for fixing a problem, or dealing with an issue, or whatever. She loves being the center of attention, but for the things that matter, not just for being pretty.

Demeanor: Director:
So that people will thank her and tell her she’s important, she shows them her Director face. The strong, smart, competent leader and problem solver. Do it her way, and it’ll all work out, and everyone will thank her and praise her. Which is what she really wants, but can’t let them know.

Clan: Toreador
Generation: 11th
Sire: Stefan de Winter

Blood Pool:
Max Blood Pool: 12
Max Trait Rating: 5
Blood points Per Turn: 1

XP Granted: 35
XP Spent: 35
XP Earned: 1
XP Remaining: 1

Attributes:
Physical: 
Strength: ●●
Dexterity: ●●●
Stamina: ●●

Social:
Charisma: ●●●● (Smooth Talker)
Manipulation: ●●●
Appearance: ●●●

Mental:
Perception: ●●●
Intelligence: ●●●
Wits: ●●●

Abilities:
Talents: 
Alertness: ●●●
Athletics: ●
Brawl: ●
Empathy: ●
Expression: ●● (Social Media)
Intimidation: ●●
Leadership: ●●
Subterfuge: ●

Skills: 
Etiquette: ●●●
Firearms: ●●
Melee: ●
Performance: ●●● (Singing)
Professional Skill (Languages) ●

Knowledges: (9)
Computer: ●●
Finance: ●●
Law: ●● (Contracts)
Politics: ●
Technology: ●● (Audio/Visual systems)

Disciplines: (3)
Auspex: ●
Celerity: ●●
Presence: ●●

Backgrounds: (5 + 2 Freebies)
Generation: ●●
Domain: ●
Herd: ●
Mentor: ●
Resources: ●●

Virtues: (7)
Conscience: ●●●●
Self Control: ●●●
Courage: ●●●

Path of Humanity: ●●●●●●●
Humanity: 8
Willpower: 6 / 6

Merits:
Natural Linguist: (2 pts) You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages, and each purchase of the Language Merit gives you two languages instead of just one.
Language: (1 pt) You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language. (Taken twice = 4 languages)
Enchanting Voice: (2 pts) There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.

Description:
Age: 42 (Born 1980)
Embrace: 2007
Apparent Age: 27
Hair: Blonde with pink highlights
Eyes: Sky blue
Languages: Dutch (native) / French, German, English, Italian / Spanish, NYC Urban