Fireworks

Grenon's page

14 posts. Alias of YanJieming.


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Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

I track on status bar as well, but I can do whatever you need.


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

With most everyone being free now, modify my spell to bless. +1 morale bonus on attack rolls and on saving throws against fear effects for 3 minutes to everyone.


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

I know it's not my turn, but I'll post now since I missed my last one.

Once they're free, Grenon, atop Ferratal's back, begins to cast a spell. They pull out a bit of butter as they motion and wave, pointing to Krokkin. Krokkin's armor begins to shine, a greasy layer appearing between him and the vines as he begins to slip and slide through their grasp.

Cast Grease, giving Krokkin +10 to Escape Artist for 3 min


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

Sorry, I was working on posting this morning.

I did have one question though, do we not get reflex saves for entangle?


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

Assuming there's no problem with us staying for some time.

Grenon turns to the group and listens to Sorogar's summary of the situation and then nods. "I definitely don't like hearing how these things really are. It seems reckless to try to move one." They think for a moment before continuing, "But for right now, I think we just hold onto that info and report. As for Ogres, aren't we reporting to one when we get back?"


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

Durring the travels, Grenon sticks to the middle of the pack, riding along on Ferratal's back. Occasionally Grenon can be seen leaning over and speaking to the large fox. As the rains come and the group heads for shelter, Grenon watches carefully.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge (Religion): 1d20 + 10 ⇒ (18) + 10 = 28

They recognize the cairns as graves immediately, but stay back, letting Mosely and Sorogar handle it, as changing hands at this point may be perrilous. However once the tiny Flit introduces himself, Grenon steps out of their saddle and bows low, the motion looking very stiff and practiced, yet also somehow off. Grenon begins to speak.

"Seebriŋaunseismoubledzle muudnmedmadmaiŋidz. Muugŋoodze bseugŋoodzoorau fmaale."

Sylvan:
"Thank you for your help even though we inadvertently trespassed. May we stay till the rains rest?"


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

Also been trying to catch up. Should be caught up soon.


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

Grenon woke to the sound of rain. They quickly climbed out of their bedroll and ran outside washing themself in the downpour, with a wide grin splitting their face. Ferratal came trotting through the trees, to stand by Grenon.

As the morning dragged on, Grenon's long red hair and furry fox tail, continued to drip with water, making them look like a drowned fox. Federal and Grenon came back from the nearby wilderness with a load of food for themselves and each other.

Grenon finishes breakfast just as their orders are being handed out.

Survival: 1d20 + 10 ⇒ (10) + 10 = 20

Grenon shakes their head at Krokkin's demeanor, "Stiff as a trunk this one, eh? Well Krokkin, let's see if I can't help you loosen up through this trip, yeah."

Finally packed up and ready to go, Grenon mounts their fox, Ferratal and looks around at the others, nodding to Mosely as he urges the group on to the trail. "Let's indeed"


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6
Sorogar Twintusk wrote:
Grenon wrote:

Possible Warren Connections: There are some possibilities there. One thought I had, was that it could have been possible for me to be hired on as a wilderness guide to the party that rescued you?

Krokkin, Mosely and Sorogar: It looks like we've all kind of done the same career for a while, hiring ourselves out to caravans and expeditions as guides and/or muscle. It's very possible we could've been on some of the same jobs together.

Works for me. I think Sorogar's duties as a clan shaman keep her from doing such a thing as a fulltime job, but perhaps she's managed it a few times under the guise of some diplomatic relations mission. She'd definitely have reached out to the others since this upcoming mission is of great importance to her personally.

Ah, I'm sorry, I read some of your earlier comments as saying that you did that on the reg. But if not, no need to change things up. If you would have reached out to us on being hired, that's a good connection.

Alternatively, I'm likely the oldest of us and have been doing this for a long time. It's definitely possible that I've led some sort of expedition through your tribe's lands, maybe as a shaman, I might have interfaced with you for one such expedition?


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6
Herkymr the Silly wrote:

Those already chosen please post a spoiler with the follwing information for me.

1.) in game connection
2.) in game rival (can be more than a person ie guild, organization etc.)
3.)2 goals your toon has for game.

1.) Still working on those, see above.

2.) Retal is a rival. He was a caravan master on one of Grenon's later jobs. Retal's caravan struck disaster, and due to several unforseen circumstances he lost a lot of peaple, carts and goods that day, and he blames Grenon. At first Retal tried to make Grenon compensate him for the losing so much. HYe has moved on from that, but has tried to make Grenon's life misserable whenever their paths cross.

3.) -Find their parents and find out how they got lost
-Learn how to blend into society--specifically they would like to learn how to blend at a major social event


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

Possible Warren Connections: There are some possibilities there. One thought I had, was that it could have been possible for me to be hired on as a wilderness guide to the party that rescued you?

Krokkin, Mosely and Sorogar: It looks like we've all kind of done the same career for a while, hiring ourselves out to caravans and expeditions as guides and/or muscle. It's very possible we could've been on some of the same jobs together.


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6
Herkymr the Silly wrote:

In roll20 I need all to please label their toons by game name so I can assign the movement to each of you.

THanks
I assigned each pic to the player I think they are. LOL hope i'm right. let me know in discussion if I messed up somewhere when you try to move your toon.

I just checked, I can click on mine and none others, I'm good


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

I'm still writing out the full background, but so that we can start making connections, I'll post the short version below.

Background (the short, short version):
Not sure, how or why, Grenon was at some point left alone in the wilderness near Restive as a small child. They were then found and raised by a group of foxes. They were taught well about survival in the wilderness, but eventually as Grenon grew older, they began accessing their innate magic. One day, while playing with this, they caused an uncontrollable electricity storm, which nearly killed them and one of the foxes they considered family. After being nursed back to health, they decided to rejoin society. Their magic attracted a dire fox to come guide them in this endeavor. Even though they were somewhat successful in rejoining the world, they found they were much more comfortable in the wilderness. They began to make their living by guiding explorers and caravans through the wilderness.

Good! You're married! Kiss her!


Aasimar (Gnome/Idylkin) Oracle 3 HP: 25/25 | AC: 21 T: 15 FF: 17 CMD: 14 | F+2 R+3 W+5 | SR: 8 (vs evil SLA and Evil Outsiders) | Vulnerable: Electricity | Init +2 | Perception +5, Darkvision 60' | Summon Nature's Ally II 1/1 | Natural Divination 1/1
Spells:
1st: 5/6

Hey all, I'm the Oracle here, checking in. Got most of the crunchy bits put together, just need to fill out the other stuff.

HP: 2d8 ⇒ (6, 5) = 11

Herk, I assumed you wouldn't mind, but I haven't asked yet. For my animal companion I took the Wolf stats and reskinned it as a essentially a Dire Fox. It fits better with background and theme I've got going on, but I can change it back if it's a problem.

Race

CG human hunter 5 | hp 42 | AC 18, touch 11, flat-footed 18* | CMD 16 | Fort +6, Ref +5, Will +2 | Perception +9, Sense motive +1 |

Classes/Levels

Animal focus 2/5 | 1st 3/5 2nd 0/2| Goodberries 8|

About Rhysfar Llannelan

Rhysfar Llannelan
Hunter 5 (Milani)
CG Medium Humanoid
Init +1, Senses Perception +9

===Defense===
AC
 18 [+1 Dex, +6 armor, +1 natural]
hp 42
Fort +7, Ref +,6 Will +3 (+1 vs. mind affecting)

===Offense===
Spd
 30 ft. (20 ft. armor)
Melee +8 Llafngwyrdd , +1 keen longsword 1d8+7, 17-20/x2
+7 handaxe, 1d6+4 (x3)
+7 dagger, 1d4+4 (19-20/x2)
ranged +4 shortbow, 1d6 (x3)
Touch +7
Ranged touch +4

===Hunter Spells===
Caster level 2nd; Concentration +4
0th—create water, guidance, mending, purify food and drink, read magic, stabilize
1st (5)—lead blades, longstrider, magic fang, summon nature’s ally I, touch of the sea
2nd (2)-barkskin, bear's endurance, shared training, summon nature's ally II

===Statistics====
Str 19, Dex 13, Con 14, Int 13, Wis 13, Cha 7.
BAB +3 CMB +7, CMD 18
Feats Combat expertise, Favored Animal Focus (Bull), Outflank, Pack Flanking, Power Attack.
Skills Climb +10(+6), craft (carpentry) +5, handle animal +6(+10), knowledge (dungeoneering) +6, knowledge (Geography) +6, knowledge (nature) +9, knowlege (Religion) +4, perception +9, profession (hunter) +5, stealth +8(+4) survival +9(+10 w/ machete, +11 w/ compass, +11 to track), swim +15(+11).
SQ animal companion, animal focus (3 minute), eye for talent, improved empathic link, nature training, precise companion, skilled, track, wild empathy, woodland stride
Traits Eagle knight recruit, indomitable faith
Languages Taldan, Shoanti

Combat Gear Llafngwyrdd (longsword +1) (sheds light per the spell), dagger, handax, masterwork machete, shortbow, breastplate. Acid Flask (2), magnesium (6 doses), meditation tea, potion of cure light wounds, potion of cure moderate wounds. Cloak of the manta ray. scroll of water breathing, wand of longstrider (49 charges), 1 potion sponge (air bubble), 3 potion sponges (empty). wand of heightened awareness (49 charges), potion of fly.

Quiver arrows (20), whistling arrows (20)
Carried gear backpack, bear bag, bandolier, bedroll, bell tripwire trap, belt pouches (2), blanket, caltrops, chalk, charcoal, compass, crowbar, dried carnivore feed (4 days), drill, flint and steel, folding pole, grappling hammer, hook,hat (broad-brimmed), holy symbol (wooden, Milani), mess kit, lantern (hooded), minor bag of holding, pick, piton (10), rope (silk, 50’), sacks (2), saw, silent whistle, string (50’), signal horn, sledge, shovel, snorkel, spell component pouch, spring-loaded wrist sheath, swimming fins, tindertwigs (5 4), torches (2 1), waterskins (2), waterproof bag, wand of goodberry (45 43, [i]wayfinder, 5 days trail rations. 93.5 lbs(100 lbs light). 331 gold, 7 silver, 19 copper.
Worn items ring of swimming, amulet of natural armor +1, cloak of protection +1.

Stored gear candles (100), candlestick (2), canteen (2, full), dandy brush, Desna’s star, falchion, grooming kit, iron spike (5), heatstone desalinator, hammock, ink (1 ounce), inkpen, journal, jug (2), mug, oil (21 pints), pitcher, pot (iron), paper (rice, 5 sheets), privacy shelter, sewing needle, thread (50’), squire’s outfit (eagle knight dress uniform), tent, torches (8), soap (10), sack (5),
Tools (not carried) artisan’s tools (carpentry), fishing tackle, fishing net, hammer, miners pick, shears, shears (lopping), , snorkel, swimming fins, trespasser’s boot (2).
Food ale (3 gallons), beans (10 lbs), carnivore feed (36 days), flour (40 lbs), honey (5 lbs), nuts (10 lbs), pepper (1 lb), salt (1 lb), rations (5 days), vinegar (2 pitchers), wine (common, 10 pitchers).
Important gear silver pocketwatch/compass.

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