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Jelico Kent's page
515 posts. Organized Play character for Beardy2004.
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Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico wakes up on the morning of their fourth day back at Absalom Station. He meditates, as he does every morning, but finds his thoughts distracted.
It all seems so empty now that his crew is avenged and his vow fulfilled. The church had given him high honors and a promotion upon making his report, but those seemed just as empty as everything else.
Isu seemed to offer a nice diversion, however. He'd been out with the Kasatha for pizza every night since they got back. He'd left early last night though, finding himself on the edge of drinking too much. Isu was still eating breadsticks when he left.
Beep beep beep. Beep beep beep. His datapad goes off with an alert. Picking it up, he sees a report of a drunken Kasatha being taken into custody for an incident at a halfling-owned pizza place.
Jellico tries not to smile, but can't help it. He puts on his cloak of office and takes off for the church.
Might be my last night of pizza for a while, he thinks to himself.
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Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico spends a few hours back on the Maiden, essentially lost in thought. He can pilot the Maiden back to Absalom Station more or less on instinct which leaves his mind time to wander.
It's over. Null-9 is finished. My vow is complete. Thank you Desna for allowing me to see it through and avenge my friends.
He's drawn out of is thoughts by Isu's question. "You know, I think pizza sounds amazing."
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
I'm glad to have been a part of it! I didn't get to see the whole thing through, but it was fun to be there for the end.
Thanks Cellion!
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
"Ted and I put the Maiden on standby. She can intercept those escape pods, if we want to make our escape in them. She's just waiting on our signal."
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Piloting: 1d20 + 25 ⇒ (15) + 25 = 40
To see about setting the auto-pilot
"I'm pretty sure I can lock the auto pilot into a collision course. But would we have time to make it back to the Maiden?"
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
"It's going to pass us! Let me see if I can bring this giant thing around."
Jellico pilots the ship, turning it around as fast as it's engines can turn the hulking craft.
Flying forward and turning once b/c we're that clumsy in this ship
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Our port and starboard weapons are exactly the same. We've got that big cannon in the forward arc so I'll do my best to keep us pointed straight at something.
We've also got 35 medium ships in a hanger bay. Does that help us out at all?
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico moves the huge ship slowly closer to the other destroyers.
"I'm bringing us in closer to the damaged one. Isu, if you can take that one out with another hit, we'll be sitting pretty!" he yells from the front of the flight deck.
Again, just flying at speed
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico's fingers fly over the console, looking into menus and pulling up readouts. "By Desna, this ship is big. I think I like the Maiden better."
He finds the controls he's looking for and gets the ship moving. "OK. Let's act as normally as we can for a moment and try to not give ourselves away."
Jellico powers up the giant engines that drive the huge ship and moves forward toward the other destroyers.
Simply Flying forward at our speed, which I believe is a whole 4 hexes
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
@Cellion
I see it now. Sorry about that. I was looking at the Maps slides for it for some reason.
@Ted
I figured that was a TPK for sure. It was certainly one of the hardest battles I've been a part of.
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Are the stats for our ship posted?
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico sits at the con and tries to familiarize himself with the controls. "Let's do this!
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
"Desna, preserve me," Jellico says as he wakes up and gets shakily to his feet. "Thank you, Isu."
He looks around the bridge, taking note of Ted and Spec searching the dead commander. "What can I do? I might be able to pilot this thing if we can find the controls."
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico isn't done for yet. spending resolve to stabilize
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
"Isu!" Jellico yells as the kasatha falls. Looking around for options he sees Arc and Spec attacking a space right in front of him, more or less forcing him to back up instead of running to help Isu.
With little left that he can do, Jellico takes a guarded step backwards and throws his last Soul Reap in the vicinity of where he thinks the commander is.
Soul Reap DC 18: 10d8 ⇒ (4, 8, 3, 2, 6, 1, 2, 5, 3, 6) = 40
Hearing the creature call out, he draws his pistol and fires, hoping to add insult to injury.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 ⇒ (8) + 9 + 4 + 1 = 22
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (2, 4, 3) + 3 = 12
Invisible: 1d100 ⇒ 14
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico still can't see the commander but he steps out from behind his cover and casts Soul Reap in the corner of the room.
Soul Reap DC 18: 10d8 ⇒ (4, 2, 8, 2, 7, 4, 3, 8, 1, 8) = 47
He follows that up with a full barrage of Shooting Stars.
Shooting Stars: 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11
B/C he's invisible: 1d100 ⇒ 28
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
1st turn
Jellico moves all the way up to Isu.
2nd turn
He lays his hand on Isu's back, healing a few of his wounds, but not nearly enough. "You need to stop getting hurt. I can't do too much more during battle."
Mystic Cure: 5d8 + 4 ⇒ (5, 6, 7, 4, 6) + 4 = 32
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico takes Isu's advice and steps away, throwing a volly of shooting stars at the remaining Baykok as he goes.
Shooting Stars: 2d4 + 2 ⇒ (2, 3) + 2 = 7
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Sorry Spec! I only have Lesser Remove Condition so I can't help with paralysis. I've got regular Remove Affliction and regular Restoration but neither of those help with paralysis.
"Here Arc, it's your turn." Jellico says as he works some more healing magic.
Mystic Cure again: 5d8 + 4 ⇒ (1, 3, 2, 4, 5) + 4 = 19
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico moves up next to Isu. "I've got more than one of these if needed, but I can't promise too much during battle. Once we're finished here, I'll have more time."
3rd Level Mystic Cure: 5d8 + 4 ⇒ (3, 8, 6, 5, 5) + 4 = 31
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico rushes out of the room and waits by the double doors for Spec to open them. "Let me know when you're ready, Spec. We need to get in there as soon as possible." Jellico casts Reflective Armor on himself as he waits on his teammate. That's 2 move actions from where I was at the beginning of the turn. And the spell is the second turn so I think I'm caught up.
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
I'm really at a loss of what to do here. I can't do anything about the wall of force but do I risk trying to go through the other rooms to avoid it?
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
I don't have Dispel but I can verify what it is and maybe Ted can get rid of it.
Mysticism: 1d20 + 19 ⇒ (9) + 19 = 28
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
The map shows double doors that lead north from the room to our right. Did we try those before?
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
"No! Jellico yells as Ted's spell is stopped. "We're useless if we can't get around whatever that is!
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Ted's spell bouncing off the barrier would suggest that I can't heal Isu through it.
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
@Isu, I'm still standing right behind you. I'll heal you on my turn
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico squeezes off two shots at White.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 - 4 ⇒ (14) + 9 + 4 + 1 - 4 = 24
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 - 4 ⇒ (12) + 9 + 4 + 1 - 4 = 22
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
"See if you can push them back into the storm!" Jellico yells. "It'll be there for a bit yet and can hurt them if they go back in it."
He tries to help Isu out a little bit and throws a barrage of shooting stars at the Red commando.
Shooting Stars: 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico remains where he is and casts Cosmic Eddy, focusing on the northern part of the next room.
I'm mostly trying to get the flyers out of the air but it's a 20ft radius AOE, so it'll get some of the others too. I can't really draw it out on the map, but I'd like to get the flyers and as many of the others as I can.
Cosmic Eddy DC 19: 4d6 ⇒ (6, 4, 6, 3) = 19
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico casts Haste on everyone.
That'll let you move and still full attack
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
I'm back! Catching up now but it's a slow process. @Isu, do you need HP healing? I can't do anything for SP but, if you into your hit points, I can help with that.
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
I'm going to be on vacation for the next week. I'll be back posting on the 17th (assuming the flights work like they're supposed to). Please bot me as needed. I've got a few castings of Soul Reap that might be helpful. Otherwise, the dice rolls for my pistols are on my character sheet. Thanks!
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico makes sure his pistols are ready. "Locked and loaded. Let's go!"
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
"Well, I think we've lost our element of surprise, if there was anything left to lose."
Jellico looks around the room for any kind of controls.
Perception to find any controls: 1d20 + 25 ⇒ (8) + 25 = 33
Piloting to see if any controls found could be used for piloting: 1d20 + 25 ⇒ (11) + 25 = 36
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico leans up against the wall, breathing heavily. "Is anyone hurt, beyond what resting will help with?" he asks his friends.
I vote for resting too. I can heal if anyone's down into HP too.
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico moves back, next to Isu and away from the ghoul, and squeezes off a shot.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 ⇒ (12) + 9 + 4 + 1 = 26
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico squeezes off two shots at the captain.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 - 4 ⇒ (15) + 9 + 4 + 1 - 4 = 25
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 - 4 ⇒ (19) + 9 + 4 + 1 - 4 = 29
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico cries out as the beam hits him in the chest. He responds by throwing a spell toward the captain's corner of the room. Suddenly, the temperature drops, the wind inexplicably picks up, and it begins to snow!
Casting Polar Vortex on the captain. Should hit the ghoul too.
Polar Vortex damage DC 18 Reflex: 3d6 + 6d6 ⇒ (6, 1, 5) + (4, 5, 1, 2, 6, 2) = 32
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
If Red is down, I want to slip into the room and fire at yellow. I'll post as if that's the case and I'll deal with it differently if Red's still up.
Jellico slips into the room and down the eastern wall. He fires at yellow.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 ⇒ (14) + 9 + 4 + 1 = 28
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
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Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
"If we could only group them up a little..." Jellico says to himself. Deciding to save his spell, he draws his pistol and squeezes off a shot at the one of the monks fighting with Isu.
Aphelion Laser Pistol at Yellow: 1d20 + 9 + 4 + 1 ⇒ (1) + 9 + 4 + 1 = 15
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
No, I still need to go. I wanted to see what came back from my check before I took the rest of my turn.
"Let's see how you react to this, Ugly." Jellico centers himself and let's the power of Desna flow through him. The spell flies out from him and streaks toward the captain, trying to rip him apart.
Casting Soul Reap. It's a 20ft radius so I think the captain is the only one who'll get hit. DC 19 Will. Man that seems low for this level.
Soul Reap: 10d8 ⇒ (4, 2, 4, 4, 1, 5, 5, 1, 6, 3) = 35
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico looks to see if there's anything about the captain that Arc missed before he gets himself into too much trouble.
Mysticism: 1d20 + 19 ⇒ (16) + 19 = 35
Specifically he'd like to know if the captain's mindless or not. I'm suspecting he's not but I don't want to look stupid casting a spell that has no effect on mindless undead.
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico is frustrated at not being able to tell what hand/gem combo really is, but they can't take too much more time at this. "Take the hand with us. Ted and I can give it another look later. We need to keep moving before the cavalry arrives."
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico joins Ted in his identifying efforts. He can't help with the spear but he gives the bones, the helmet, and the hand/gem combo a once over.
Aid on Skull/Spine: 1d20 + 19 ⇒ (13) + 19 = 32
Aid on Helmet: 1d20 + 19 ⇒ (4) + 19 = 23
Aid on Hand and Gem: 1d20 + 19 ⇒ (14) + 19 = 33
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico moves around the column as the monk finishes talking. "You've got the silence part right," he says, "but it won't be us."
He adds his own blast to Ted's, hoping to take out the monk before too much longer.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 ⇒ (14) + 9 + 4 + 1 = 28
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico, feeling much better now that he has full control of himself again, moves across to the side of the other pillar and adds to the assault on Yellow.
Aphelion Laser Pistol: 1d20 + 9 + 4 + 1 ⇒ (4) + 9 + 4 + 1 = 18
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (1, 4, 2) + 3 = 10
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico, feeling slow and sluggish, moves slowly around the pillar, wanting to put something solid between himself and these crazy monks.
Focusing his will power, he tries to force his body to do more.
Fort vs DC 18: 1d20 + 7 ⇒ (20) + 7 = 27
Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0
Jellico casts Haste on the group and moves between two of the pillars.
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