Having opened so many doors with nothing on the other side, Kamari forgets to use her wand of shield before this one is opened. She resists the temptation to tumble through the graveknights until her friends are closer to support such a move. Instead, she stabs quickly at blue before taking a 5' step back and casting vanish.
"Paper and planning my hilt. He might have done those things at one
point--probably as a cover--but this Major has definitely wielded more than a pen. His sharp eyes and nimble fingers have done more than keep the army's supplies safe."
tracking:
Hero Points 1/3
#/# daily uses remaining
Panache 5/6 - used 1 this round but possibly regained
Arcane Pool 3/3
Pearl of Power 0/2
Determination from Armor 1/1
Swordmaster's Flair blue scarf 1/1
Winged boots - 3/3 minutes
Princess's tear brooch - 18/18 HP available
Koriana's blade gemstones
White - Magic missiles 1/1
Pink - Mind-affecting spells 1/1
Black - Negative energy 1/1
Green - Poison 0/1
Prepared Spells
Level 0 (4 per day)
Dancing Lights
Daze
Mage Hand
Prestidigitation
Level 1 (4 per day)
Fallback Strategy - used
Shield - used
True Strike
Vanish - used
Kamari mends her wounds and assists with Pvarish-19. She doesn't feel like taking time to smell the various plants but will look about for any secret doors. Assuming she finds none, she will move on to the next door and examine the door while she awaits the rest of the party.
Kamari's glee at having ended the vine is shortly lived as she is lit up like a torch. She moves on to the next threat and stabs where the Major indicates but finds herself burned again.
Ah, missed the vine had something on the sides of it. No flank or hidden strike. On a side note, surprised the writer didn't give this thing some sort of advanced grapple.
Figuratively in the grip of the vine, Kamari remains near and tries to bring an end to its entrancing existence.
Though hit by the tentacles several times, Kamari manages to avoid the bite and the acid. She stabs wildly at the vine hoping to hit something important but failing to do so.
will save:1d20 + 14 ⇒ (3) + 14 = 17 Thought it was just a single move, so hadn't done it. That would've put me adjacent so I'd be without shield but have a full round of attacks. Seems like a wash at this point but feel free to adjudicate otherwise.
acrobatics with panache with reroll for 6:1d20 + 27 + 1d6 + 1d6 ⇒ (16) + 27 + (6) + (3) = 52
Kamari weaves her way in and stabs the viper vine. It's a poor stab, but maybe the vine was left flat-leafed by her tumbling.
Rapier Koriana + canny tumble vs no DEX AC if tumble succeeded:1d20 + 26 ⇒ (5) + 26 = 31 damage:1d6 + 13 + 11 ⇒ (1) + 13 + 11 = 25 hidden strike:1d4 ⇒ 3
Hero Points 1/3
#/# daily uses remaining
Panache 5/6 - used 1 this round but possibly regained
Arcane Pool 3/3
Pearl of Power 0/2
Determination from Armor 1/1
Swordmaster's Flair blue scarf 1/1
Winged boots - 3/3 minutes
Princess's tear brooch - 18/18 HP available
Koriana's blade gemstones
White - Magic missiles 1/1
Pink - Mind-affecting spells 1/1
Black - Negative energy 1/1
Green - Poison 0/1
Prepared Spells
Level 0 (4 per day)
Dancing Lights
Daze
Mage Hand
Prestidigitation
Level 1 (4 per day)
Fallback Strategy - used
Shield - used
True Strike
Vanish
"Can you tell us anything about this place or where we might search? Kamari inquires of the inevitable.
"If Taldor is similarly imprisoned, might there be a way to communicate with or free him remotely?"
"You sound up to dealing with whatever might come by now that you're not imprisoned, but do you have any interest in joining us until you pop out of here? Perhaps you could offer some insight into whatever we find."
Kamari will offer the inevitable healing from her wands if he wants it.
Kamari takes a circuitous route that passes by orange and blue so that she might catch whichever one is still standing flat footed with her canny tumble.
Round 2, AC 40 with shield and defending and fighting defensively
will save:1d20 + 14 ⇒ (20) + 14 = 34
Kamari avoids the worst of the unholy blight but finds there's no escape from the wall of fire.
Expecting to have to fend off many attacks, Kamari draws on the Rapier Koriana for defense and includes Elen--+4 AC this round--before gritting her teeth and stepping through the wall to face all their enemies.
Maybe it's the smoke in her eyes or just being too much on the defensive, but Kamari again has trouble stabbing red even when it's visible.
Kamari pauses until someone presumably tells her there's one in front of her. She'll then stab, very ineffectively, at red in the square in front of her.
Kamari heals up, uses her second pearl to refresh her shield spell, and then quickly peruses the books before standing ready before the next door. Perhaps when things are cleared out she'll dive deeper into the collection. Of course, those other nasties might return by then.
While waiting for the others, she thinks to look for traps and listen for anything waiting for them on the other side. Before they open the door, Kamari will use her wand of shield on herself, store it, and have the Rapier Koriana in hand.
perception:1d20 + 17 ⇒ (3) + 17 = 20
tracking:
Hero Points 1/3
#/# daily uses remaining
Panache 5/6 - used 1 this round but possibly regained
Arcane Pool 3/3
Pearl of Power 0/2
Determination from Armor 1/1
Swordmaster's Flair blue scarf 1/1
Winged boots - 3/3 minutes
Princess's tear brooch - 18/18 HP available
Koriana's blade gemstones
White - Magic missiles 1/1
Pink - Mind-affecting spells 1/1
Black - Negative energy 1/1
Green - Poison 0/1
Prepared Spells
Level 0 (4 per day)
Dancing Lights
Daze
Mage Hand
Prestidigitation
Level 1 (4 per day)
Fallback Strategy - used
Shield
True Strike
Vanish
Fort save with anti-toxin and rapier:1d20 + 12 + 5 + 1 ⇒ (16) + 12 + 5 + 1 = 34
Inspired by Elen's actions along with her verses, Kamari will finish off yellow if still standing and then 5' over to green for any remaining attacks. Moved Kamari 5' on map. She started flanking yellow with Elen.
Round 2, AC 41 with shield, defending, and fighting defensively
ref save and evasion:1d20 + 19 ⇒ (19) + 19 = 38 fort save:1d20 + 12 ⇒ (9) + 12 = 21
Kamari shrugs off the initial attack but is impressed with the clockwork's ability to thread the needle and hit the Major. She draws on the Rapier Koriana for defense and assists the elder.
5 points of AC to Kort this round, too
Kamari tumbles past--hopefully--one of the alchemists and stabs at him defensively, aware that she has exposed herself to all their opponents.
acrobatics + panache:1d20 + 27 + 1d6 ⇒ (2) + 27 + (4) = 33 If that doesn't do, then AC 43 with shield, defending and mobility vs the AoO
Rapier Koriana - defending - fighting defensively + canny tumble vs no DEX AC if tumble succeeded:1d20 + 26 - 5 - 4 ⇒ (15) + 26 - 5 - 4 = 32 damage:1d6 + 13 + 11 ⇒ (5) + 13 + 11 = 29 hidden strike:1d4 ⇒ 1 confirm crit with anatomist & crit focus?:1d20 + 26 + 1 + 4 ⇒ (7) + 26 + 1 + 4 = 38 crit damage without precision:1d6 + 13 ⇒ (4) + 13 = 17 bleeding critical:2d6 ⇒ (3, 2) = 5
--
Menacing Swordplay – Intimidate as a swift action after hitting:1d20 + 11 ⇒ (4) + 11 = 15 vs DC 10+HD+Wisdom modifier
tracking:
Hero Points 1/3
#/# daily uses remaining
Panache 5/6 - used 1 this round but possibly regained
Arcane Pool 3/3
Pearl of Power 1/2
Determination from Armor 1/1
Swordmaster's Flair blue scarf 1/1
Winged boots - 3/3 minutes
Princess's tear brooch - 18/18 HP available
Koriana's blade gemstones
White - Magic missiles 1/1
Pink - Mind-affecting spells 1/1
Black - Negative energy 1/1
Green - Poison 0/1
Prepared Spells
Level 0 (4 per day)
Dancing Lights
Daze
Mage Hand
Prestidigitation
Level 1 (4 per day)
Fallback Strategy - used
Shield - used
True Strike
Vanish
Kamari recognizes the clockwork assassin from her recent studies of engineering but doesn't remember much more. She casts shield and moves up to the doorway.
tracking:
Hero Points 1/3
#/# daily uses remaining
Panache 6/6 -
Arcane Pool 3/3
Pearl of Power 1/2
Determination from Armor 1/1
Swordmaster's Flair blue scarf 1/1
Winged boots - 3/3 minutes
Princess's tear brooch - 18/18 HP available
Koriana's blade gemstones
White - Magic missiles 1/1
Pink - Mind-affecting spells 1/1
Black - Negative energy 1/1
Green - Poison 0/1
Prepared Spells
Level 0 (4 per day)
Dancing Lights
Daze
Mage Hand
Prestidigitation
Level 1 (4 per day)
Fallback Strategy - used
Shield - used
True Strike
Vanish
Kamari heals up and uses a pearl to refresh her memory for the shield spell. She finds the alchemical lab a bit overwhelming and just grabs three anti-toxins; then she downs one right away on general principle.
She finds the nest of the devourer more interesting and pokes around.
Hero Points 1/3
#/# daily uses remaining
Panache 6/6 - gained this round
Arcane Pool 3/3
Pearl of Power 2/2
Determination from Armor 1/1
Swordmaster's Flair blue scarf 1/1
Winged boots - 3/3 minutes
Princess's tear brooch - 18/18 HP available
Koriana's blade gemstones
White - Magic missiles 1/1
Pink - Mind-affecting spells 1/1
Black - Negative energy 1/1
Green - Poison 0/1 - used this round
Prepared Spells
Level 0 (4 per day)
Dancing Lights
Daze
Mage Hand
Prestidigitation
Level 1 (4 per day)
Fallback Strategy - used
Shield - used
True Strike
Vanish
Kamari forgoes any additional light and trusts in her elven eyes and blind-fighting to deal with the dimness.
I'm understanding that the dimness defeats low-light vision though.
She has nothing to add to the discussion with the devil.
Kamari moves into the room and close to the devil. She wonders if they shouldn't just kill him, but possibly he might have some information so she pauses for now. When the opportunity presents itself, she'll ask Kort for a few taps of one of her wands.
will save:1d20 + 14 ⇒ (8) + 14 = 22 (+3 vs. mind-affecting effects) would be a save if it applies, but I don't think it is
Kamari watches Elen dash into the other room and hopes she's okay. She sees the green graveknight in the doorway and decides to deal with him.
She casts fallback strategy before stepping up 5' and attacking. She uses the spell immediately, but ultimately seems to stab the wall more than the graveknight.
-2 shaken, -2 spell combat, -4 cover around the corner
Kamari's eyes dart about before she finally moves, taking in a deep breath as she does so. She silently stands at the door inside the torture chamber, waiting for the others, itching to move, wanting to do anything but talk.
Kamari places the point of her rapier on the clown's chest or backs her into the corner if necessary.
"It's been more than 60 seconds, and I'm left unconvinced you have anything to offer that might balance the trouble you will surely cause if allowed to continue."
Inspired by Elen, Kamari takes a confident 5' step forward so that she might reach both green and blue before they get to the Night Swan again. She starts with green and then will switch to blue once green falls.
Kamari avoids the cones of acid and then tumbles quickly past blue before stabbing him. She wonders if he'll be awed by her prowess. She also wonders if they shouldn't just kill the clown again.
plus menacing swordplay to demoralize:1d20 + 11 ⇒ (13) + 11 = 24
plus on the crit bleeding critical:2d6 ⇒ (5, 2) = 7 55 total damage (29+3+16+7)
references:
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Canny Tumble (Combat)
Your acrobatic prowess distracts your foes.
Prerequisite(s): Dodge, Mobility, Acrobatics 5 ranks.
Benefit: When you use Acrobatics to move through an opponent’s threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.
Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
tracking:
Hero Points 1/3
#/# daily uses remaining
Panache 6/6 - 1 used, 1 gained
Arcane Pool 3/3
Pearl of Power 2/2
Determination from Armor 1/1
Swordmaster's Flair blue scarf 1/1
Winged boots - 3/3 minutes
Princess's tear brooch - 18/18 HP available
Koriana's blade gemstones
White - Magic missiles 1/1
Pink - Mind-affecting spells 1/1
Black - Negative energy 1/1
Green - Poison 1/1
Prepared Spells
Level 0 (4 per day)
Dancing Lights
Daze
Mage Hand
Prestidigitation
Kamari picks a random point on the map far away and sees if the ferrymen will depart. She'll be careful to ensure no one is in the boats before sending them on their way.
Kamara is definitely for using one of the air walk scrolls now as she looks at the putrid water.
She looks at the maps but remains quiet as it's out of her range of knowledge. She's sure some of the more well-traveled members will be able to use them efficiently.