Seoni

Kitty the Lamia's page

15 posts. Alias of Michael Johnson 66.


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Koran "The Hammer" wrote:
[dice=Confirm 3rd attack]1d20+11[dice=crit damage]6d6+24

Koran's third wild swing knocks Kitty's head clean off her shoulders, through the kitchen batwing doors, into a pot on a shelf, thus inventing the game of golf!

Her headless body collapses to the floor, spastically thrashing and spraying dark blood all over Derrik and Koran....


Koran "The Hammer" wrote:

Koran steps forward and makes a raging hasted wild fighting full-attack on kitty

[dice=wild fighting 1]1d20+11[dice=damage]3d6+12
[dice=wild fighting 2]1d20+11[dice=damage]3d6+12
[dice=wild fighting 3]1d20+11[dice=damage]3d6+12
[dice=wild fighting 4]1d20+6[dice=damage]3d6+12
Total of 91 damage against flat-footed AC.

Kitty dodges two of the subsequent attacks, as she is only caught FF for the first attack, so she actually takes 46 damage. The lamia shrieks in surprise and agony as Mephos suddenly appears and rains murderous blows down on her with his earth breaker!

Also it appears you held your action til after Kitty moved, placing you after Kitty in initiative now, Koran....


Derrik Stonesmith wrote:
Only the first is against her Flat footed but you need to confirm that 20 anyway and the Wisdom drain is not a d6

Oops! 1d4 ⇒ 3 Wisdom drain rather....


A move action puts Kitty adjacent to Derrik (just in the saloon), and a 5-ft step away from Koran (in the doorway)....

She bounds over a table to land beside Derrik, reaching out a hand to touch him 1d20 + 7 ⇒ (10) + 7 = 17 1d6 ⇒ 6 Wisdom drain!


The lamia seems agitated at Derrik's declaration, enough to distract her briefly from the captivating light show Mister Leng has cast in the room....

Reflex save to avoid catching fire....1d20 + 7 ⇒ (1) + 7 = 8.... Flames leap and dance from the lamia's furry hindquarters up to her mane of golden hair! She screams!

Help! I'm on fire!

She takes 1d6 ⇒ 1 fire damage!


Will save vs DC 17 hypnotic pattern 1d20 + 11 ⇒ (2) + 11 = 13

Kitty, who was about to start taking Bear-Strong apart, takes notice of the scintillating, elaborate, hypnotically dancing shapes of multicolored lights blossoming around the poker table, and stops in her tracks to gaze in awe at the pretty lights....


Initiative 1d20 + 3 ⇒ (6) + 3 = 9


Kitty goes back outside for a moment. When she returns, Greg Bear-Strong is slumped over her strong, leonine back. She dumps him unceremoniously on the carpeted floor.

This one's a little sleepy, Coal.... Mind if I take him to bed?

Kitty strokes the slumbering Navajo brave's back as he lays prone on the floor, snoring....


That's right, pretty birdy.... Kitty won't eat you.... Not just yet, anyway.... Come on inside like your pretty little friend.... Don't mind your sleepy friend, we'll see him to a nice, comfy bed.... We gonna have us a little party in The Oriental, pretty birdy....

Kitty beckons Yingzen to follow and pads with feline grace back through the open doorway into the saloon after Reba and Levinson....


Kitty tries her hand at charming, casting charm monster on Yingzen, Will DC 15 to resist....

Purrrrrr! Kitty likes birdies....


Kitty exits the saloon, takes in the scene, and casts deep slumber on Greg! Will DC 14 to resist....


Kitty shrugs, grinning wickedly, and springs to her four lion-like feet, padding with predatory grace after Reba....


Kitty yawns and stretches, waiting for the fun to begin....


Initiative 1d20 + 3 ⇒ (3) + 3 = 6


I don't even care if there's a good-lookin' man.... I just wanna play with 'em a little before we dine, if it's okay with you, honey.... says the lamia to the rakshasa.

About Valoria Grundmire

Valoria Grundmire

Levels: Wizard 2

Race: Human
Alignment: Neutral

Statistics:
Ability Scores
STR 12 (+1)
DEX 12 (+1)
CON 12 (+1)
INT 16 (+3)
WIS 13 (+1)
CHA 11 (+0)

Speed: 30' Currently: 20'
Vision: Normal

Deity: None
Association/tribe: None
Languages: Abyssal, Common, Draconic, Sylvan, Undercommon

Skills:
Acrobatics -2
Appraise 3
Bluff 0
Climb -1
Craft (Jewelry) 7
Diplomacy 0
Disguise 0
Escape Artist -2
Fly -2
Heal 1
Intimidate 0
Knowledge (Arcana) 8
Knowledge (Dungeoneering) 8
Knowledge (Engineering) 7
Knowledge (History) 7
Knowledge (Planes) 7
Linguistics (Draconic) 7
Perception 3
Perform (Untrained) 0
Ride -2
Sense Motive 1
Spellcraft 8
Stealth -2
Survival 1
Swim -2

Special qualities and feats:
Racial abilities
Bonus feat: extra feat at first level
Skilled: additional skill rank at each level

Class abilities
Arcane Bond: to an object
Bonded Object: Can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.
Cantrips: re-usable level 0 spells

Feats
Combat Casting: +4 on Concentration while casting on defense
Scribe Scroll: create scrolls
Spell Penetration: +2 on caster level checks

Traits
Focused Mind: +1 on Concentration and becomes a class skill
Reactionary: +2 bonus to Initiative

Defenses:
HP: 12
AC: 11; FF: 10; Touch: 11
Initiative: +3
Fort: +1, Ref: +1, Will: +4
CMD: 13

Offense:
BAB: +1
CMB: +2

Unarmed attack: +2; 1d3+1; x2; 5'

Quarterstaff: +2; 1d6+1; 20/x2; 0'

Crossbow, Light: +2; 1d8; 19-20/x2; range 80'

Dagger: +2; 1d4+1; 19-20/x2; 5'
Dagger: +2; 1d4+1; 19-20/x2; range 10'

Equipment:
Encumbrance
Light: 43
Medium: 86
Heavy/Overhead: 130
Max lift: 260
Push/Pull: 650

Body: 14 lbs
Outfit: 1 Outfit (Explorer's) 8 lbs
Back: Backpack 2 lbs
Hands: 1 Quarterstaff 4 lbs
Fingers: 1 Ring (Bonded) 0 lbs : Mother's silver wedding ring.

Outfit: 8.5 lbs
1 Dagger 1 lbs
1 Crossbow (Light) 4 lbs
1 Bolts (Crossbow/10) 1 lbs
1 Pouch (Belt) 0.5 lbs
1 Spell Component Pouch 2 lbs

Backpack: 27.5 lbs
1 Bolts (Crossbow/10) 1 lbs
1 Mirror (Small/Steel) 0 lbs
2 Waterskin (Filled) 8 lbs
1 Ink (1 oz Vial) 0 lbs
1 Inkpen 0 lbs
5 Paper (Sheet) 0 lbs
5 Rations (Trail/Per Day) 5 lbs
1 Spellbook (Wizard's/Blank) 3 lbs
1 Bedroll 5 lbs
1 Artisan's Tools (Jewelry) 5 lbs
1 Flint and Steel 0 lbs
1 Sack 0.5 lbs

Pouch: 0.65 lbs
0 Coin (Copper Piece); 0.0 lbs
7 Coin (Gold Piece); 0.35 lbs
2 Coin (Platinum Piece); 0.1 lbs
2 Coin (Silver Piece); 0.1 lbs

Sack: 0.0 lbs

Total weight carried: 50.65 lbs
Current load: Medium
Note: PCGen 5.17.9 seems to calculate weight correctly

Storage (camp, room, etc): 0 lbs
None (currently been travelling with caravan between cities, carry all gear)

Special items

  • Bonded ring: Can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.

Spells:
Prepared spells

Level 0 DC: 13 (unlimited uses per day)
Daze
Light
Open/Close
Detect Magic

Level 1 DC: 14
Mage Armor x1
Magic Missile x1
Summon Moster 1 x1

Known spells Spellbook

Level 0
Acid Splash (Conjuration)
Arcane Mark (Universal)
Bleed (Necromancy)
Dancing Lights (Evocation)
Daze (Enchantment)
Detect Magic (Divination)
Detect Poison (Divination)
Disrupt Undead (Necromancy)
Flare (Evocation)
Ghost Sound (Illusion)
Light (Evocation)
Mage Hand (Transmutation)
Mending (Transmutation)
Message (Transmutation)
Open/Close (Transmutation)
Prestidigitation (Universal)
Ray of Frost (Evocation)
Read Magic (Divination)
Resistance (Abjuration)
Touch of Fatigue (Necromancy)

Level 1
Burning Hands (Evocation)
Enlarge Person (Transmutation)
Floating Disk (Evocation)
Mage Armor (Conjuration)
Magic Missile (Evocation)
Sleep (Evocation)
Summon Monster I (Conjuration)
True Strike (Divination)

Description:
Height: 5' 9"
Weight: 175 lbs
Gender: Female
Eyes: Black
Hair: Black,Long
Skin: Tan
Dominant Hand: Right
Age: 17

Background:
Valoria was born to Malnad and Catnila Grundmire in Sirathua, a small village close to Kaer Maga, Varisia’s most notorious city. The city is built into the ruins of an immense, mysterious fortress that predates Thassilon, and its denizens enjoy anarchy in its purest form. All manner of strange factions hold court in Kaer Maga’s halls, from the bloodthirsty bloatmages to the militant monks of the Brothers of the Seal and the grisly augurs—troll soothsayers who use their own entrails to prophesize with questionable accuracy. Her parents owned a small shop, where they sold the meat, furs and jewellery. Malnad was known as a very skilled hunter, who hunted in the nearby forests and plains. He was often away for a few days at a time, and on the odd occasion brought home small valuable or interesting items he found in the wilds. Catnila made jewelry as she looked after the shop and their only child Valoria.

The Grundmire family was a very well respected family in the city and known to honour their agreements.

During her young child years, Valoria learnt how to make jewellery and took delight in helping her mother making jewellery when she was not out playing with her friends. She often day dreamt of magical treasure hunting adventures inspired by the interesting items her father found and gave to her.

Sadly when she was eleven years old tragedy took place, tragedy struck her family. While travelling to Kaer Maga, the small supplies caravan was attack by raiders. The raiders thought the caravan was an easy target, only to discover once the battle began that a powerful mage was present in the caravan. Her father fought bravely and managed to take down three more raiders before impaled by a raider's sword. Even though Ferren managed to killed the remaining raiders, her mother was unlucky to be struck by an arrow in the lung killing her quickly. After the battle, Ferren discovered Valoria crying behind her mother holding a small dragon figurine in her hands. The old mage took pity on Valoria after discovering she lost all the family she ever knew, by staying with Valoria in the wagon as the caravan continued the journey to Kaer Maga. During the remainder days of the journey, Valoria was fascinated by the display of simple magic Ferren used to entertain her so to take away the pain of loosing her parents. She asked many questions about the magical tricks and what the seemingly impossible acts the powerful mages could do.

By the time the caravan reached Kaer Maga, Ferren was intriged by Valoria's interest in the arcane magic, and under the correct guidance Valoria could be moulded in carrying on his legacy. Ferren took her to his home in Kaer Maga to be his apprentice, where he began in earnest with her training, firstly improving her writing and reading skills. Years passed and Valoria's knowledge grew with ever greater thirst for knowledge, not just the arcane, but other fields. Her skill at casting spells improved with time.

She always had the lure of adventure burning inside her, ever since her father inspired her with her hunting stories. She increasing pestered Ferren to go on trips, and after a year of nagging Ferren had enough. He was no longer young with plenty energy to roam about the world, instead he decided to settle down making magical items for mages and those in need of magical items. Ferren thought for a few days on whom would be suitable to take care of Valoria and her adventurous spirit. Eventually Ferren settled on the name of Hissarion, his paladin friend he could trust, for they fought together in various battles years earlier and helped Hissarion escape from Cheliax. Verren gave Veloria a letter to give Hissarion upon arriving in Magnimar. In the letter Verren explained why he sent Valoria to him. He organized secure passage for Veloria from Kaer Maga to Magnimar on a caravan run by one of his trusted merchants who transports rare materials he requires.

Before arriving in Magnimar, the merchant caravan has made a stopover in the small seaside town of Sandpoint. Local news speaks of a raid by vicious goblins only a few days before your arrival, on the night of the local festival. There is still a smell of smoke in the air.

Adventure history:
Experience: 500 / 2000
  • 500 xp: Starting XP for entering RothRL adventure.
  • Arrived at Dragon, met sage Brodert Quink. At his house, discussed the ancient Light House ruin of village, and the ancient history.
  • Met gnome stranger who brought journal of planned destruction of Sandpoint and Nualia wanting to become a succubus.
  • Gone to Mayor Deverin about journal and plan trip to Thistletop.
  • Mayor supplies boats to take group to Thistletop and scale cliff to opening high above.
  • Encounted very dangerous scavanger at entrance, group just survived.
  • Disovered room with goblins, and no pants goblin that killed Kavrik.
  • Swordsman came from another room, and ran upstair to get more help.
  • Killed more goblins and cleaned up area of bodies.