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54 posts. Alias of RangerArcher.
Search Kyra -'s posts:
Reflex:1d20 + 5 ⇒ (19) + 5 = 24
The cleric casts Heal on Valeros.
Heal, Healing Hands:1d10 + 8 ⇒ (8) + 8 = 16
Then she raises her shield.
Heal, Healing Hands:1d10 + 8 ⇒ (9) + 8 = 17
The cleric casts Heal on Merisiel.
Then she raises shield.
The cleric casts Command on the pet. DC 18 Will. I command the target to lie on the ground.
Then she moves.
The cleric moves and draws her scimitar.
I agree to play the final fight.
I wanted to launch the command on the Queen, but that’s okay because the fight is over.
The cleric moves and inspects the throne.
The cleric moves and casts Command. DC 18 Will. I command the target to approach me.
I finished leveling up and on the slide 15 Battle medicine is marked as a reaction.
The cleric continues to watch Merisiel.
The cleric looks at Merisiel attentively.
The cleric waits like the wizard.
The cleric moves and casts Guidance on Mersiel before to move back.
You do not have to walk on the boxes adjacent to the fountain. the slabs are raised and maybe there is a trap.
The cleric follows Merisiel.
The cleric is waiting for the answer to Merisiel’s question.
The cleric moves and strikes fishy.
scimitar:1d20 + 4 ⇒ (2) + 4 = 6
Damage:1d6 + 1 ⇒ (3) + 1 = 4
The cleric draws her scimitar and steps.
Then she casts Guidance on Valeros.
The cleric is waiting to see if Valeros can push the wall.
I’m okay with breaking through the wall.
The cleric treats Valeros wounds.
Treats wounds, Valeros, DC 15:1d20 + 7 ⇒ (2) + 7 = 9
Treats wounds, Valeros, DC 15:1d20 + 7 ⇒ (20) + 7 = 27
Healing, crit:4d8 ⇒ (1, 8, 2, 1) = 12
Then she raises her shield
What do you see, Valeros?
The clerical woman would like to discover more of these caves to show the power of Sarenrae to the inhabitants.
The cleric moves, draws her scimitar and raises shield.
The cleric moves to better see the orbs.
The cleric treats her wounds.
Treats wounds, Kyra, DC 15:1d20 + 7 ⇒ (10) + 7 = 17
Healing:2d8 ⇒ (6, 1) = 7
The cleric strikes Fishy.
Scimitar:1d20 + 4 ⇒ (8) + 4 = 12
Damage:1d6 + 1 ⇒ (5) + 1 = 6
Scimitar:1d20 + 4 - 5 ⇒ (4) + 4 - 5 = 3
Damage:1d6 + 1 ⇒ (6) + 1 = 7
The cleric moves and strikes Fishy.
Scimitar:1d20 + 4 ⇒ (17) + 4 = 21 VS FF
Scimitar:1d20 + 4 ⇒ (5) + 4 = 9
Then she raise shield.
I’m interested to playing Troubles in Otari.
So I changed Message with Guidance instead in Divine lance.
I changed Message with Divine Lance and bought 4 Heal scrolls.
The cleric moves and strikes on the smart.
Scimitar:1d20 + 4 ⇒ (20) + 4 = 24
The cleric steps and casts a heal on Merisiel.
Heal 2 actions:1d8 + 8 ⇒ (3) + 8 = 11
I'm ready.
The cleric enters the room where Merisiel and Ezren are and draws her scimitar.
Religion:1d20 + 7 ⇒ (5) + 7 = 12
This is the Statue of Abadar, the god of wealth and civilization.
Yes, take a look before you open it.
To the GM: Where does magic come from?
Kyra said to Merisiel: Leave the chapel as it is.
Okay, I’m coming. hold the rope tight.
The cleric try to identify the shrine.
Religion:1d20 + 7 ⇒ (11) + 7 = 18
I’m staying with Ezren.
The cleric treats Valeros and Merisiel wounds.
Treats wounds, Valeros, DC 15:1d20 + 7 ⇒ (11) + 7 = 18
Healing:2d8 ⇒ (1, 1) = 2
Treats wounds, Merisiel, DC 15:1d20 + 7 ⇒ (6) + 7 = 13
The cleric cast a spell on the bleue one.
Disrupt Undead:1d6 + 4 ⇒ (2) + 4 = 6 DC 17 Fort
The cleric cast a spell on the red one.
Disrupt Undead:1d6 + 4 ⇒ (4) + 4 = 8 DC 17 Fort
The she draws her scimitar.
The cleric strikes the barricade quietly.
No one is hurt. We can continue.
The cleric tries to avoid the webbing as well.
Acrobatics:1d20 + 1 ⇒ (11) + 1 = 12
The cleric looks around her.
The cleric tries as well to climb down.
DC 10 Athletics:1d20 + 1 ⇒ (12) + 1 = 13
DC 10 Athletics:1d20 + 1 ⇒ (8) + 1 = 9
DC 10 Athletics:1d20 + 1 ⇒ (17) + 1 = 18
DC 10 Athletics:1d20 + 1 ⇒ (1) + 1 = 2
For me too