Amiri

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Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Thanks, all - had a blast!


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Amiri fights for conciousness as the world goes grey. A sudden jolt from Muusa’s wand snaps her back to reality. Moving into the gap between her allies, she does her best to distract their foes as she fights the fatigue.

I'll move up and plug the gap - Total Defense (+4AC)


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

With a final rush of energy, Amiri locks eyes with her attacker striking back with her massive blade.

Target: fighter
(L)Bastard Sword, RAGE, AA(5): 1d20 + 5 + 5 ⇒ (8) + 5 + 5 = 18
Damage: 2d8 + 9 ⇒ (2, 4) + 9 = 15

Kiddrick is correct. Last round of Rage; HP goes from 1 to -1 after this round


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

(L)Bastard Sword, RAGE, Power Attack, AA(5): 1d20 + 4 + 5 ⇒ (1) + 4 + 5 = 10         Ugh…
Damage: 2d8 + 12 ⇒ (8, 8) + 12 = 28         Of course…

Rage 5/6


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Answering Karayan’s cries, Amiri rushes to the next fray, lashing out at the first person she doesn’t recognize.

(L)Bastard Sword, RAGE, Power Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 2d8 + 12 ⇒ (7, 3) + 12 = 22

Rage 4/6


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

That was Rage 3/6


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Amiri moves in on the remaining Aspis, hate-fueled attack crashing down on him like an avalanche.

(L)Bastard Sword, RAGE, Power Attack, AA, Bless: 1d20 + 4 + 4 + 1 ⇒ (12) + 4 + 4 + 1 = 21
Damage: 2d8 + 12 ⇒ (5, 2) + 12 = 19


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Rushing between the crates, Amiri crashes down near the remaining Aspis agent. Her blade crashes into the floor, spreading splinters and the blood of her last kill.

(L)Bastard Sword, RAGE, Power Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 2d8 + 12 ⇒ (6, 8) + 12 = 26

Rage 2/6


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Oof, back. Busy busy.

Amiri emerges from behind the mountain of crates, her blade crashing down on the armored woman rising before her.

(L)Bastard Sword, RAGE, Power Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 2d8 + 12 ⇒ (6, 2) + 12 = 20

Bonus Crit Damage, Killer: 2d8 + 12 + 2 ⇒ (4, 5) + 12 + 2 = 23

Rage round 1/6


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

As the cacophony erupts, Amiri rushes around the mountain of crates, massive blade sprouting from sheathe.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3
Kiddrik Brown wrote:
"Amiri. Muusa. Why don't you two keep your ears open at the two western door and the top of the stairs?"

Amiri nods, heading for the stairway. “Should we leave ourselves a means of escape – one of the concealed doors, perhaps? Or do we plan to wait out a siege?”


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3
Kiddrik Brown wrote:
He watches them leave, his face becoming somber, "But why do I think the easy part is done?"

Amiri huffs at the retreating Kortos. “The only thing that comes easily is death - the Aspis will learn this soon, I think.”

With the Kortos gone, Amiri will check the lower level for any disturbance in the barricades. Do we have a way to get up to the roof like the archers did?


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Blade out in a flash, Amiri restrains herself upon recognizing local features. “And who in the nine-hells are this rabble?” Amiri spouts off, glaring at the spear-weilding pair.

Intimidate, Aid Another: 1d20 + 4 ⇒ (7) + 4 = 11


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Visibly irratated, Amiri moves off and sets about barricading the doors while the others talk away…

I’d surely get more done with assistance, but I will start moving boxes to barricade the doors in the lower section, starting with the large main doors. If there’s time, I will move on to the large double doors on the top level.


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Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Expanding on my last post, I’d suggest we start blocking off some of the doors. We could start with the bottom level; this will hopefully give us fewer points of entry, or at least slow down any attackers.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

“Perhaps we should barricade the main doors…” Amiri says, gesturing to the crates down below.

Do those doors swing inward, outward, or roll sideways on tracks? Can we block them off with crates?


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Amiri also nods, eager to rush into battle, once more.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

“Those fools will likely die down here. Perhaps cutting off the drug will motivate them to return above?” Amiri asks, unconvinced.

I’ve got no Knowledge skills that would help here, but would anybody know if there is a place we could take/direct the addicts to get some healing/help?


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

As the commotion breaks, Amiri steps forward to join in the ‘negotiations’.

(L)Bastard Sword, RAGE, Power Attack, Flanking?: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 2d8 + 12 ⇒ (5, 8) + 12 = 25


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

What time is it, now?


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

“This doesn’t look like the sort of place one would make this stuff. Likely this alchemist is further down the sewers – but which way?”

Is that pipe near the statue big enough to crawl through? I didn’t see mention of it, but I just want to make sure we have all avenues covered.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Fort, DC 12: 1d20 + 4 ⇒ (12) + 4 = 16

Sneering at the foulness around them, Amiri pockets a pair of empty vials, then turns back to investigate with Muusa, her glowing blade held aloft to light the way.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

I can take the lead, but my perception is nowhere near Muusa’s. If she’s not comfortable, I’ll take point, unless we have volunteers.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Are wayfinders exclusive to the society?


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3
Muunokhoi Korchinovog wrote:
Muusa takes a torch from Amiri gratefully. "That sword looks like it takes two hands," she says helpfully.

“It is versatile enough to be weilded in one, if you’ve the strength and training…” Amiri replies, whirling the now-luminous blade impossibly with one hand. “But yes – it is better with both.” With her sword held high for light, she moves forward with Muusa, once her torch is lit.

Muusa up front, with me right behind? She seems to have the sharpest eyes, (sans LLV/DV).


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Amiri looks at Karayan warily, but nods.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

“Torches…” Amiri grumbles, fetching the items from her pack.

I imagine the casters among us have osirons/cantrips that will suffice.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Amiri tosses spears back to Kiddrick and Muusa, moving away as be less conspicuous.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Assuming Amiri is brought up to speed…

”Without confirmation, we can’t be sure of success. We could watch this place until noon comes.”


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

Oh, I see. Sorry bout that. Nice synergy.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3
DM Carbide wrote:
He does get a save vs. the hex, though.
Muunokhoi Korchinovog wrote:
Oh, before even the Charm Person? I like this combo. :D DC15 Will Save.

Muusa –

The result of the Hex save determines whether or not he must reroll on the Charm save, so your Hex save must proceed it. Make sense?


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

If possible, Amiri will try to remain outside with a decent view through the windows or door – across the street, if possible; trying to attract as little attention as possible.


Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
Raging:
+2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

It sounds like all of these ideas stem from the same beginning:

  • Recon the bar at the first opportunity.
  • Send Karayan and Kiddrick in to find out what they can from the barkeep about this meeting and identities of the agents, if possible.
  • Then we can proceed with trying to find and replace one of the agents, coerce coerce the barkeep, or shut the bar down, etc.


  • Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    No worries – glad he’s okay


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    “I was just going to slip them some Icecap Ale… it would be easier if we could just kill them.”


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    “I agree. What sort of distraction did you have in mind for the meeting?”


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    Would “the end of the Oathday” refer to sundown? Midnight?

    “After we’ve completed her tasks, should we bring the shipment back with us, attempt to destroy it ourselves, or merely return with its whereabouts?”

    We should discuss strategy and make any necessary purchases before heading out, amiright?


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    Ah…


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3
    Karayan wrote:
    "Sure, and who tells me you are not an enemy agent? Or that that sword is not an intelligent item…”

    “If my blade acted of it’s own accord, you‘d have no head to spew this nonsense from.” Amiri stares at the halfman disdainfully, but does not engage him further.

    Sure. Making that perception check was a near-miracle anyway.


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    “His mask is plain for all to see – you deceive with your magic, to make us think you are someone you are not. You could be an ally, as you say, or just as easily an enemy agent sent to infiltrate our ranks. As I said, we shall see if the VC backs your claim.”

    I’m happy to continue this RP until others arrive (?), or leave it at that. Given that you both appear to be shambling corpsefolk, I thought I’d draw your attention to Kiddrick’s post in the Discussion thread:

    Kiddrik Brown wrote:
    Just so it's said, those of you who react adversely to positive energy should tell Kiddrik. :)


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    Huh, thanks. I’ll try to track down more info.


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    Amiri’s eyes widen slightly at the appearance of the strange frail-looking creature and his many wands, then thin again at the presentation of the odd token - What, exactly is that all about? but her watchful gaze returns to the disguised Karayan. If, indeed, that is his name. “I am Amiri, and that is Kiddrick; This other calls himself Karayan, but he is not what he seems. We await the instructions of the Venture Captain.”

    Not really sure what that token is.


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    “Then why use these... tricks to hide from other Pathfinders? Perhaps what you say has some truth; but maybe if you cannot trust, you cannot be trusted?” After a long moment, the woman relieves the blade from its threatening purchase. Her eyes still throw daggers at the dark-haired imposter. “We shall see what the VC says. I am Amiri,” she adds, turning her attention to Kiddrick.


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    PREGEN: Amiri, Barbarian 1

    APPLY CREDIT TO:
    PFS 125008-7
    Dhemia, the Wanderer
    Scarab Sages


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    A burly woman covered in seasoned hide and war paint saunters in with a massive sword on her back, the point of the over-large blade occasionally marking the planks of the floor with a fine tattoo. Eyeing the group before her, she dismisses the plain-looking Taldan, and appears to do the same with the black-haired man, when her eyes slightly widen, and she unleashes her gargantuan bastard sword in one smooth motion. “You LIE…” Face hard, she levels both massive blade and accusation at dark-hair. “Reveal yourself!”

    Perception: 1d20 + 5 ⇒ (19) + 5 = 24


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    Alright, all set up with Amiri.


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    Ah, nevermind. It turns out that you can't get credit, if you use pregens. Oh, well. I'm sure the question is still valid, for anyone else in Grand Lodge.


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    DM S, I'm working on faction rewards for Grand Lodge:

    Grand Lodge Faction Journal wrote:

    Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.

    Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

    I'm pretty sure the answer is yes, but did we meet both conditions for this mission and Infernal Vault?


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    Awesome, guys! Thanks for the TWO super-fast runs!


    Amiri - Barb 1 | HP: 3/15 | AC: 15 | T:11 | FF: 14 | Rage: 0/6 | Fort: +4 | Ref: +1 | Will: +1 | CMB: +5 | CMD: 16 | Init: +1 | Perc: +5 | Speed: 40/30 +2 vs Fear
    Raging:
    +2 HP | 1 AC | Fort: +6 | Ref: +1 | Will: +3

    Nice. I didn't even get into it.

    Kyra moves through the narrow passage, and casts Hold Person on the dark cleric.    He's still up, right?
     
     
     
    Cast: Hold Person (Will 16) – 4 rounds