Arueshalae

Lili Thulgust's page

123 posts. Organized Play character for pippinTook.


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Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Thanks for a fun game, all! And thanks for running, Aerondor!

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili racks her brain trying to remember if she's learned anything about
undead that might be helpful.

Untrained Knowledge Religion: 1d20 + 0 ⇒ (3) + 0 = 3

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Looking at the civilians wounded or killed by ghouls, Lili gets a worried look on her face and asks, "They aren't going to come back as more of those undead things, are they?"

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

"Just accept that you're dead already!" Lili calls out at the undead beastie and unleashes another blast from her wand.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

As another undead beastie bursts into the room, Lili levels her wand and unleashes another blast of force.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

If the undead thing is still up, Lili will blast it with the wand. If not, she'll ready an action to last any enemies who make a move against us (giving yellow the chance to stand down).

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Seeing her allies moving in the direction of the undead threat, Lili lays down some supporting blasts with her wand.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili unleashes a blast of arcane force at the one in pink.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

[Lili will target green if he's still up or will attack yellow[/ooc]

Lili flicks out with her wand again and another blast of force slams into her foe.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili had a readied action to blast any enemy who comes in with her wand. 2 points of force damage to green.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

With Red's apparent surrender, Lili prepares herself to blast the next wave of invaders.

Readied action to cast magic missile on the first hostile to breach our perimeter. Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Assuming red is the stunned one, Lili will target the one that is actively a threat

Lili unleashes a blast of force from her wand and then resumes looking back and forth at the other doors as she draws her sickle.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Wand at the ready, Lili moves to where she can easily watch the door being knocked upon as well as both sets of double doors.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

As the others focus their attention on the stranger they've discovered, Lili switches to lookout mode and tries her best to watch and listen for threats.

Perception: 1d20 + 0 ⇒ (13) + 0 = 13

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili follows, wand at the ready, and watches and listens for threats.

Perception: 1d20 + 0 ⇒ (13) + 0 = 13

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

"[i]I didn't prepare detect magic today,[/b]" Lili says with a shrug. She then turns to the Halfling and says, "can you check these out, Howirk?"

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili points her wand at the last zombie standing and unleashes another bolt of force while calling out, "Leave my friends alone!"

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili moves forward possibly with Howirk on her back and extends her wand unleashing a bolt of force energy at the nearest enemy blue in hopes of keeping Boaz safe.

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

No one is in bold. Are we just supposed to roll initiative now?

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Having taken the strength and con damage, Lili is staying just a bit more towards the middle rather than the front and is keeping her wand at the ready. "I can carry you on my back through the deeper areas," she says to Howirk.

And as they stand in the nimbus of light from the wayfinder, Lili tries to scan around to see if she can see anything or hear anything (beyond the moaning) that might indicate potential dangers.

Perception: 1d20 + 0 ⇒ (18) + 0 = 18

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili looks down in the pit still holding her wand extended and ready to blast any more baddies that come out. Readied action to blast and baddies that come out.

Magic Missile Wand: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

"We need light down there!" Lili calls, pulling out her wand of magic missiles. "I can't shoot if I can't see!"

Readied action to blast the baddie with magic missile as soon as she can see said baddie.

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili looks sheepishly at the Half-Orc as she says, "Thanks. Could I...maybe...have another poke?"

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Fort Save: 1d20 + 2 ⇒ (7) + 2 = 9

Fort Save: 1d20 + 2 ⇒ (1) + 2 = 3

Oof! That's just painful! I have the Paizo Goblin T-shirt.
Gonna use it to reroll that second fail.

Re-roll FortSave: 1d20 + 2 ⇒ (17) + 2 = 19

Str: 1d4 ⇒ 3

Con: 1d4 ⇒ 4

Lili seems to be struggling just to stand at this point and looks over at Boaz and says softly, "I...could use some help.."

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

We're rolling our own init? This is the first time ever in a PbP I've gotten to do that :=)

Init: 1d20 + 2 ⇒ (12) + 2 = 14

Lili rushes at the giant mushroom calling out, "Giving you a flank, Markus!" and as she does so, she thinks, Wait what if the mushroom can speak Common? Drat! I've given away my clever plan! Ah well," and as she's thinking that, her nails extend into wicked-looking claws and she slashes at the fungus.

Claws with Chill Touch: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 5 + 1d6 ⇒ (2) + 5 + (3) = 10

Chill touch (the 1d6) does negative energy damage if that matters, and the mushroom must make a DC 12 Fort save or take one point of strength damage

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili hears the screeching and looks around anxiously wondering what else might have heard the noise.

Perception: 1d20 + 0 ⇒ (13) + 0 = 13

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili tries to also move stealthily, though she's momentarily distracted as Markus makes noise beside her.

Stealth: 1d20 + 0 ⇒ (20) + 0 = 20

She quickly recovers, however, and begins moving forward, though she can't seem to find where Corgrim went.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Noticing some of her allies reaching for ranged weaponry, Lili draws her wand of magic missiles.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili smiles at the Half-Orc and says, "Thanks for taking care of us, Boaz."

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

5 damage from leeches?!?!? Craziness!

Lili looks sheepishly at Boaz and says, "If you would be willing to use your healing wand again, these things seemed to really like demon blood," and she gives a frown.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili also begins checking herself for leeches.

Perception: 1d20 + 0 ⇒ (12) + 0 = 12

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Noticing Corgrim looking around, Lili also starts scanning the area for threats.

Perception: 1d20 + 0 ⇒ (18) + 0 = 18

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Seeing her Halfling friend struggling with the mud, she moves beside him and says, "I could carry you on my back if you need."

When the leech is identified as an issue, Lili points to the wand hanging from her belt and says, "Magic missile?" Always hits its target and I imagine 1d4+1 would easily exceed the hit points of a leech and wouldn't also damage Boaz since it only hits its target.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

"I...slept well...thank you," Lili says awkwardly, not making eye contact.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili shakes in visible discomfort at Corgrim's words, looks more uncomfortable as she scans the room and sees some of the girls eyeing her, then quietly asks the proprietor if she can have a private room with a locking door.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili is carefully not using her right hand as she tries to separate herself from her enthusiastic new friend.

"Oh, umm, thank you. That was a nice kiss, but I really can't. Like I said, I have a girlfriend."

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili looks around at the girls blushing heavily. As one approaches her, she manages to fumble out, "I have a girlfriend. Well, I mean, she never said she's my girlfriend, but there was kissing and...oh, the kissing. It was nice," and she gets this dreamy, far off look and just stands there silently with a dopey smile on her face.

Grand Lodge

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Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Corgrim, the only rogue who just politely knocks on doors :=)

Lili decides she is totally on board with politely walking up to the door and knocking. She picks up what she can of the thrown vegetables and brings them up to the door calling out, "You, umm, seem to have dropped your vegetables?"

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili immediately takes a defensive stance until she realizes it was a tomato that hit Boaz. She then tries to suppress a chuckle and fails. "Is that your curse, Boaz? You're a tomato magnet?" and she gives him a smile.

She then casts a glance in Howirk's direction and asks, "Do you think you can talk them into not throwing rotting veggies at our friend?"

Lili's diplomacy is only a +1, so I'm assuming the other sorcerer is better at it.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

As they head towards town, Lili gives Howirk a thumbs up and says, "Very well done!"

Being a melee build, her dC's aren't super high, so she's quite genuinely impressed.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

"Better, thanks!" Lili says giving the Half-Orc a smile and a big thumbs up.

Thanks for being our designated healer, Boaz :=) I was mildly scared when we walked into a Core adventure without a cleric.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

"Thanks, Boaz," Lili says, giving the Half-Orc a smile. "I'm not quite back to perfect, but definitely better."

She's now at 5/11. That guard would have dropped her if I hadn't taken toughness as her a feat!

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Looking even more pale than usual, Lili says, "If anyone knows healing magics, I'm a bit worse for wear from that fight."

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili steps up to the soldier as her eyes are glazing over in black and her hands are extending into claws and she slashes out with her right hand while saying, "You made Leon hurt the puppy!"

Claw+Chill Touch: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 5 + 1d6 ⇒ (2) + 5 + (5) = 12

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili advances so that she's just behind Leon and calls out, since we've obviously already been spotted, "Hold, friends. We're simply travelers passing through. No need for alarm."

Diplomacy: 1d20 + 1 ⇒ (15) + 1 = 16

And in case that doesn't work...

Intiative: 1d20 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

GM:
That is very specifically why the armor is designed as a long vest. She simply puts her hand through the arm opening by pulling everything into place with her left hand. She's left-handed, hence holds the charge in the right hand. And yes, she basically just avoids touching anything with that hand. It's an awkward way to get around not having spell combat in Core, but it gets the job done.

"Fire?" Lili says, surprised that something could burn in all this wetness. "I suppose we should go see if anyone needs help?" she says, somewhat uncertain.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Lili is an abyssal-blooded sorceress who uses her claws and sickles for melee and delivers touch spells with her claws. Basically, she's totally Core, but functions as a Tiefling magus. I like building weird characters :=)

An interesting young gal has been accompanying the group and enjoying listening to their exchanges. She has a smile on her face, a look of wonder in her eyes, and horns protruding from her forehead. Horns with pink bows tied around them. Her leather armor is uniquely designed as it is more of a long vest that cinches just below the bosom and has matching arm wraps that are worn over sleeves of an off-white that matches the tunic she wears under her vest. Her combination of shorts and thigh-high boots leaves a thin strip of her pale flesh exposed.

"We never had this much rain growing up in Jalmeray," she says, brightly. "Of course, when it was raining, mother made me stay inside the library. It was so boring! It's so much better to be out and exploring and actually seeing the world. Even if it is a very wet world," she says, shaking some of the rain from her shoulder-length black hair.

Perception: 1d20 - 2 ⇒ (12) - 2 = 10

GM:
Lili casts chill touch every morning before putting on her armor (to avoid the spell failure) and carries the charge around ready to be delivered with the claw attack from her right hand. She casts it at one level higher due to her gifted adept trait, so she gets 2 hits with it before she has to cast it again.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Update: change in my GP. Lili is going to spend 356 to get a masterwork sickle, so instead of 508, she has 152.

Grand Lodge

Nightkit wrote:

Drat .. blinked and missed it ... have fun Lili.

Dang it! I'd seen you post earlier in the thread and I thought we'd have the girls together again. Ah well. Maybe next adventure.

Grand Lodge

Human Sorceress 1, 9/9 (11) HP; 15 AC, 12 touch, 13 FF; -1 (+1) Fort, +2 Ref, +2 Will; 3/4 rounds of Abyssal Claws Init +2, Perception +0, melee: claws +3 (+4), 1d4+4 (+5)

Chronicle: 2
History: Has played Reaping What We Sow
Name:pippinTook
AKA: Lili Thulgust
Faction: Grand Lodge
PFS: 139218-40
XP: 1
Prestige: 0
Fame: 2
Gold: 508
Day job: N/A
Spend: N/A

Race

HP 13 | AC 16 | Fort +2; Ref +7; Will +6; | Perception +6 darkvison |

Classes/Levels

Speed 25 | Spell DC 17 | Exploration (Investigate)

Gender

Male Kobold Cultist Investigator/Psychic 1 |

About Endoin

Endoin came from the Mwangi Expanse. He was once a Cinderclaw member. He isn't any more.

Currently he is a devoted partner of Tamhar and they are adventuring together.

Being a Kobold, Endoin has a serious case of 'small dragon syndrome', which is very similar to 'small dog syndrome' except the yapping is intelligible.

◆ ◇ ↺

Ancestry, Background, Class:

Ancestry: Kobold (blue)
Heritage: Undine

Background: Cultist

Class: Investigator/Psychic

Character Details:

Nationality: Mwangi Expanse
Age: 14
Gender & Pronouns: Male, He Him
Height: 2’7"
Weight: 3 bulk
Physical Appearance: Blue-grey scales.

Languages:
Common
Draconic
Undercommon
Aklo
Infernal
Gnomish
--

Core Stats:

HP: 13
AC: 16

Saves
Fortitude: +2
Reflex: +7
Will: +6

STR: +0
DEX: +2
CON: -1
INT: +4
WIS: +1
CHA: +4

Movement
Speed 25

Senses:
darkvision

Feats:

Ancestry 1: Snare Setter

Background: Schooled in Secrets

Investigator 1: Underworld Investigator

Feat and Ability Mechanics:

Undine: Amphibious and swim speed 10 feet.

Snare Setter: Gain Snare Crafting feat and access to uncommon snares with Kobold trait.

Snare Crafting: Ability to craft snares and 4 snare formulas.

Pursue a Lead: 1 minute every 10 minutes.
Pick a subject that you investigate. Typically a creature, item, or small location.
You need to be aware of the target's existence, but need no other information.
+1 circumstance bonus to checks related to the investigation of subject. Typically perception and INT, WIS, and CHA skills.
Two active leads at a time. If you drop a lead to make room, you can't pursue that lead again until the next day.

↺ Clue In: Trigger: Another creature attempts a check to investigate a lead you are pursuing.
Frequency: 10 minutes.
Target gains your pursue a lead bonus to their check.

◆ Devise a Strategem: Pick a target; roll a d20. Use that roll on your next Strike against that target.
For Strike with Agile or Finesse weapons, you may also substitude your INT bonus instead of STR/DEX.
Free action against target of Pursue a Lead.

Strategic Strike: On Strike actions with Devise a Strategem that use INT bonus, also deals 1d6 precision damage.

◇ Unleash Psyche: Trigger: Your turn begins. Requirement: Cast a Spell on previous turn and not stupefied.
Duration: 2 rounds or until you go unconscious.
* Status bonus to damage equal to double the spell's Rank to psychic spellcasting, instant duration spells.
* Able to use actions with Psyche trait.
Aftermath: 2 rounds of stupefied 1.

◆ Fade Into Daydreams (Illusion, Psyche): You become concealed until the start of your next turn. This does not allow you to hide.

Alchemical Sciences: Gain Alchemical Crafting, two additional 1st level elixir or tool items, and Quick Tincture.
Versatile Vial count (= INT bonus): 4

Alchemical Crafting: You can craft alchemical items. You gain 4 alchemical item formulas.

◆ Quick Tincture: Cost 1 Versatile Vial.
You create a single alchemical elixir or tool item that you know the formula of. It remains potent only until the end of the current turn.

Spells:

Spell DC: 17
Spell Attack: +7

Focus Points: 2

Focus:
◆◆ Forbidden Thought
◆◆ Daze
◆ Message

Cantrips:
◆◆ Needle Darts
◆◆ Figment
◆◆ Musical Accompaniment

Rank 1:
◆◆ Biting Words
◆◆ Mindlink

Formulas:

Alchemical:
Alchemical Fuse
Antidote
Antiplague
Energy Mutagen
Matchstick
Smoke Ball

Snares:
Alarm Snare
Battering Snare
Spike Snare
Poison Barb Snare

Skills:

+6 Perception Expert

+5 Acrobatics Trained
+7 Arcana Trained
+3 Athletics Trained
+7 Crafting Trained
+7 Deception Trained
+7 Diplomacy Trained
+7 Intimidation Trained
+1 Medicine
+1 Nature
+7 Occultism Trained
+7 Performance Trained
+1 Religion
+7 Society Trained
+5 Stealth Trained
+4 Survival Trained
+5 Thievery Trained

+7 Lore(Cult) Trained
+7 Lore(Underworld) Trained

Equipment:

Adventurer's pack
Leather Armor
Flyssa
Shortbow