Lisitsei Nagorát's page
891 posts. Alias of Axolotl .
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi follows her eyes to Guba, and engages in a moment of silent rapport, then laughs out loud, struggling to stifle the sound.
"No, Yasami, and NO, Guba."
He crosses his arms.
"And there is no spell called 'Badberry '"
"Honestly. Have you been dipping your roots in chibuku beer again? Tch tch."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"Please don't try that unless you know the exact type of toad, Yasami," says Lisi mock-crossly.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Oh sorry, I thought something was holding the door closed. If it has been >1 minute, Lisi has to alight, and can't do reconnaissance after all.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"Cut the door open first. We want it wiiiiide open for when we leave here," says Lisi.
He flies around and scouts, ready to drop rocks on anyone he needs to
Passive Perception check, I guess? No Stealth.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Oh, yeah, that was a critical save, and I'll put the DC for Rocks Fall...I mean Scatter Scree...next time. thanks for bearing with my infrequent posting...
Lisi flies towards Yasami and the yellow boggard, and unleashes a blast of flame.
Produce Flame S.A.: 1d20 + 16 ⇒ (4) + 16 = 20
for: 4d4 + 4 ⇒ (3, 4, 1, 4) + 4 = 16
HP 80
"Yasami, I'll try to clear the deck for you," he says, not looking down, keeping his eyes on the wounded boggard.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
I agree w/ Caiten's analysis. There are some 'active', even combative, familiars. Guba is usually clinging to Lisi like a reverse Groot.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Fort save vs cold: 1d20 + 13 ⇒ (17) + 13 = 30
Lisi shrugs off the cold orb.
"Just hang on, I'll heal you when I can...but the best defense, et cetera..."
Lisi drops boulders from the sky upon the green and purple boggards.
Scatter Scree: 4d4 + 4 ⇒ (3, 3, 1, 4) + 4 = 15
He hovers in place, unsure of where to go next, what with the yellow boggard still not downed.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi squints and flies toward the yellow boggard. "That one's a problem," he says, grimacing. "well, that and the other ones. Honestly, the fact that only sycophantic, murderous minions get doled out divine power doesn't seem like a good way to run a society."
He aims two fingers and utters mystical words like the crackling of ice.
Spell Attack, Bless: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
Ray of Frost, Bless: 4d4 + 4 ⇒ (1, 4, 4, 1) + 4 = 14
"Of course, I could be misunderstanding the motivations of these boggards," he hadges.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Any Rule of Cool allowed for Lisi to cast Crashing Wave and push both boats right on to the central compound? :D
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi speeds back and explains the situation. "If we get up on a watchtower, we can rain arrows and magic down on them. The real bottleneck is getting into that central building. I imagine Belmazog will hide in there and hope her troops wear us down, so we should save what we can for that assault."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi decides to "fly casual" and scout a bit. He does his best to fly low, skimming the canopy.
Stealth: 1d20 + 12 ⇒ (3) + 12 = 15
Acrobatics: 1d20 + 12 ⇒ (15) + 12 = 27
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi hovers, mildly concerned. "You're not supposed to dance with it, Yasami," he notes.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi drops rocks on the deinosuchus.
Scatter Scree: 4d4 + 4 ⇒ (1, 1, 2, 3) + 4 = 11
He spends an action to fly another 10 feet above the fray, just in case.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi took to the air, so he can't steer or row...
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi swipes Guba completely out of the water and calls upon the forces of the winds, rising into the air. "Get the boats to the shore--we are literally out of our element here," he calls.
1 action-grab Familiar, 2 actions - Stormwind Flight. I'm hoping a lighter boat moves more quickly...
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Yep, just emotions right now.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
I'm sorry, K10.
The Ancient Dungeons and Dragons Players FB group is a wonderful spot of Magic Circle Against Trump. Zero Trumpers are allowed in the group, to much gnashing of teeth.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Hey, Guba can be dandled in the water!
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
How treacherous is the river? I wouldn't mind tying the boats together, with someone ready to cut the rope.
Lisi nods at Yasami, smiling, and then sinking back into a frown. "We're ready." Nothing has overtly changed about Guba...except some fringes that dangle into the water. "Good for sensing aquatic enemies." Guba has Wavesense now!
"I'll keep the same assortment of spells...cold and water seemed to work, along with resisting energies of whatever they hurl at us. We need to beware of boggard croaks, and that includes Belmazog, I gather."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Survival: 1d20 + 14 ⇒ (17) + 14 = 31 Lisi looks around for a suitable camp...
And does his best to clean up the drips and scrapes from bringing the canoes along...
Survival, cover tracks: 1d20 + 14 ⇒ (19) + 14 = 33
Lisi surveys the boats. "Caiten, we could make this into a business, back on Breach Creek. Even lighter wood might work..."
He then steps lightly into the brush, Guba by his side. Survival, checking for patrols: 1d20 + 14 ⇒ (4) + 14 = 18
And manages not to trip on a root, but only just barely.
Lisi will take 2nd Watch, and prepare Alarm if possible.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"I can help shape the wood for a boat, at least," says Lisi. "Perhaps that will help make it more resilient. I imagine the waters will get rough when chaos starts to rear its head."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"to Belmazog, then," says Lisi. "Caiten, can you cast Lightning Bolt? I am able to. These gloves are handy as well," he says, eyeing them.
"And we need to find a boat, unless we have a better method for getting to the fortress. We also need a boat to escape , as we may have to leave in a hurry...or things will be collapsing...or burning...anyhow." Lisi says. "Several boats."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"Yasami, you've got a little...oh, never mind. Caiten, what do you see?"
How large is this hole?
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi looks for obvious tracks besides the bida.
Survival: 1d20 + 14 ⇒ (7) + 14 = 21
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Maybe the name of the bida was Eloy?
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi blushes at the Yasami's extended leg and the word 'padding'. "Um...ask Catalina..."
"Caiten, you may want to check those jewels for curses, glyphs, runes, and so forth," he says, walking up to the pillar.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"If it were your personality, Yasami, we'd all be dead a long time ago," says Lisi. "What, Guba? I was just speaking matter-of-factly."
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Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi peers around, looking for the bida.
1 action Seek, GM rolls Perception +16
He shrugs and drops many rocks on the pillar.
Scatter Scree: 4d4 + 4 ⇒ (4, 2, 3, 2) + 4 = 15
2 action Scatter Scree. Lisi has DR4/adamantium due to Attunement Shift for 1 round.
"I didn't understand that reference," says Lisi.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi moves up and casts a rather unusual spell on Yasami, after mumbling something and waggling his fingers.
A small rain cloud appears above Yasami, wetting her hair and equipment!
Personal Rain Cloud. . Fire Resistance at 4 due to auto heightening.
"Yasami, you ok up there? This might cool you down!" he calls, cheerily.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"Ah, sorry about the ice," calls out Lisi.
He shakes his head. "No fireball spell today!"
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"Bida. You're the one who's more worm-like here--not that there's anything wrong with worms; I rather appreciate them--and we're going to end you. Is it worth it, your slavish devotion to your masters? They won't miss you," says the druid, after freezing the bida further.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi drops the ice storm and strides forward to get a clear shot.
He gestures and speaks, and another chilling ray of frost emanates from his hand.
RoF: 1d20 + 16 ⇒ (15) + 16 = 31
for: 4d4 + 4 ⇒ (3, 1, 2, 3) + 4 = 13
DC26 Fort save or lose movement speed as per Geomancer Dedication
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi also has Attunement Shift, so the Ice Storm made it “ice terrain”. Lisi will then get the Terrain Attunement benefit each time, as long as he casts an Ice type spell.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Oh, you’re correct—the initial damage only happens once, and the subsequent damage is just 2 hp if it stays in the location of the spell.
Lisi has Geomancer Dedication which gives him Terrain Attunement via a feat and an archetype . This reduces speed. Link: Geomancer
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi frowns and focuses on the storm whirling about the bida. Sustain. 1 action
Oh, if it didn't move, it also takes 2 more Cold damage.
Bludgeoning: 2d8 ⇒ (1, 2) = 3
Cold: 2d8 ⇒ (7, 3) = 10
Basic Reflex save against DC26
Also, Fort Save DC26 or reduce speed by 5', bida!
He then points a crooked finger at the bida and flicks it while uttering something in Druidic.
Ray of Frost. 2 actions
Spell Attack: 1d20 + 16 ⇒ (13) + 16 = 29
for: 4d4 + 4 ⇒ (1, 3, 3, 3) + 4 = 14
And another Fort Save DC26 or reduce speed by 5'
"Oren! Catalina! Be careful!" he shouts, his eyes still on the coiling bida.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisitsei examines the situation from afar and doesn't mince words. He spends his time weaving an intricate pattern in the air.
"Here's to failing more," he says quietly.
Casting Ice Storm
Cold Damage: 2d8 ⇒ (3, 7) = 10
Bludgeoning Damage: 2d8 ⇒ (6, 1) = 7
Terrain attunement is now set to Cold for Lisi.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
It's worth the learning effort, though.
I think if you assign tokens to us, then we can use them. You could try giving one of us the login info for the moment and we can try to do it for you...
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
sorry to be AWOL. I was processing life. Lisi is updated with a bunch of cold and watery spells and some energy resistance buffing for our melee pals.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi moves up behind Oren. "Oren, if it smacks you with energy, I can help alleviate the effects. Ah, thanks for volunteering to find out what kind of energy it is."
Lisi makes a show of cracking his knuckles and neck. "I feel like I've been sitting around for a week . Let's do this."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
I uploaded a token, but I can't seem to add it to the map.
Probably that's a GM power.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
I'm out climbing giant rocks and such and will post tomorrow.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi frowns. "Why does she always get a later watch and I get to sit here and be gloomy by the fire? No, I don't want to play mancala, Guba. No, not even one game."
"No, you can't play 'half a game.'"
Lisi sighs.
"Okay, all right. one game."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
I can't find it. Maybe Lisi could summon a water elemental, though.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Folks, didn't we encounter some sort of fish-frog thing that summons its own muddy swamp? I am looking through the Bestiary and can't recall such a beast, sadly.
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Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"Does anyone have a bag of holding? We should fill one with water." Lisi thinks.
"Totem first. Let's see what it does. Cold and water, though, those I can do."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi looks up at Yasami, his eyes full of hope and sadness. "They may be used against us," he says, meaning, our friends .
He rubs his chin and pats Catalina's hand back with a small smile. "Golems. That rules out spells. Incapacitating it in a trap or pit might help slow it down."
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
"No. Yes." He lets out a sigh. "Just thinking about Joran and Cevendyll."
He sits down in the circle. "Sorry, you were saying." Lisi's voice doesn't shake, but he looks ready to put his head in his hands.
Skills: Acrobatics +12, Athletics +0, Deception +16, Diplomacy +16, Intimidation +14, Lore: Legal +12, Medicine +14, Nature +16(+2 plants), Occultism +12, Performance +14, Religion +14, Society +12, Stealth +12, Survival +14
Lisi spends time sitting on a fallen log, cross legged, silent, with Guba as his companion, who is still as a stoneplant, his gaze out to the night forest with its cries and chirps and rustling.
When he returns to the main part of camp for an early watch, anger is written all over his half elven features.