LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Sounds good to me!
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia rushes as quickly as she can across the difficult terrain to gang up on red, then strikes! Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (9) + 22 = 31 hit with OG/frightened?
Actions: ◆Stride ◆Stride ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
With Astrid by her side, Lydia gangs up on the (blue) spider and beings slicing and dicing. off guard from gang up Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth), IC: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
Strike vs Blue w/ Catastrophe (+2 striking flaming frost sawtooth), IC: 1d20 + 22 - 4 + 1 ⇒ (18) + 22 - 4 + 1 = 37
Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth), IC: 1d20 + 22 - 8 + 1 ⇒ (9) + 22 - 8 + 1 = 24
Actions: ◆Strike ◆Strike ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia rushes towards blue and tries to steal the creature's shadow Sever the Shadowpact (Blue) DC 32 Thievery: 1d20 + 22 ⇒ (16) + 22 = 38 Success "Leave, or die!" she commands as she begins her assault Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (10) + 22 = 32
Blue will be off-guard for anyone else coming into melee (gang up) Actions: ◆Stride ◆Sever the shadowpact (blue) ◆Strike blue
Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
"You fight well, as well. Nearly got the best of me" Lydia responds with a smile. ---- Lydia follows Astrid's lead and braces the barrier next to her as they push together Athletics DC 28: 1d20 + 17 ⇒ (9) + 17 = 26 fail
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia takes a step and then strikes three times in rapid succession. Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 + 1 ⇒ (10) + 22 + 1 = 33
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth),CA: 1d20 + 22 - 4 + 1 ⇒ (1) + 22 - 4 + 1 = 20 Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 - 8 + 1 ⇒ (15) + 22 - 8 + 1 = 30
End of turn
Actions: ◆Skirmish Strike(Step+Strike) ◆Strike ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Thanks for the bots @WaterySoup! I'm home now and can start posting again. Obligatory we had fun and arrived home in one piece!
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
I'm starting my vacation, I'll still try to post if i see im up but otherwise i appreciate any botting since I'll be out of service for a few days here and there over the next 2 weeks. I made my char sheet editable in case you need to add in frightened or anything like that. Thanks again.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
persist bleed flat check dc 15: 1d20 ⇒ 8 Lydia continues slices every which way as she tries to take Red out before pivoting to yellow. striking red and if Red goes down will target yellow. Both are off-guard (gang Up) Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 + 1 ⇒ (13) + 22 + 1 = 36
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth),CA: 1d20 + 22 - 4 + 1 ⇒ (7) + 22 - 4 + 1 = 26
Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth),CA: 1d20 + 22 - 8 + 1 ⇒ (19) + 22 - 8 + 1 = 34
Actions: ◆Strike ◆Strike ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia shrugs off Gruasha's attempt and rushes over towards Red, taking advantage of their off-guard and adding to the distraction Gang-Up will make red off-guard to other melee attacks Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth), inspire: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth), inspire: 1d20 + 22 - 4 + 1 ⇒ (2) + 22 - 4 + 1 = 21
Actions: ◆Stride ◆Strike ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Thank you! I'll owe you one. And sure thing, hero points -
Though I also trust your intuition too, and whatever makes things easier for you.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Reflex(M), DC 29: 1d20 + 23 ⇒ (5) + 23 = 28 either fail or maybe no damage. if purple failed Astrid's save when coming into range of the aura then its DC would be lowered from frightened and then Lydia has Evasion: Success->Crit (no damage) Lydia runs out from the dinosaur and tries to swing twice but coughs up some of the black sludge. "I guess you were right, it wasn't for drinking!" she says to make light of the embarrassing moment. Strike vs Purple w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24 Strike vs Purple w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 + 1 ⇒ (1) + 22 - 4 + 1 = 20 Actions: ◆Stride ◆Strike ◆Strike
Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Hey all, I've had a bit of a short notice vacation planned for last 2 weeks of September (13-27). I may be able to post here or there, but would anyone be willing to bot Lydia for me so i'm not slowing things down? I normally wouldn't have started a game if i was going to be gone for 2 weeks but it wasn't planned and it's why i'm sitting out of Gameday this year If it helps, here's some notes about my character sheet:
Those things usually make posting not too bad since its just copy+paste and for combat delete anything that isnt relevant Otherwise Lydia is a scoundrel rogue. In combat she likes Feinting to get flat foot if needed, she has skirmish strike (step+strike or strike+step), and she has limited spell casting in a separate tab on her sheet (3x sure strike, 1x fly).
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Sorry missed it was my turn. but not eager to run into that quite yet, so will delay until after purple/red
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
"We are not looking to make more enemies than necessary, we will show our valor. Perhaps we can learn a thing or two about each other from this exercise" Lydia suggests as she drinks the black salve. She then looks to see if the shadow giant will do the same as Lydia draws her blades.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Quinoline Silicate wrote: This is presuming Rex and Lydia are CHA-based and have a full set of social skills between them. (Lydia, the link to your character sheet is broken.) If we don't, then Quinoline will break free of her Stockholm Syndrome and defy Astrid, siding with Arrus instead. Thanks, the one in lydia's tagline was working but i forgot to update the other one in her profile. Lydia is CHA based and is trained in all the CHa skills, master in Deception. Dont forget we have the macros sheet which gives a party overview Lydia takes a minute before her battle with despair fades and she acts as though nothing happened. "If it were just me I'd prefer sneaking but.." She pauses and looks at Arrus, "perhaps we might find more success with 'diplomacy'"
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Will(E) vs Wave of Despair DC 30 : 1d20 + 19 ⇒ (18) + 19 = 37 not slowed this turn Lydia takes a skirmish strike by stepping towards yellow and then slicing with her jagged sword. She then follows up with two more rapid strikes gang up makes yellow off-guard to lydia and to others within reach Strike vs Yellow w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41 crit
Strike vs Yellow w/ Catastrophe (+2 striking flaming frost sawtooth), CA: 1d20 + 22 - 4 + 1 ⇒ (5) + 22 - 4 + 1 = 24 Miss by 1 vs offguard AC Strike vs Yellow w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 - 8 + 1 ⇒ (20) + 22 - 8 + 1 = 35 crit
Actions: ◆Skirmish Strike (step+strike) ◆Strike ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Will(E), DC 30 : 1d20 + 19 ⇒ (3) + 19 = 22 slowed Lydia feels the wave of despair rush over her again, but manages to take a step towards Pink and try to finish it off. Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth), inspire: 1d20 + 22 + 1 ⇒ (17) + 22 + 1 = 40 crit
2nd action - strike pink, or step. If pink is down, Lydia will take a step 5' S instead of a 2nd strike. she would then be 10'North of Yellow. Strike vs Pink w/ Catastrophe (+2 striking flaming frost sawtooth), inspire: 1d20 + 22 - 4 + 1 ⇒ (2) + 22 - 4 + 1 = 21
Actions: ◆Skirmish Strike (step+strike) ◆Strike or step
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia was originally flanked between red and pink. so for her third action skirmish strike was Strike THEN step away from pink. Where i put her on the map was where I intended her to be regardless of whether or not red was still up since it would move her out of the flank or away from pink. I've moved her back to where she should be on the map.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
So Lydia failed the initial save and so now for 1 minute, every turn she will roll a save to see if she is slowed that round. Am I getting that right?
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Will(E), DC 31 : 1d20 + 19 ⇒ (19) + 19 = 38 success - so i'm not slowed this round? Lydia slices her jagged sword at red and then having temporarily recovored from her sobbing, she makes some quick mental calculations before swinging her sword every which way. Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (3) + 22 = 25 hit, with off-guard!
If Red is still up, strike. If red is down, feint pink
2nd action, if red is up:
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32 S dmg, twin: 2d6 + 2 + 2 ⇒ (4, 4) + 2 + 2 = 12 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (3) = 7 | +sneak vs OG: 3d6 ⇒ (4, 3, 3) = 10 | +Debilitating strike: No reactions 2nd action, if red is down:
Feint vs Pink perception DC: 1d20 + 23 ⇒ (13) + 23 = 36 Feint spoiler below for degrees of success with scoundrel racket 3rd action- skirmish strike red if red is up. if red is down then skirmish strike pink
Actions: ◆Strike Red ◆Strike Red or Feint Pink ◆Skirmish Strike Red or Pink Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met. Feint, Scoundrel Racket: Requirements You are within melee reach of the target you attempt to Feint. With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC.
Critical Success The target is off-guard against all melee attacks until the end of your next turn. If wielding agile or finesse weapon, you can step immediately after the Feint as a free action.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
to keep things moving, will just cover both outcomes of my Escape action. If Escape Successful
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29
If Escape was unsuccessful, then strike Pink
Moved lydia 5' NW assuming escape was successful. if it was unsuccesful, move back next to pink. Actions: ◆Escape -> (if success, ◆skirmish strike Red, otherwise ◆Strike Pink)
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Will(E) vs nightmarish images, DC 28 : 1d20 + 19 ⇒ (19) + 19 = 38 crit success -> no damage Will(E) vs Wave of Despair, DC 31 : 1d20 + 19 ⇒ (5) + 19 = 24 continue to be slowed 1 Escape (Acrobatics) vS Athletics DC ??: 1d20 + 22 ⇒ (10) + 22 = 32 rest of turn pending result of escape Lydia appears to be sluggish and gets grabbed. She instictively tries to flip out of the morphic limb's grasp.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Will(E), DC 31: 1d20 + 19 ⇒ (9) + 19 = 28 fail start of turn
Lydia tries to contain her emotions but feels a wave of despair rush over her. She then takes her two swords and tries to slice the foe in front of Astrid. Gang Up-> Green/pink off-guard Strike vs Green w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (10) + 22 = 32 Vs offguard
Strike vs Green w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (2) + 22 - 4 = 20 Vs offguard
Actions: ◆Strike ◆Strike ◆n/a (slowed1)
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Ah, thanks! The page layout seemed a bit odd.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia takes Greater darkvision Elixir and drinks it
Lydia studies the berry for a moment and watches everyone's reaction before eating hers reluctantly. After chewing, her eyes open ever so slightly larger for a moment before returning to normal
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
ran a session this morning and have plans this evening. started reading through those mythic rules and have mostly picked what im doing. Leaning towards Echoes of Swords + Godspeed to synergize with it. mythic strikes seems interesting but we already have 2x of it so im not sure if lydia needs it? hard to say. will think on this and post tomorrow morning
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
first few posts of scenario, from other thread
Arrus wrote:
"Don't think we've met, I'm Lydia" she responds, and then nods approvingly at Astrid's involvement in stealing the airship. The crimson-clad rogue doesn't doesn't react to Urwal's hiding spot being pointed out, not wanting anyone to know that she failed to observe him in the first place.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Perception: 1d20 + 20 ⇒ (4) + 20 = 24 Lydia takes in the sight of the airship, "Any of you know anything about this?" she asks, not having helped acquire it herself.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
I dont, Lydia is my highest
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
I'm good with 5 or picking up another player. I just have Lydia in this level range and she'll still be lvl 11. Happy for people to bring whatever they want to play!
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
GM Tiger wrote: Also thanks all for being part of this milestone game. This is the last of the 10 glyph scenarios needed. I just need 1-2 formal evals then it's a numbers game (i.e. about 12-ish table credits remaining for #5). Congrats! You're kicking butt! GM Tiger wrote: Are you all up for 06-09 (Power of Legends, 9-12)? Most likely after Paizocon (at least, when I get my games off the ground for Paizocon)... And yeah Lydia would still be up for 6-09. Trying to focus on 9-12's before any 11-14 since I am one of those people trying to maximize XP. I am really excited to actually play this character at lvl 14
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
"Well, don't look at me" Lydia says when the group is tasked to decide the fate of the tapestry. "I just came here for the contract, not to make decisions. Isn't that what the Venture Captains and Decemvirate are supposed to do? Decide important stuff?" she asks, not taking much pride in the accomplishments she's had as a pathfinder. "We were tasked with a job, we did the job. Once all of you decide, I'll be getting a pint of ale if you want to join" the rogue says glancing at Crystal and then the rest of the party before heading towards the nearest tavern. Lydia has no preference. As a player I think it would be more 'fun' for a follow-up with the dark archive and things possibly going awry. so if you must have a vote from me, Dark Archive can study.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia, growing with frustration, lashes out in a myriad of attacks!
misfortune: 2d20 ⇒ (10, 18) = 28
misfortune: 2d20 ⇒ (15, 15) = 30 heh
misfortune: 2d20 ⇒ (16, 14) = 30
misfortune: 2d20 ⇒ (9, 15) = 24
Okay i accidentally rolled an extra set of misfortune rolls when doing my copying and pasting my attacks, can i use these please? :P
Actions: ◆Strike ◆Strike ◆Strike ◆(haste)Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Ooops! I thought it was just strikes! Thanks! "Why can't I hit anything!" Lydia says with growing frustration
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia attempts to battle medicine herself, picks up her second sword, and swings twice against the gang'ed up foe. Lydia provides flanking to any ally within reach of enemy, and similarly creature is off-guard for Lydia. Battle Medicine DC 20: 1d20 + 18 ⇒ (4) + 18 = 22
misfortune: 2d20 ⇒ (1, 16) = 17
misfortune: 2d20 ⇒ (13, 9) = 22
Actions: ◆Battle Medicine Self ◆Pick up sword ◆(haste) Strike ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Looks like Lydias HP wasnt updated. 111 - 58 = 53 Lydia draws another potion healing and chugs it, before casting a spell to guide her blade and attempting to strike the librarian. greater healing potion: 6d8 + 20 ⇒ (5, 2, 5, 6, 2, 4) + 20 = 44 = back up to 97 Sure strike (Fortune) cancels misfortune effect and rolling normally
Actions: ◆Draw potion ◆drink potion ◆Sure Strike ◆ (haste)Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Just a heads up I'm needing to post from my phone for next several days at least since someone took out the utility pole that fed our power and internet to house. So sorry if posts aren't the best lol.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Fort: 1d20 + 19 ⇒ (11) + 19 = 30 if this has fear trait then courageous anthem makes it a success, and Rogue Resilience moves it to critical Success. If it is a fail then my understanding is that Lydia is already doomed 2 so this would be a redundant condition, but misfortune effect still applies Lydia skimish strikes, then strikes again. She then drops a sword, pulls out a healing potion, and drinks it. 2d20 ⇒ (9, 1) = 10
2d20 ⇒ (3, 11) = 14
greater healing potion: 6d8 + 20 ⇒ (8, 6, 4, 2, 7, 1) + 20 = 48 Actions: ◆Skirmish Strike(step+strike) ◆(haste)Strike ◇drop a sword ◆draw greater healing potion ◆drink potion
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up:
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met. Lydia is giving flank to both librarian and blue (gang Up). Use it!
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Will(E), DC 34: 1d20 + 19 ⇒ (5) + 19 = 24 hero point
Lydia's gets a glimpse of a future she doesn't like, and takes a step back
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Crystal feels a dash of air move by her as the invisible rogue runs into the fray. Seconds later Lydia appears, ripping into the green creature's flesh with her sword, and then slicing with the other twinned blade. Strike vs Green w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (19) + 22 = 41 Crit
no longer invis Strike vs Green w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (13) + 22 - 4 = 31 Still flat-footed from crit specialization
Actions: ◆Stride ◆Strike ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met. Feint, Scoundrel Racket: Requirements You are within melee reach of the target you attempt to Feint. With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC.
Critical Success The target is off-guard against all melee attacks until the end of your next turn. If wielding agile or finesse weapon, you can step immediately after the Feint as a free action.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
i would be! Lydia will still be level 11
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia has no intent of leaving
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Yes, looks like we did get 7th rank scroll of Haste. Unfortunately they errata'ed my dedication and Lydia no longer has haste in her spellbook to cast from a scroll (can only use her ancestry feat). Before Lydia fully dips into her ancestral roots, she recalls the party received a scroll of Haste. "Rex, is this something you could cast?". I see it on your spell list Lydia would instead cast Invisibility (2nd) on herself after Haste is cast, and before door is opened. ---- Lydia looks around but being untrained in Occultism doesn't think too hard about what the creatures are.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
If Lydia senses danger ahead, she'll reach into her ancestral roots to boost her speed. Haste
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
"I seemed to have gotten by relatively unscathed, but let me take a look at those wounds Crystal" Lydia says before drawing her healer's tools and making quick work of the wounds. --- Lydia checks the button to see if there are any signs of what it might lead to but will press it if it seems OK. Trapfinding
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia steps towards yellow and quickly strikes. She then flashes her first sword to distract the creature before lunging with Catastrophe. Strike vs Yellow w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (18) + 22 = 40
Feint (Deception) Vs Yellow Pereception DC: 1d20 + 23 ⇒ (20) + 23 = 43 Crit->off-guard against all melee attacks until end of Lydias next turn. Lydia gets another free step (scoundrel racket) Strike vs Yellow w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (20) + 22 - 4 = 38
Actions: ◆Skirmish Strike ◆Feint(+Free Step) ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met. Feint, Scoundrel Racket:
Requirements You are within melee reach of the target you attempt to Feint. With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC.
Critical Success The target is off-guard against all melee attacks until the end of your next turn. If wielding agile or finesse weapon, you can step immediately after the Feint as a free action.
Yellow is now off-guard until Lydias next turn (for all attacks, from crit specialization). Also off-guard for anyone in melee with it while Lydia is also in melee with it (gang-up), and off-guard from any melee attacks until end of Lydia's next turn even if it somehow was moved away from lydia (feint). These don't stack but should sufficiently cover it until its dead lol
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia casts a spell to guide her next strike and tries to finish Red by striking twice with her jagged blades, followed by a step towards yellow sure strike: 2d20 ⇒ (1, 11) = 12
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (5) + 22 - 4 = 23
Actions: ◆Sure Strike ◆Strike Red ◆Skrmish Strike (Strike Red + Step)
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
Lydia moves into position and attempts to strike red twice. She also provides flanking against red for anyone in melee Gang Up Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (4) + 22 = 26 against off-guard AC
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29 against off-guard AC
Actions: ◆Stride ◆Strike ◆Strike
Debilitating Strike / Tactical Debilitations: Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends. - Debilitation The target takes a –10-foot status penalty to its Speeds. - Debilitation The target becomes enfeebled 1. - Debilitation The target can’t use reactions. - Debilitation The target can’t flank or contribute to allies’ flanking. Gang Up: You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.
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