LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Welcome Belphix and Makai! Lydia is a lvl 11 scoundrel rogue with red mantis assassin dedication. Like most rogues she's a skill monkey but has high charisma and is a master of deception. In social settings she can be a face (though, her diplomacy is merely trained). In combat she is a melee fighter, has gang-up (which in remaster now allows allies to benefit from the off-guard as well), and she can also feint for off-guard if needed. She has tactical debilitation and by default usually applies the debilitation that limits reactions. Out of combat she is expert medicine with continual recovery and ward medic. 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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
A relatively young adult half-elf with red hair quietly slips into the back of the Ambrus's office and leans against the wall. Her black and crimson armor, meticulously maintained, almost seems to merge with the shadows. A variety of weapons, more than can be counted at a glance, are discreetly arranged across her frame suggesting calculated readiness. At either side of her hips hang two swords, their blades cruelly serrated like the teeth of a predator ready to rip into flesh. Not making her presence immediately known to everyone, she quietly accepts Quinoline's fist bump and nods appreciatively to the rest of the team when they notice her. When the meeting opens to questions, the rogue readily asks, "So we're going to kill a demon? Say no more, when do we start?"
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
you did. Chronicle received and macros copied over. Thanks again for running! See everyone in a few weeks!
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
I'll handle downtime+notes. Thanks for running! Glad Lydia lived to fight another day :D
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Society DC 25: 1d20 + 17 ⇒ (4) + 17 = 21
Lydia shrugs at the first text, but studies the second. "There's a symbol here I recognize from my studies that is shorthand for the usage of imprisoned souls as currency. Looks like Penumbra was planning to barter souls for various materials in the near future...fun"
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
1 hit+3 crits for 22 damage! last crit did 2 damage! LOL Lydia used to have ghostly weapon access through the red mantis dedication, but lost access when remaster nuked schools of magic and which made red mantis lose access to transmutation spells that aren't divine (like haste, longstrider, ghostly weapon to name a few goodies). And apparently I had a Pearlescent Pyramid aeon stone listed for purchase and deducted from my gold after lydia's last scenario but I never added it to my sheet for this scenario. Oops. Will fix that for next scenario so she has ghost touch
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Reflex(M), DC 27 : 1d20 + 23 ⇒ (15) + 23 = 38 Crit Success. Having cleared her lungs of smoke from the multiple fireballs, Lydia sees the caster prepare a bolt of lightning and she manages to dodge out of the way with ease. She then gangs up on yellow to catch it off-guard as she strikes, steps, and strikes three more times. if creature isn't imumune to precision then the sneak precision dmg (gang up) is added to the physical damage for purposes of resistance.
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 + 1 ⇒ (9) + 22 - 4 + 1 = 28
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 + 1 ⇒ (20) + 22 - 8 + 1 = 35
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 + 1 ⇒ (19) + 22 - 8 + 1 = 34
if yellow dies before end of lydia's turn, then any remaining actions would just be to step towards white and continue striking Actions: ◆Skirmish Strike (Strike + Step) ◆Strike (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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
GM Tiger wrote: Also IIRC, redeux was an evaluator for VTT at some point? Yup, the online RVC (ironhelix) designated me as an evaluator for games in my lodges when I was a VTT VL. I don't know how common that is in other regions but online occasionally does it since we have a lot of GM's and fewer VO's compared to physical locations. My VC reviews were:
First 2 reviews were just games I had planned and if I saw a VC join I asked them in advance. Last review I asked the VC when I picked up the table whose GM dropped before the con. Helps if you know people who are VC's though. and VO's can always help coordinate doing a review if you need help tracking down a VC for a session.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Watery Soup wrote:
Here's the guide link But the 3 VC reviews are only needed for 5th glyph, none for 4th. The guide recommends before finishing 4th glyph to do a mock review with a VO (doesnt need to be VC) but it isn't required. And technically you can do a real VC review as early as you'd like. I think it was Tiger who asked for a review very early? Might be misremembering that. And yes you're counting the GM table credits so as long as they add up to 100 you're fine. For the 5th glyph you then have to worry about 50 unique adventures, 10 specials/glyph-tagged adventures, and 3 VC reviews.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Reflex(M), DC 29: 1d20 + 23 + 1 ⇒ (3) + 23 + 1 = 27 Fail. oof. Yes, Lydia will use the reaction since I'm down to last hero point. Thovar's Reaction -> 9 dmg remaining. 69/129 "Did you see that--" Lydia starts to say pointing at where Penumbra once stood before suddenly being caught unaware by yet another fireball and mouthful of smoke. Thovar's shield protects her from most of the damage but her lungs still burn. Between several coughs of smoke she manages to say, "Thanks..."
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Thanks! I had stopped worrying about getting that final eval, but when a tier 7-10 table at my December convention lost its GM with 2 weeks to spare, I saw a VC at the table who ended up being willing to do the review! Does this mean i get an extra glyph to hand out mid session? Jk, i know we were already at the max to give out anyway :p
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia steps 5 feet towards Penumbra (5' North of Penumbra) before trying to gang up on her. Strike vs Penumbra w/ Light Mace (+2 striking flaming frost), heroism, frightened 1: 1d20 + 22 + 1 - 1 ⇒ (20) + 22 + 1 - 1 = 42
based on resolving temp hp before Arrus's strike, I'm guessing she's down so will start attacking blue, but if not then lydia's 2nd strike would be against Penumbra Lydia attempts to distract Blue with a feint attack before skirmish striking with her jagged sword and stepping away. Feint vs Blue Perception DC, heroism, frightened 1: 1d20 + 23 + 1 - 1 ⇒ (9) + 23 + 1 - 1 = 32 If success-> Off-guard Strike vs Blue w/ Catastrophe (+2 striking flaming frost sawtooth), heroism, frightened 1: 1d20 + 22 - 4 + 1 - 1 ⇒ (17) + 22 - 4 + 1 - 1 = 35 Might be a crit vs off-guard? I see Quinoline Crit with a 38 previously
Actions: ◆Step ◆Strike(Haste) ◆Feint Blue ◆Skirmish Strike Blue (Strike then step 5' SW (ends up 5'N of Astrid))
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.
End of turn: Frightened 1 reduced to 0 Combat tracker should have Lydias HP at 78/129 from Penumbra's Void Damage
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
No requests here, I'm likely just playing in Tiger's 6-20 session. Had briefly considered running something but not sure I could commit
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
rolled last night a fail but it didnt post apparently.so sure hero point
Fort DC 37, heroism, frightened 1: 1d20 + 19 + 1 - 1 ⇒ (10) + 19 + 1 - 1 = 29 Fail-> 43void Lydia grits her teeth as she focuses on remaining standing through this cone of nastiness that Astrid is seemingly immune to.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
If signs of resistance were noticeable from other attacks, then yes. I just rerolled the base damage, from the mythic strike, but rest would be the same. so 54 dmg (before resist). If signs of resistence weren't noticeable then its fine to keep the Mythic Strike as is (and Lydia would draw the light mace after the strike if resistance detected). her 4th action likely wouldn't be a 2nd strike unless she detected no resistance
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
GM Tiger wrote: Lydia/Soup -- wanna do 06-20? Enchanter Tim will potentially join us... of course, it's assuming you survive this one... Definitely, this is the only game I've been playing so that would work out nicely. Lydia would still level 11.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Will(E) Frightful Presence, DC 31, heroism: 1d20 + 19 + 1 ⇒ (4) + 19 + 1 = 24 -> Frightened 2 Will(E), DC 34 Void Shroud, heroism: 1d20 + 19 + 1 - 2 ⇒ (1) + 19 + 1 - 2 = 19 Already Doomed 1 (doesnt increase via redundant conditions) Reflex(M), DC 29: 1d20 + 23 + 1 - 2 ⇒ (10) + 23 + 1 - 2 = 32 Evasion: S->Crit, no dmg Tovar's reaction still available for Quinoline (or someone else) Lydia casts Sure Strike, strides alongside Astrid to gang up on Penumbra and she channels her gifted mythic power into a strike. Shortly after she follows it up with a second strike that she fails to compensate for her normal-again strength[/ooc] 2d20kh (Sure Strike): 2d20 ⇒ (9, 17) = 26
Strike vs Penumbra w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (4) + 22 - 4 = 22 Actions: ◆Sure Strike ◆(Haste)Stride ◆Mythic 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. End of Turn: Frightened 2 -> Frightend 1 EDIT: based on discussion page, there might be some kind of physical resistance. Prior to Lydias turn I did check for mentions of resistance. Had Astrid's strike shown any signs of resistance, Lydia then would have dropped 'catastrophe' (unruned sawoooth) sword and drawn her Light Mace. Her greater doubling rings copy over fundamental and property runes. I did check for resistances before my turn but I didn't see anything in the gameplay thread but this is why she carries spare weapons and has greater doubling rings to dry different types of damage. Light Mace is 2d4 instead of 2d6. Doing this would've taken an extra action (draw light mace) and then there wouldn't have been a 2nd strike. B dmg: 2d4 + 2 ⇒ (3, 2) + 2 = 7 -> Total 54 dmg (before resist). This would effectively have us test Piercing (Arrus), slashing (Astrid), and bludgeoning (Lydia)
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Reflex(M), DC 29: 1d20 + 23 + 1 ⇒ (3) + 23 + 1 = 27 Since it is at the end of the round I'm going to go ahead and use that 1x/round reaction to make sure it gets used by someone
Lydia is embarrassingly caught off guard by the fireball but Thovar's shield shields her from most of it.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia's elven blood begins surging through her veins and she feels time begin to bend. Staring at the creature closest to her, she attempts to sever the shadowpact. Sever Red. Religion DC 28: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27 Seeing her attempt have no effect, she calls back to Quinoline, "You can collect the glass after !" Actions: ◆◆Pinch Time (Haste) ◆Sever the Shadowpact vs Red
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
correct - Lydia R3 Heroism Lydia responds flatly, "You can't be serious"
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
So Lydia would chug both Quinoline's elixirs (24h and 1h), cast See the Unseen and Heroism (10 min), have both weapons in hand, and if she senses danger is immediate she would cast Haste (1min) on herself
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
depends on how much buffing we can do...Lydia has See the Unseen and Heroism which are both 10 minute duration so would cast those on herself. If there's something obvious/immediate danger then she'd cast cast Haste on herself. Crimson smoke briefly surrounds Lydia as she casts her buffs and grips her sawtooth sabres in each hand.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
once we get that last success, I'm fine with either seeing how much we can get in or taking a break until everyone is back.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia studies the maze and compares it to other fortresses she's broken into in the past, wondering if she might find subtle clues on the mechanical nature of the maze in order to solve it.
She then tries to convince the maze itself that she has no soul by perfecting her resolve and ridding herself of any worry or care. Deception DC 28: 1d20 + 23 ⇒ (4) + 23 = 27 ...But a shard of her soul remains evident.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia looks at the illustration curiously and shrugs, "Hm, guess we should prepare for the worst then?" Lydia tends to her wounds any anyone else needing stitched up. After the 8 hour rest Lydia will prepare her spells 1x Sure Strike, 1x See the Unseen, 1x Heroism
For what its worth, the Red Mantis Renegade charity boon from Gencon ~2020 did explicitly grant access to sawtooth sabres 'and any uncommon options requiring membership in the red mantis assassins'. Red Mantis Renegade text: Rare (Verification upon request)
The followers of Achaekek are zealous killers best known as the Red Mantis assassins. You trained for years to join their ranks, yet ultimately chose to abandon the order, taking their secret techniques with you. So long as you don’t teach these maneuvers to others—and perhaps you’ve tried, only to find your pupils killed—the Red Mantis assassins seem content to let you wander the world and use their deadly arts. Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost. You’re trained in the Performance skill and the Assassin Lore skill. You gain the Fascinating Performance skill feat. In addition, you gain access to sawtooth sabres and any uncommon character options requiring membership in the Red Mantis assassins; you add lawful neutral to the list of alignments that qualify as prerequisites for the Red Mantis assassin archetype (Lost Omens World Guide page 71).
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia continues slicing every which way except taking care not to strike Astrid! Strike vs Orange w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (7) + 22 = 29 Hit vs OG
Strike vs Orange w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (8) + 22 - 8 = 22
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
I'd say break until Quinoline is back? While I'm busy in January, this is my only game so I'll have the bandwidth and look forward to having something other than year-end taxes to keep me company. A Tax Pumpkin, too!
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
"Thanks!" Lydia says as Quinoline applies the bandage. Not wanting to miss out on the fun, Lydia skirmish strikes her way towards the remaining statue. Strike vs Orange w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (7) + 22 = 29 Hit with OG
Strike vs Orange w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (1) + 22 - 8 = 15
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Watery Soup wrote:
I could potentially help bot for some of that, though Dec 24-29 I will have family in town, and then from Jan 1-Jan15 I will be working double shifts. I have enough bandwidth to continue playing during these times, but I'm also OK with a pause if that's what GM/group want.
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia reels from being punched and decides to try to stop blue before it can act. She steps towards blue and strikes repeatedly trying to finish it off Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (2) + 22 = 24
Strike vs Blue w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (17) + 22 - 4 = 35
Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (20) + 22 - 8 = 34
If blue dies after the 2nd strike, then Lydia's third action would be to step towards green (5'ft left of Astrid, and putting both enemies in range of Gang-Up 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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
d10 persist fire on crit is from Arrus's flaming rune Reminds me - I think I have been forgetting my rune on-crit effects lol
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
I look forward to seeing which GM Tiger turns into canon ;)
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia takes the silence from her teammates as the answer. Stand ground, got it, she thinks to herself as she begins a tirade of attacks against the statue with broken armor. All strikes against Pink (off guard from gang-up). If pink goes down then will strike orange instead.
Strike vs Pink w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32
Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (19) + 22 - 8 = 33
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia tries to steal the closest statue's shadow, and then cut the link between Red and its shadow. Once freeing them of their shadows, Lydia attempts to slice pink "This might make them angry! Should we reposition?" Lydia asks while holding her ground for now. Sever shadowpact vs Pink (Thievery): 1d20 + 22 ⇒ (19) + 22 = 41 Success
Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (16) + 22 = 38 Off guard from surprise attack/gang up
Actions: ◆Sever Pink (Thievery) ◆Sever Red (Religion) ◆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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia prepares sure strike, see the unseen, and whirling scarves. Can't take the armor Lydia looks at Quinoline's daily preparations, "Mind me taking a darkvision elixir and bravos brew?
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Lydia hurries across the difficult terrain as quickly as possible and begins to try to soothe the spirits. Religion (T) DC 30: 1d20 + 16 ⇒ (20) + 16 = 36 Crit! Actions: ◆stride ◆◆Disable
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
Sounds good to me!
LN (she/her) Human scoundrel rogue 11 | HP 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
"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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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 78/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 1*/3 | Active Conditions: Doomed 1
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. |
