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Marella Galanis's page

78 posts. Alias of swordwarden.


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female undine inquisitor (witchknight) 10

still not doing so well. will try post this weekend.


female undine inquisitor (witchknight) 10

delay in posting. will try to get it in the next 24.


female undine inquisitor (witchknight) 10

Marella gets dropped off to the side of the main fighting field. She hustles forward with each explosion and then finds cover, repeating the process until she is near to the wall of force.

Casting invisibility on herself, along with her sense-enhancing spell, she waits until any enemies are passing through the area. Once she knows the wall is down for a brief time, Marella moves into the inner camp.

She looks around for both hiding places and high-value targets, looking around for something analogous to a command tent.

Perception:
1d20 + 37 ⇒ (17) + 37 = 54
Stealth:
1d20 + 50 ⇒ (3) + 50 = 53


female undine inquisitor (witchknight) 10

"If we're taking the fight to them, I'm in, Marella says.


female undine inquisitor (witchknight) 10

Good luck on the whole thing, Lyra.


female undine inquisitor (witchknight) 10

Marella flies straight up, invisible, as far as she can. She then casts that spell which enhances her sight and other senses. She tries to perceive whether there are any signs of an approaching army on the far horizon.

Perception:
1d20 + 17 + 20 ⇒ (6) + 17 + 20 = 43


female undine inquisitor (witchknight) 10

Somewhat confused by Lyra talking to this abomination grappling Arlo, Marella continues to slice at it.

attack 1:
1d20 + 28 ⇒ (10) + 28 = 38
damage 1:
3d6 + 23 ⇒ (3, 1, 6) + 23 = 33
attack 2:
1d20 + 28 ⇒ (19) + 28 = 47
confirming:
1d20 + 31 ⇒ (17) + 31 = 48
damage 2:
4d6 + 46 ⇒ (3, 2, 4, 4) + 46 = 59
attack 3:
1d20 + 23 ⇒ (6) + 23 = 29
probably a miss but you never know, without its dex:
3d6 + 23 ⇒ (6, 5, 1) + 23 = 35


female undine inquisitor (witchknight) 10

Marella flies up to the mimic creature grappling Arlo and flicks out with her scimitar.

standard action attack:
1d20 + 26 ⇒ (16) + 26 = 42
threat confirmation:
1d20 + 29 ⇒ (3) + 29 = 32
doubt that confirms, so normal damage:
3d6 + 23 ⇒ (5, 4, 3) + 23 = 35
on the off chance it did, since no Dex bonus for creature, would be:
1d6 + 23 ⇒ (3) + 23 = 26 more


female undine inquisitor (witchknight) 10

Marella takes a step and strikes, invisible, from the shadows. Her unseen blade flickers at the midsection of the disguised abomination.

She has improved invisibility on her, so ignoring any Dex bonus to AC that the creature has.


attack 1:
1d20 + 26 ⇒ (9) + 26 = 35
damage 1:
3d6 + 23 ⇒ (4, 5, 4) + 23 = 36
attack 2:
1d20 + 26 ⇒ (13) + 26 = 39
damage 2:
3d6 + 23 ⇒ (6, 4, 3) + 23 = 36
attack 3:
1d20 + 21 ⇒ (18) + 21 = 39
confirmation for attack 3:
1d20 + 24 ⇒ (12) + 24 = 36
damage 3:
4d6 + 46 ⇒ (4, 3, 4, 3) + 46 = 60


female undine inquisitor (witchknight) 10

yeah, with Terex: I'm just reading three Xs at the top of the map, inside the cave.


female undine inquisitor (witchknight) 10

Marella tries to dodge out of the way.

Reflex:
1d20 + 11 ⇒ (19) + 11 = 30

She manages to find a small alcove in the wall and escape the worst of the blast.


female undine inquisitor (witchknight) 10

Marella follows instructions and scouts ahead, after casting a couple of spells.

Stealth:
1d20 + 30 ⇒ (11) + 30 = 41
Perception:
1d20 + 39 ⇒ (1) + 39 = 40


female undine inquisitor (witchknight) 10

Marella declines the opportunity to speak to the dragons. Pleasant speech is not her forte. She spends a great deal of her time among the dragons watching them wheel in the sky.

Other than that, Marella seems trapped in her own head.


female undine inquisitor (witchknight) 10

Marella, all her spells cast to increase her personal attack fury, swings out with Silkshadow.

first:
1d20 + 24 ⇒ (14) + 24 = 38
damage:
3d6 + 23 ⇒ (2, 2, 3) + 23 = 30
second:
1d20 + 24 ⇒ (14) + 24 = 38
damage:
3d6 + 23 ⇒ (1, 3, 5) + 23 = 32
third:
1d20 + 19 ⇒ (19) + 19 = 38
threat roll:
1d20 + 22 ⇒ (14) + 22 = 36
damage:
4d6 + 46 ⇒ (1, 2, 5, 1) + 46 = 55


female undine inquisitor (witchknight) 10

Today just as bad. Post this weekend. Sorry.


female undine inquisitor (witchknight) 10

Might be another day before I post. Am under the weather.


female undine inquisitor (witchknight) 10

Marella says, "Good plan. But how are we going to dig, exactly?"


female undine inquisitor (witchknight) 10

Marella seems intrigued by the fairy folk. They look like nothing she has even seen, and she tries not to stare.

When the party gathers for delicious barbecue--a major upgrade from Marella's elven travel rations--she eats more than seems possible for a woman of her size.

"I am always game for slaying a necromancer," she interjects.

When the music starts and some of the others revel, she beds down in whatever shelter the Oomsatta offer. Marella remembers some, very few, joyful days from her past. She drifts off to sleep serenely, for once.

The next morning, she joins the group and starts sharpening Silkshadow before all are gathered.


female undine inquisitor (witchknight) 10

Marella also awaits any orders, content to leave the finer arts of negotiation to Terex.


female undine inquisitor (witchknight) 10

Marella, assessing that they are about to send out the disinformation provided to them, stays in place.


female undine inquisitor (witchknight) 10

Marella takes Charis off her shoulder and quietly chants. Then she points for Charis to go in, invisible. Marella closes her eyes and then can see and hear what Charis does.

Charis's Stealth:
1d20 + 44 ⇒ (9) + 44 = 53
Charis's Perception:
1d20 + 16 ⇒ (10) + 16 = 26


female undine inquisitor (witchknight) 10

Marella casts a couple of spells on herself, then creeps to the far side of the tent and waits for Terex's signal.


Casting heroism, divine favor, channel vigor
Stealth:
1d20 + 30 ⇒ (2) + 30 = 32


female undine inquisitor (witchknight) 10

Never post when you're half asleep, or you'll post to the wrong game.

Sorry, everyone.


female undine inquisitor (witchknight) 10

Marella decides to keep an eye on the edge of the crowd, skulking along. Every so often, she casts a spell to aid her senses. She sends Charis to the other side of the gathering and instructs her to also keep an eye out.

Marella's Perception:
1d20 + 37 ⇒ (13) + 37 = 50
Marella's Stealth:
1d20 + 30 ⇒ (4) + 30 = 34
Charis's Perception:
1d20 + 16 ⇒ (11) + 16 = 27
Charis's Stealth:
1d20 + 44 ⇒ (7) + 44 = 51


female undine inquisitor (witchknight) 10

Seeing her foe down, Marella turns visible, lands and heads over to where the injured are gathered.

Going among those hurt, she brings out her wand tipped with crystal and utters a word over and over.

so wand of CLW, first on Lyra, then Arlo then the hunter...
Lyra:
2d8 + 2 ⇒ (7, 1) + 2 = 10
Arlo:
6d8 + 6 ⇒ (6, 6, 5, 8, 3, 4) + 6 = 38
spear-man
7d8 + 7 ⇒ (5, 1, 2, 3, 4, 3, 2) + 7 = 27
so that was 15 charges. and she has more wands, don't worry. *wink*


female undine inquisitor (witchknight) 10

Marella sees her chance as the snake leaves itself open and lashes out.

to-hit:
1d20 + 24 ⇒ (17) + 24 = 41
critical confirmation:
1d20 + 27 ⇒ (13) + 27 = 40
crit damage:
4d6 + 46 ⇒ (1, 3, 3, 2) + 46 = 55


female undine inquisitor (witchknight) 10

Marella, seeing that Lyra is not in any danger, flies toward the remaining giant snake and reaches it, but is not able to attack.


female undine inquisitor (witchknight) 10


Perception:
1d20 + 17 ⇒ (5) + 17 = 22

to Lyra:

Speaking easily underwater, Marella says:
"The snake had you in its coils. I killed it; you fell."

Seeing Arlo get constricted by the other snake--and Lyra apparently doing fine--the undine flies back to get into the fight.


female undine inquisitor (witchknight) 10

Seeing that Rollo has saved the plummeting android, Marella resuurfaces into the air and turns her attention back to the other snake.

Think maybe she can reach it this round but not attack. Will count on GM to decide whether or not that happens with her 90 fly speed.


female undine inquisitor (witchknight) 10

has it been established somewhere that Lyra can breathe underwater?

if so, I can change my post.


female undine inquisitor (witchknight) 10

Marella dives into the river--at last in her home element--and peers through the deep darkness, searching for Lyra.


female undine inquisitor (witchknight) 10

Seeing the snake injured by Lyra's shots charge forward at the android, Marella doesn't even have to move forward. Hovering near the gargantuan snake, she slashes at it multiple times with Silkshadow.

Bane as a swift action and then, it doesn't get its Dex cuz Marella is imp invis,
attack 1 to-hit:
1d20 + 24 ⇒ (6) + 24 = 30
damage:
3d6 + 23 ⇒ (3, 2, 1) + 23 = 29

attack 2 to-hit:
1d20 + 24 ⇒ (16) + 24 = 40
possible crit confirmation roll:
1d20 + 27 ⇒ (16) + 27 = 43
assuming (hoping) that hits its AC, crit damage:
4d6 + 46 ⇒ (5, 4, 6, 1) + 46 = 62

attack 3 to-hit:
1d20 + 19 ⇒ (20) + 19 = 39
possible crit confirmation roll:
1d20 + 27 ⇒ (16) + 27 = 43
crit damage:
4d6 + 46 ⇒ (5, 5, 6, 1) + 46 = 63


female undine inquisitor (witchknight) 10

Marella starts preparation as soon as Lyra says the word. She casts three spells in succession and starting speeding, in the air, toward the one Arlo and his dwarves aren't charging.

improved invisibility, channel vigor, divine favor and moving 60 feet same round as casts the last. oh and declares judgement as a swift.


female undine inquisitor (witchknight) 10

Yeah, I'm just going one item: +2 worth of sword, with +1 actual enhancement and +1 ability Heartseeker.


female undine inquisitor (witchknight) 10

Before the enemy gets close enough to hear her (before they hit 200 feet), Marella casts a series of spells and then takes to the air invisibly to come down on the opposing group from above. She times her descent to when Lyra opens fire, then hovers just five feet over the center of the group, letting her aura of silence blanket as many of them as she can manage. As she does, Marella calls on her patron to drag the nearest human soldier down into slumber.

Perception:
1d20 + 17 ⇒ (17) + 17 = 34

ok, she's the one who found the ambush spot and so has the time to do this while the bad guys are approaching.
casts magic weapon, heroism, resist energy, greater shield of fortification, divine favor, improved invisibility, channel vigor, silence
and invokes Judgement against them.
three rounds flying at 85 to go above and then down to position her right above the middle, radiating silence to 20' away from her, and use Slumber Hex (Will Save DC 19) at the same time Lyra opens fire.

Stealth:
1d20 + 44 ⇒ (3) + 44 = 47 (plus silenced)


female undine inquisitor (witchknight) 10

Marella nods then speaks a few strange words. Her fingertips seem to snag the very air as she gradually draws a veil of invisibility about her until she simply disappears.

Another short chant issues from the space where she was until Marella then goes silent. She begins forward, her speed surpassing that of the rest of the party.

Steering her way through the slim features of the terrain, the undine finally finds what she feels is suitable: a pair of low rises spaced about sixty feet apart, topped with small fir trees.

Marella calls the invisible Charis to her and tells her to relay the information back to Lyra; the android seemed able to understand her familiar previously.

Cast invisibilty then expeditious retreat. That's ten minutes of pulling ahead of the others at a move of 55 while sneaking. Casts acute senses to aid Perception to help pick ambush spot.

Stealth:
1d20 + 29 + 20 - 5 ⇒ (11) + 29 + 20 - 5 = 55
Perception:
1d20 + 17 + 20 ⇒ (18) + 17 + 20 = 55


female undine inquisitor (witchknight) 10

"Fair warning, Lyra: my patron only allows me to fly for about ten minutes in a given day. I have--as in most dealings with it--no idea why it is so arbitrary."


female undine inquisitor (witchknight) 10

Marella hates snow... hates the way blood can mark it and sink all the way through. That winter crossing the Exdor Mountains, she had lost count of how many died.

The decoy team seems like the obvious choice for her, because Marella is in a dangerous mood. Arlo could have handled the mechanical troll alone. He is a fierce warrior. I made the wrong tactical call and didn't go after our chief enemy, she thinks.

Watching the dragon and android dance at sunrise surprises her. It evokes the fluidity of watching other dancers at festivities on her home island, so long ago. Now the only time Marella dances, she dances to kill.

She takes the white clothing and changes into it, wearing her shadowy leather armor beneath. Marella briefly talks to Charis and tells her to range high above them invisibly as they travel.

Marella nods to the other party headed for the forest and wishes them safe travels.

Survival:
1d20 + 8 ⇒ (2) + 8 = 10
Perception:
1d20 + 17 ⇒ (15) + 17 = 32
Charis's Perception:
1d20 + 16 ⇒ (20) + 16 = 36
Stealth:
1d20 + 29 ⇒ (17) + 29 = 46
Charis's Stealth:
1d20 + 24 + 20 ⇒ (9) + 24 + 20 = 53


female undine inquisitor (witchknight) 10

Level 10

hp +5 +3 Con

BAB +1
Fort save +1
Will save +1
Judgement 4/day
+2 4th level spells (new spell level)
+1 3rd level spell (FCB)
+1 2nd level spell

Perception +1 rank
Fly +3 ranks
Knowledge (Planes) +1 rank
Sense Motive +1 rank
Stealth +1 rank (and Skill Focus increases to +6)


female undine inquisitor (witchknight) 10

It might be tomorrow night before I get to this.

oh yeah: woohoo!


female undine inquisitor (witchknight) 10

Marella looks around at all the Oomsatta. She feels closer to them now, having felt their group consciousness: certainly a better sight to see than her own old, worn soul.

"I'm with Arlo. And I'm pretty good at scouting ahead."


female undine inquisitor (witchknight) 10

Marella walks over to Arlo. "Nonsense." She removes a thin green wand tipped with a bit of turquoise from her haversack and taps it against one of the wounded dwarf's shoulders lightly, nine times, while repeating the word, "Tanablisk."

CLW wand.
8 charges:
8d8 + 8 ⇒ (7, 4, 2, 1, 6, 1, 8, 1) + 8 = 38
and 1 to grow on:
1d8 + 1 ⇒ (8) + 1 = 9
that's back to full.
what time of day is it? seems like it should be evening?


female undine inquisitor (witchknight) 10

"Thanks," replies the undine to the dwarf, before turning to see what was going on with the escaping gnomes. Though she fears she will be too late, Marella starts flying over to where Terex is at maximum speed.

That would be a move of 60.


female undine inquisitor (witchknight) 10

Marella also strikes at the metal troll as it stands.

This is followed shortly by an intricate dance of darting cuts which nearly blur together.

ok, so AoO to-hit:
1d20 + 19 ⇒ (8) + 19 = 27
damage:
3d6 + 17 ⇒ (5, 4, 6) + 17 = 32


first regular attack to-hit:
1d20 + 19 ⇒ (9) + 19 = 28
damage:
3d6 + 17 ⇒ (5, 1, 6) + 17 = 29


second attack to-hit:
1d20 + 19 ⇒ (2) + 19 = 21
damage:
3d6 + 17 ⇒ (5, 6, 4) + 17 = 32


third, iterative attack to-hit:
1d20 + 14 ⇒ (9) + 14 = 23
damage:
3d6 + 17 ⇒ (3, 1, 5) + 17 = 26


female undine inquisitor (witchknight) 10

I love the slow spell! It's awesome. Nice to see someone actually pick it.


female undine inquisitor (witchknight) 10

Upon Lyra's warning, Marella just manages to shut her eyes before the concussive blast hits.

As the metal troll reveals himself and the dome fails, Marella looks around to quickly appraise the situation. She thinks, Lyra has range and can handle those ridiculous gnomes flying away. Terex is near enough to help Rollo. That leaves...

Marella spirals down like a spinning dancer through the air to come at the metal troll from the side opposite Arlo. She slices at the prone, hideous construct with her scimitar Silkshadow, even as she imbues it with power.

swift - Bane: constructs
move - fly down
standard - one attack:
1d20 + 18 + 1 + 4 ⇒ (5) + 18 + 1 + 4 = 28
if that hits, damage:
3d6 + 17 ⇒ (5, 6, 5) + 17 = 33


If you end up attacking this thing, Arlo, remember you have +2 to hit from flanking and +4 vs. prone. I almost forgot the latter myself.


female undine inquisitor (witchknight) 10

Arlo, just to clarify, Marella's spell only does haste on her. She's not cool enough to have actual haste as a 3rd level spell. *smile*


female undine inquisitor (witchknight) 10

Marella calls out, "Three invisible gnomes! Two north, one northwest!

As she shouts the warning, Marella flies over to Arlo, picks him up--with a bit of difficulty--and flies him to the top of the dome.

She calls to her unworldly patron for judgement against her foes.

Floating in the air behind Arlo, she quickly casts a spell. Immediately, Marella feels a surge like lightning through her veins.


talking - free action
flying - move action
judgement - swift action
and standard action to cast channel vigor


female undine inquisitor (witchknight) 10
Rollo Qantas wrote:


You got anything that can get us by that?

Marella looks over at the Sage, her brown eyes entirely dilated. She answers in a flat voice:

"No. I'd usually just kill the one who cast it, but I think this one's technology."


female undine inquisitor (witchknight) 10

Marella assesses the situation then lets go of the dragon.
Where the party's X is

She falls as gracefully as a feather and lands on her feet.

Marella pauses long enough to cast a spell: her fingers flicking at her eyes.

Then she walks thirty feet west to near the base of the octagon, looking all around for the remaining gnomes.


Feather fall supernatural ability.
Casts acute senses.
Perception:
1d20 + 36 ⇒ (2) + 36 = 38

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