Seoni

Meliora Castafiore's page

460 posts. Alias of Trinam.


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HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"He's been living in the opera house, so that's not going to happen on my watch. I mean, they were my best customers! Er... practically only. Customers. The point is, no."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"If I had to guess, they mean the entire Thrice-Damned house. If our old boy has that kind of army..."

Meliora sighs and shakes her head.

"Well, let's just hope he doesn't have that kind of army." Carrying her spellbook in her backpack today, just in case of an overnight trip, she gives a nod to the directions. "Alright, let's see what's up with the shrine. We'll meet up with the guy and get ourselves some hellknights."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"Just look like you don't give a damn about anything anymore, you'll be more or less on target."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

With a tic of her finger to the left and an arcane word of power, Meliora looks completely different.

She's a weathered-seeming, world weary fisherwoman with a wide-brimmed straw hat and a cynical, dour disposition.

...Okay one of those things didn't change.

"Works for me. Can't do this for anyone else, though."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Meliora is being her lovely self by sitting in the private room and not engaging in the tavern before going up there to sit. Once it's discussion time, she jumps right into it.

"So. Way I see it we have two options. one: Save the poor saps tonight and then figure out how to get to the shrine. Upside, they give us some good publicity and maybe extra bodies to work with. Downside, the guard had better be lighter or we're in deep dung. As for the shrine... I figure we can leave during the day and nobody'll stop us so long as we don't look like us. I've got magic for it, dunno if you guys'd just want to wear a mustache or something."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"Or, and try to think past that natural knee-jerk response, we could not do that. It's a lot of trouble for people we aren't even really looking for. We have a target, we can just... go there."

She holds up her hands in front of her like she's framing a portrait of the horizon.

"No muss, no fuss, no possibility of getting murdered, everybody wins!"


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Oh good, luckily this was the sort of encounter where Mel would stay back anyways.

This is where Meliora steps in as well, taking a quick hold of Canacha's hand.

"I think she's right. This isn't the sort of thing we can deal with right now. Let's get hammered and forget about it."

She's trying to smile, but she can't summon it up. Subterfuge isn't her strong suit, never has been.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

. . . I did it again. I'm setting an alarm to check once a day because I apparently don't have the natural verve I used to. D|

Sorry guys.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

. . .they'd take 900 gp, but otherwise would be ez-pz to make.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

...I should start doing cwi things, since we keep spending weeks. Does anyone have something they want Meliora making?


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Let's wait for Jack (and Canacha?) to check out the information on Aria Park before deciding what to do after that. I think we should try to save the people being tortured regardless, if that's at all possible... but Meliora wouldn't suggest it on her own if the guy we're looking for isn't there.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Thank god people were doing the talking who weren't her. Meliora's never been a fan of the talking parts anyways, she's really no good for this! Forget the Fushi Sisters, that was a fluke.

"Why don't we just split the difference?" Tactics, though... she can do.

"Let's check out the guys getting tortured, see if any of them are him. If they are, we bust him out when we get the chance, bam. Problem solved. If they aren't, we bust them out when we get the chance, bam. We can leverage the act to show we're honorable. Or at least, less bad."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

So I've been doing that thing where I know I need to post and then just don't for a good while. IT's annoying, I'm usually better than this!

But I am trying to schedule posting time to make myself do the thing that I need to be doing.

Also I did add the notoreity from Nox's escape, as well as removed the 1 from Rexus's exististence.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Like a bolt from the blue... REBELLION TURN.

Upkeep Step

Attrition check: 1d20 + 7 ⇒ (14) + 7 = 21
Atrrition: 1d6 ⇒ 4 Membership drops to 25...
Free supporters: 1d6 ⇒ 1 And rebounds to 26. Still level 4.
Rexus lowers notoriety by 1, to 13.

Activity Step
Bonus Strategist Activity: Gather Money with the Moneyfarm: 1d20 + 11 ⇒ (19) + 11 = 30 Tier 2, so 60 gp in the coffers. Nice. Let's burn that on recruitment.

Activity 1: Recruitment: 1d20 + 8 ⇒ (4) + 8 = 12
New members: 2d6 + 8 ⇒ (4, 4) + 8 = 16 Level 4 with 2 recruiters is on par with level 3 with 3. I love it.

Activity 2: Reduce Danger with the Gold Crows: 1d20 + 9 ⇒ (10) + 9 = 19 Kintargo's danger is reduced by 5 this week.

Event Step
Event? 56 or lower to trigger: 1d100 ⇒ 58 Rexus's -1 notoriety literally saved us from having to deal with an event. Also Meliora's brilliant idea to keep the streets safe. Just saying~ Praise her lots~ etc etc, you know how she is.

That aside, we have a 1-in-6 chance of hitting rank 6 next week. Go us.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"What do I think? I think Hellknights add legitimacy anywhere in Cheliax, and we need all the legitimacy we can get. Guys, we're adopting an order."

Meliora would be trying daily to figure out what that headband is. Should I go roll for that? Also rebellion phase will be coming soon. GM, are we able to go past rank 5 yet? I just realized I need to ask that.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I'm going to be doing the rebellion phase sometime tonight at work. Sorry for being lazy, but I've had a malaise going on. That existential ennui hits you hard, man.

Anyways I feel like we should keep the masterwork planes books, and the diamond dust because you never know when you need diamond dust for our clerics. The soul tomes are important too, esp since rexus will want to see them.

The rest I have no strong feelings on unless that is a headband of INT in which case GIMME GIMME OMG GIMME.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"Good news. S'just the memory, not the soul."

Meliora gives Lena a thumbs-up as she heads to the exit, pointing out the chainmail on the way.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Anyhoo

LEVEL 4
+6 HP (FCB goes here)
+1 Int
+1 initiative (forwarned)
+1 Will
+1 BAB
Spells per day increased (+1 1st level, +1 2nd level, +1 1st level from int)

+1 Perception
+1 Escape Artist
+1 Spellcraft
+1 Knowledge (Arcana)
+1 Knowledge (Planes)
+1 Knowledge (Local)
+1 Diplomacy
+4 Stealth (huzzah for int bonuses!!)
+1 Linguistics (Taking Dwarven)
+1 Knowledge (Geography)

New Spells!
Locate Object
Glitterdust

I'm quite happy with my build as it stands now, I'd just like enemies to stop making their saves against my pits. 8|


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

What knowledge is knowing how these books work? Also yeah, using detect magic on the way out to try and avoid missing any caches.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Ooh, my favorite~~


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"I would think that much is obvious." Oh god, she's talking like she knows things.

"As you'll notice, she also fell down my pit and didn't actually have any damage when she got out. Our hits on her slowly faded off of her, too. Maybe it was hard to notice if you aren't used to keeping an eye on the flow of battles and whatnot... but it's simple: she has some kind of ability that lets her regenerate damage at an abnormal rate. Whether that's the simpler version like what an Infernal Healing spell will grant, or a more complicated version like a troll's regeneration is up for debate... I've already figured out a few ways to test it later, though. Once we have time."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"Hard to say..."

Meliora taps her chin, surrounded by books as she vastly prefers.

"Not to mention, if I was going to look up a heretical book of sin and vice, I'd probably consider using a new name. Just as a rule. New appearance, too. They'd probably have steps to see through that, though... So either they're telling the truth or they're a really good liar?"

She shakes her head. "Well, anyways, we should get back to base."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

If you're in the mist's edge and they're outside of the mist then you don't need to roll miss chance, yeah. The only downside is that our guys further inside the mist can't see nox to ranged attack her.

That said, her backing up gives Canacha a nice opportunity to shoot her in the face from cover now. :)

Meliora will go about picking up both books this round--Oh, wait. She's being invited to banter.

"I dunno! I think I could get into seeing her face on the underside of my boot!"


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

In that case, she'll look at two of them this turn to get a sense of if she should grab 'em or not.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Meliora is going to just continue with her plan and start looting the room of any important-looking books and whatnot from where Nox was hanging out.

She's not contributing to combat at the moment, but I'm also out of ways TO meaningfully contribute, so I'm aiming for the objective now.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Without any real options left for how to affect the battle itself at the moment, Meliora changes tactics slightly. She heads over to where Nox was first standing now that the pit has closed up to check for any useful books.

Rexus's mom isn't down here. She's prolly ded, yo. There's also a nonzero chance that Nox gets lucky and wins despite everything. That stupid Grease should have worked, she saw how clumsy Nox was as she went right down that hole, but... Well, better to be lucky than skilled. If that happens, Meliora figures she can at least try getting something useful out of here.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"Tch!!" Meliora whips a scroll out of her bag.

"Okay, get in close and use it right this time."

Obscuring mist. If she attacks into it, 20% miss chance if she's next to us, or 'attacking an invisible enemy' if further than that, while we're in the mist. Since she's got a reach weapon... :)


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"You have teleportation magic, and you use it to not run away?"

Meliora spins another spell, and points her hand at Nox.

Grease on the weapon. DC 16 reflex save vs dropping the weapon, and she can't pick it back up without succeeding at one.

"That fall she took's probably healed off. If any of you have tricks you wanna add, now is definitely the time!"


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Meliora summons up one of her feelings to try and get a sense of her luck.

Prescience: 1d20 ⇒ 10

Bleh, it doesn't feel like she's got a particularly nice chance of anything right now. Middle of the road-ish. Might as well let the fighters finish fighting. Nox'll be out of that pit in a couple rounds at worst, and she needs to have a plan for it.

She takes a step back, preps her crossbow, and fires at the Lemure.

Attack: 1d20 + 1 ⇒ (1) + 1 = 2

Yep. Fate's not on her side today. That's fine, wizards don't much care about fate anyways. "Once we've got the demon down, rush the pit. She's got a reach weapon, so she'll want to hold us on this side of the bridge."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Meliora looks over the situation and reacts instantly to the bravado.

She points at the ground underneath Nox.

"Calm down, we'll get to you in a minute." Her voice is entirely deadpan, as she fires off her grease spell. She doesn't even look at Nox, instead glancing to the others.

DC 17 reflex vs falling 10 feet and landing prone because lethal fall damage is The Worst.

"Focus on the devil, this one probably isn't a crazy martial artist type. Unless she's managed to just hop to the side and completely sidestep my totally awesome strategy while I wasn't looking, in which case... I guess it's time to panic?"


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"I'd scout but I don't have a way to on me today..."

She sighs.

"I spent my headspace on pits and not talking to my scorpion. Didn't expect we'd be fighting freakin' Asmodean ninja today."

Meliora will go ahead and aid Canacha in looking over things, ID'ing the potions for the others.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

With Canacha reading her damn mind (thank goodness it's only on the battlefield) and the fight seeming much more in hand now, Meliora only has to think what to do for a second. She takes a small step, pulling her dagger out from inside her robes.

"Hey guys! Bet you thought you'd never see this, right?" She laughs to herself as she suddenly and viciously changes modes into giving the grappled redactor a knife to the kidney.

Attack(flanking vs grappled target): 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21

Damage: 1d4 ⇒ 3


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

The redactor is fine because haha my life, but at least the creature is unconscious, blind, and stunned for 2d4 rounds, then blind and stunned for 1d4 rounds, then stunned for 1 round.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"It's what they do! You know how it is! Asmodeans scheme and talk big, Shelynites make questionably good art, and Groteans depress you."

Meliora steps up next to the green one, weaving a spell while keeping her guard up.

Cast defensively: 1d20 + 7 ⇒ (14) + 7 = 21

"As for me, I prefer good old fashioned revenge!"

Color Spray, with a cone that'll hit green, red (but they're down), and big ugly. DC 16 will save vs varying effects based on HD.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I can confirm that this is accurate. Better hope you get lucky, blue boy!!


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

".....you've got to be @#$#ing kidding me right now. TWINSWORDS I STOLE YOUR LUCK."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I'd say it's fine to hit a specific square and then burst everything in a 5 foot radius around it, hitting 9 total squares... but I'd also say it's fine to target a corner and hit only 4 instead, so like. I'm good either way.

Meliora moves behind Canacha, and takes a quick look at the situation. She'd saved all of her spells so far, so why not use one of them to try and get several fighters out of the way. They were unarmed combatants, but Meliora has some faith in her spells. With a snap of her fingers, a pit appears beneath two of the redactors.

"You'll want to step back, twinswords, it gets slippery on the edge there!"

Create pit in the area boxed in pink. It's 10ft deep, climb DC 25, and a reflex of 17 for the monks to avoid falling in, taking a d6 falling damage, and winding up prone and probably feeling really silly. Ending your turn right next to the pit gives a reflex save at a +2 vs falling in. So... don't do that.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Happy new year!!


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Gotcha, thanks. She's keeping an eye out for an amulet that would tempt an abadarian.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"Yeah, the cube is conjuration, so it's probably for summoning something or teleporting something... Like I said, we'll move it out of here by not touching it directly. Later. After this is done."

With a sigh, she taps the headband she's wearing. "No clue what this is, yet. Hoping I'll notice I'm more... something soon. Then I'll get back to you guys. Note says 'Markings seem intended to lure worshipers of Abadar into peril,' by the way."

With her report done, she takes a little stretch and falls in line behind the actual fighters and half-fighters and really, just people who have ways of solving problems that don't involve making them fall down.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12

She focuses on the headband, and as for the cube... Hrm.

"We can probably use one of those cloths the other guys wore to wrap this cube up and take it with us. We'll figure out what it is when we get home. They were definitely not expecting us, so whatever it is it isn't a purposeful trap. Should be fine."

After her stare, she squints at the headband, frustrated, and then puts it on her head to see if she feels smarter or wiser or more amazing or whatever. If it's cursed, oh well. She wants to figure out what something does today, okay?!

What school is the cube from btw? Conjuration maybe?


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I broke rule 1, never give your character anyone outside the PCs that they might be inclined to care about ever.

I'm doomed and I deserve everything that happens.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

If you're referring to eliza, she's a she.

If you're referring to that stupid brother she's got, she'd rather never think about him existing again and he's like 'well she's going to wind up dead so I'll just keep locate objecting her corpse...'

...

Meliora has a terrible family dynamic, now that I've said it out loud like that.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Time to pop a detect magic on everything!

Also, I guess she'll try and figure out what the cube is for.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

AND THEN I CAN BURN THE ENTIRE TOWN DOW--I mean

Um.

Spend too much time looking for someone who is probably not in town.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

It figures that the one bandit you actually hit was its dad.

Meliora goes looking as well, taking 10 on her search.

Perception: 10 + 10 = 20


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I’m here, but I just went back to lewt.


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

"Dog's dead."

Meliora points back at the previous room. "Let's go steal their stuff now. I want to check their notes and have another look at that thingy, see if they explain anything. Upside, it probably won't explode."


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

Ray of Frost!: 1d20 + 3 ⇒ (9) + 3 = 12
damage?: 1d3 ⇒ 3


HP: 27/27 Spells Init +14, AC/T/FF 12(16)/12/10(14) | F+2 R+3 W+5 | Perception +9 (+11)

I can at least assure you that Meliora will roll high on initiative. :D

That's the one thing she can do. That and drop enemies down holes.

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