Merisiel

Merely Merisiel's page

52 posts. Organized Play character for Merisal The Risen.


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Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Phew we did indeed make it

Do I need to rethink some things with my character /make some purchases or was it just low end of tier character always feels like a level 1

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel stumbles over to Sideon and gives a fist bump activating her healers gloves healing: 2d6 + 7 ⇒ (6, 4) + 7 = 17

in elvish she mutters:
That was a close one

before adding in commonfar too close

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Plinteff fires white damage: 3d8 + 10 ⇒ (4, 6, 7) + 10 = 27

Merisiel goes stab
rapier thrust: 1d20 + 19 ⇒ (5) + 19 = 24
piercing sneaky: 2d6 + 6 + 2d6 ⇒ (2, 1) + 6 + (4, 1) = 14
Thrust
rapier: 1d20 + 14 ⇒ (20) + 14 = 34
piercing sneaky: 2d6 + 6 + 2d6 ⇒ (3, 5) + 6 + (1, 3) = 18
apparently its critting time for us elf rogues ;-)
Sticking the knife in to be sure
dagger: 1d20 + 10 ⇒ (12) + 10 = 22
stabbing sneaking: 2d4 + 6 + 2d6 ⇒ (2, 3) + 6 + (1, 2) = 14

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

↺Opportunebackstab
rapier: 1d20 + 19 ⇒ (2) + 19 = 21
piercing and sneak: 2d6 + 6 + 2d6 ⇒ (2, 2) + 6 + (2, 4) = 16

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Irlah Heals Merisiel for 4d8 + 32 ⇒ (6, 2, 8, 2) + 32 = 50

Merisiel strikes with her quickened action launching her ghost tousch silver dagger at white

attack: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27
slash damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12

<>Stand up

<>pick up rapier and returning dagger

<>Stride to move into flank

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

recovery: 1d20 ⇒ 7

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Hero Point that 3rd save

fort: 1d20 + 15 ⇒ (6) + 15 = 21

My gut feel is Plinteff will do more damage to white rather than irlah healing merisiel back into the fight to flail ineffectually

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

fort 1: 1d20 + 15 ⇒ (13) + 15 = 28
fort 2: 1d20 + 15 ⇒ (19) + 15 = 34
fort 3: 1d20 + 15 ⇒ (6) + 15 = 21

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Oh its white that has me grabbed

oh hell

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Ah fiddlesticks

Yep the only way to break a grapple is with an opposed grapple check in 2e I was bringing my 1e thinking with the acrobatics to wriggle free

As haste gives me a strike or stride options for my first action breaking the grapple is not my first option if I want to keep the extra action

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel stabs at blue

rapier stab: 1d20 + 19 ⇒ (12) + 19 = 31
piercing damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18

Then tries to wriggle freeacrobatics vs fort dc: 1d20 + 15 ⇒ (1) + 15 = 16
Then tries to wriggle freeacrobatics vs fort dc: 1d20 + 15 ⇒ (9) + 15 = 24Hero Point

Not having much luck she tries again
wriggle freeacrobatics vs fort dc: 1d20 + 15 ⇒ (11) + 15 = 26

Before a final stab with her rapier stab: 1d20 + 14 ⇒ (11) + 14 = 25
piercing damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10

If by some miracle 24 equal the fort dc last action is to battle medicine myselfbattle medicine dc20: 1d20 + 17 ⇒ (8) + 17 = 25
healing: 2d8 + 10 ⇒ (8, 3) + 10 = 21

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Speaking of every opportunity

opportune backstab: 1d20 + 20 ⇒ (8) + 20 = 28
hero point opportune backstab: 1d20 + 20 ⇒ (8) + 20 = 28
opportune sneaky backstab damage: 4d6 + 7 ⇒ (1, 3, 3, 1) + 7 = 15

You dont add your gm glpyhs on rerolls in 2e do you (just gained my first)

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel was hoping to move on to blue if Plinteff had downed white but target would have been white

So should have phrased that pretty please let it be blue not white

SO to set up the flank with Sideon Merisiel will have moved to the north of white (or upside if north aint up)

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Pilteneff shoots white againpiercing: 3d8 + 10 ⇒ (8, 3, 1) + 10 = 22

Merisiel will stride so she and sideon can flank the most damaged target still standing (blue pretty please)

feint: 1d20 + 12 ⇒ (6) + 12 = 18
stab rapier: 1d20 + 19 + 1 ⇒ (9) + 19 + 1 = 29
piercing rapier damage: 2d6 + 6 + 1 ⇒ (4, 3) + 6 + 1 = 14
stab rapier: 1d20 + 19 + 1 - 5 ⇒ (3) + 19 + 1 - 5 = 18
piercing rapier damage: 2d6 + 6 + 1 ⇒ (5, 4) + 6 + 1 = 16

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

NPC actions is this one action per pc per round or one action per round. If former sugget heal on Sideon damage and frighteners on white and freedom of movement on Sideon. Do we know how freedom of movement interacts with spike stones. If one NPC action total per round damage white only use heals if someone falls over?

Merisiel blocks the crit with her shield reducing the damage by 15

Plinteff shoots white piercing damage: 3d8 + 10 ⇒ (7, 3, 7) + 10 = 27

3 attacks without a map makes white the most dangerous of the three to me
She uses her quickened action to throw her cold iron returning dagger at white

ranged dagger: 1d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33
slash cold iron dagger: 2d4 + 6 ⇒ (4, 2) + 6 = 12
second strike: 1d20 + 11 ⇒ (7) + 11 = 18
slash cold iron damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11

before casting daze on whitedc21 basic will save mental non lethal: 2d6 ⇒ (1, 3) = 4stunned 1 if crit fails

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Wait let me ... Merisiel call after sideon

Casts Haste on herself

I like that Mila shall I give you room to do it again she smiles as the fireball detonates

Then casts shield forher final action

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

acrobatics: 1d20 + 15 ⇒ (5) + 15 = 20

hero point if I have one: 1d20 + 15 ⇒ (8) + 15 = 23

Merisiel does not manage to avoid all the fighting

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

no and sorry for the lack of posting here Kinda dropped out of my head this game was on going

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel looks over the collection and wonders if there are any unusual formations or anything missing from such a collection

perception to spot the unusual: 1d20 + 16 ⇒ (19) + 16 = 35
nature to describe crystals: 1d20 + 12 ⇒ (4) + 12 = 16

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Lets head after Plinteff

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

society: 1d20 + 13 ⇒ (19) + 13 = 32
religion: 1d20 + 12 ⇒ (19) + 12 = 31
thievery: 1d20 + 17 ⇒ (17) + 17 = 34

first nine: 9d6 ⇒ (5, 3, 5, 3, 3, 6, 6, 3, 3) = 37
reroll non 3s: 4d6 ⇒ (4, 3, 3, 3) = 133,3,3,3,3
last reroll: 1d6 ⇒ 5

Merisiel puts 2 dice showing 3 by each 6 set to the table

Eight sixes or eight threes take your pick she says

for Star trek TNG fans:
Blow shuttle bay 3 shortly followed byHello Captain Fraiser Bateson

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

grab ledge: 1d20 + 19 ⇒ (16) + 19 = 35

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel climbs athletics: 1d20 + 14 ⇒ (2) + 14 = 16

Merisiel climbs heroically athletics: 1d20 + 14 ⇒ (16) + 14 = 30

In a stealthy mannerstealth: 1d20 + 19 ⇒ (9) + 19 = 28

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
GM Tiger wrote:
ok, so Mila will jump across? The rest will climb down and up? Sorry also - catching up on games. Rex and Mila are in my other 9-12 so they know I had to rush my dad to the ER Monday morning... en route, the mekking ambulance broke down and it was all I could do not to threaten the ambulance crew with bodily harm...

That sucks

Merisiel is hoping someone come up with a better plan

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

OK So if you jump across Mila with a rope and my self ad sideon can do a long jump to get where you are and you reel us in on the rope Rila what's your solution

Well that almost makes no sense. What I was trying to convey is Mila jump across hold a rope that Meri or Sideon tie to themselves beore making their own jump and then Mila and whoever ison the other side haul the rope in. Not sure it makes any more sense now I have tried to explain it but I think I have a plan. I may also have rename my character Baldrick

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Yes well as the master of scrolls seems to have forgotten the cooperate part of the pathfinder motto. I can sneak I can climb. I have no magic that will help

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel surveys the surroundings nature: 1d20 + 12 ⇒ (6) + 12 = 18

Looks clear to me she whispers

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
GM Tiger wrote:

The dice bot seems to not like Sideon for some reason...

Rex manages to cure Merisiel but can't quite replicate the result on Sideon (You want to HP that?)

Also

You ALL get a hero point for surviving that!! I thought I was going to have a TPK on my hands...

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

was gong to suggest a medicine off between Merisiel and Mila but if Mila can cast spells to cure diseases then she wins that.

You get your rest Mila I will look after Sideon tonight

medicine treat disease: 1d20 + 18 ⇒ (18) + 18 = 36

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

As sideon strike Merisiel makes an opportune backstab

stab: 1d20 + 18 ⇒ (13) + 18 = 31
piercing sneaky damage: 2d4 + 7 + 2d6 ⇒ (1, 1) + 7 + (1, 6) = 16

(inc courageous anthem)

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96
Rextangalin Werzerial wrote:

The fight is almost won. Don't give up now!

Dicebot disagrees

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

stab: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25piercing and sneak damage: 2d4 + 7 + 2d6 ⇒ (2, 1) + 7 + (1, 5) = 16
stab: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16piercing and sneak damage: 2d4 + 7 + 2d6 ⇒ (2, 3) + 7 + (1, 5) = 18
stab: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17piercing and sneak damage: 2d4 + 7 + 2d6 ⇒ (1, 4) + 7 + (1, 2) = 15

Stand still and be stabbed!

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel gangs up on white with her flow elf

Stride
Strikestab: 1d20 + 17 ⇒ (17) + 17 = 34piercing and sneak: 2d4 + 6 + 2d6 ⇒ (4, 4) + 6 + (2, 6) = 22
Strikestab: 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21piercing and sneak: 2d4 + 6 + 2d6 ⇒ (4, 3) + 6 + (1, 1) = 15

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

◆Merisiel tries to retch to get rid of the bile in her throat fort: 1d20 + 14 ⇒ (14) + 14 = 28

◆She then throws her dagger at red dagger: 1d20 + 18 ⇒ (9) + 18 = 27
flat: 1d20 ⇒ 6
piercing: 2d4 + 6 ⇒ (3, 3) + 6 = 12

Red or white She asks Sideon before ◆stride to provide flank per Sideons answer

↺If sideon hits

opportune backstab:

cold iron returning dager: 1d20 + 18 ⇒ (9) + 18 = 27
flat check if required: 1d20 ⇒ 17
piercing damage: 2d4 + 2d6 + 6 ⇒ (4, 3) + (6, 1) + 6 = 20

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Hero point on battle medicine yes 15 pc chance no healing but 35pc chance crit 50 pc stay the same I thought it worth the gamble.

(also true strike also eliminates flat check for concealment)

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

↺ Merisiel uses her shield block to reduce the damage by 15

Leaving her on 3hp
battle medicine herself dc 20: 1d20 + 16 ⇒ (6) + 16 = 22

battle medicine herself dc 20: 1d20 + 16 ⇒ (6) + 16 = 22
battle medicine herself dc 20 hero point: 1d20 + 16 ⇒ (10) + 16 = 26

healing: 2d8 + 10 ⇒ (7, 8) + 10 = 25

elvish:
From hells heart I stab at thee
she mutters casting true strike

throw at most hurt still waving tentacles: 1d20 + 17 ⇒ (1) + 17 = 18
throw at most hurt still waving tentacles: 1d20 + 17 ⇒ (14) + 17 = 31
piercing damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

So continuing with the dc 20 roll

mila gets some healing:
battle medicine dc20: 1d20 + 17 - 1 ⇒ (6) + 17 - 1 = 22
mila receives healing: 2d8 + 10 ⇒ (6, 8) + 10 = 24

merisiel casts shield as her final action

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

So paused the turn putting my roll in spoiler

My initial plan was try a dc 30 medicine check as wee need all the battle healing we can get. However a success on a dc 30 check is a crit on a dc 20 check giving 20+4d8 which averages 1 less than 30+2d8. It also gives a solid 85 per cent chance of some healing as opposed to 65 per cent no healing at all

So revised plan is make dc 20 battle medicine followed by cast shield/use healers gloves if battle medicine flubs

Any chance of a guidance on the battle medicine check

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

1 I completely missed the courageous anthem was in play
2 My opportune backstab would have triggered when sideon hit white

Dammit time to be Kyra

◆Stride to between Mila and Red

◇Drop rapier
◆Battle Medicine Mila

hang on this dc is a poor choice ignore:
medicince dc 30: 1d20 + 16 ⇒ (12) + 16 = 28

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Third round into a combat is a bit of a waste Sideon or merisiel could make good use of it in another combat

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel aint doing well either but has remembered rogues work better with flank buddies at least.

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel Double strides to flank blue with her fellow elf

rapier stab: 1d20 + 18 ⇒ (10) + 18 = 28
piercing damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8
deadly if crit: 1d8 ⇒ 7

calls out in elvish:
Come on Stab it dead

opportune backstab:

rapier stab: 1d20 + 18 ⇒ (16) + 18 = 34
rapier piercing: 2d6 + 6 ⇒ (2, 4) + 6 = 12
sneak damage: 2d6 ⇒ (1, 5) = 6
deadly crit damage: 1d8 ⇒ 1

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Swapped my token for something Merisiel like as in face to face saying kyra is my token gets locked in in the first few minutes. Here i keep having to reset my brain every time I look at the game So stick torogue like token seems best.

Everyone OK? Not too overcommitted on Outpost?

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

fortitude: 1d20 + 15 ⇒ (2) + 15 = 17

fortitude hero point: 1d20 + 15 ⇒ (5) + 15 = 20

Feeling very Bleurg Merisiel tries to recall what kind of creature these things are (red especially)
-1 to Arcana +15, Crafting +17, Nature +12, Occultism +13, Religion +12, Society +13

What weapon works best

Using quick draw she throws her returning cold iron dagger at red

quick draw strike: 1d20 + 17 ⇒ (6) + 17 = 23slash/piericng if I know pierce is better damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9

Then Merisiel Strides away from her enemies

Knew I should have taken the antiplague not antidote

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

reflex: 1d20 + 19 ⇒ (16) + 19 = 35

Critical success as I have rogue evasion I may revrt to a more traditional elf rogue picture as its confusing me

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

perception: 1d20 + 16 ⇒ (18) + 16 = 34 vs kreighton shaine trying to keep main thread focused on combat

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

peception: 1d20 + 16 ⇒ (7) + 16 = 23

Merisiel looks quizically at her fellow rogue before turning to Kreighton the chaos magnet

So was the team lost just now or was it nearly a hundred years ago

So I cant hear anything unless its a trap and then I can hear it

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel isnt a very talkative elf

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

Merisiel will take the greater antidote and one each of the two vials. Then remebers like most rogues she skipped the bomb throwing class and hands them to the gunslinger

(If we still get the provisions then merisiel will take 3 moderate healing potions)

Just before going through the portal she will gulp down the antidote not planning to be longer than six hours

Horizon Hunters

AC 27; Fort +15; Ref +19 (Successes are crit successes instead.); Will +14; +1 circumstance bonus vs. traps HP 96

That made my mind jump to the old insurance claim joke. "The pedestrian was all over the road. I had to swerve several times to hit him"