Catfolk

Miriani's page

258 posts. Alias of Philo Pharynx.


RSS

1 to 50 of 258 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Is it too late for a hero point?

fort save reroll: 1d20 + 11 ⇒ (9) + 11 = 20


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Fort Save: 1d20 + 11 ⇒ (2) + 11 = 13

Miriani hisses and covers her eyes, but it's too late.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"I can release the spirit, but it was placed here as a guardian. We should go around it."

She then cocks her head and steps over to Hurik. She gathers up some soft snow and places it on his wound. The cold immediately soothes the pain. She turns to Kheji and does the same.

healing for Hurik: 2d8 ⇒ (1, 5) = 6
healing for Kheji: 2d8 ⇒ (4, 1) = 5

I guess she's still getting used to this.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Nature +6, +8 for commanding big cats.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

does it feel clos eenough to an actual cat to try and calm it with a nature check? My broken tusk pendant is for big cats


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"Oh, this just shows that I've opened the path for the storm. I'd never hurt any of you." With that she gestures for Hurik to lead the way like the tough warrior he is.


3 people marked this as a favorite.
AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"Oh, Grandfather Winter took me away last night." she says, beaming with pride. "He saw how I had a talent for storm magic. He took me and threw me into the deepest storm there was. Colder than I had ever known, with winds that threw me around like a leaf. It was far too big to tame with magic. I simply had to go with the storm, learning its ways from the inside. I was there for what felt like years, seeing it in a new way. I then rode the winds back to Grandfather Winter, and he nodded and put me back into my body. Now I no longer cast spells. The storm is within me, always waiting."

Grandfather Winter would be their version of Gozreh. His storms are a challenge for man and beast. Some are killed, but those who survive are stronger for this. He is not worshipped with the same love given to Sister Cinder, but he is respected for his great power.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani steps off a bit and the wind and snow begin to swirl around her.

I updated my token with my aura. Right now it doesn't have any game effects, but eventually it will. (I'm saving picking things that affect my aura until I can make them friendly).


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani doesn't seem to do the preparations she used to, so she readies herself to go in with the group. she's almost vibrating with excitement over her new energy.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:
DM DoctorEvil wrote:

Miriani - a few questions. 1)I think most of your skills get +1 more, as you are now level 3. What skill do you choose Expert in? 2) your kinetic gate is water only? Doesn't aerial boomerang require Air gate?

Sadly, skills are not the kineticist's strong point. Instead of moving to expert, I became trained in intimidation.

She is dual gate - Air/Water. Thus, she doesn't have any gate junctions yet.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Updated as a kineticist. Very happy with the results.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Things have been a bit crazy for me for a while. But they seem to be getting better.

In the morning, Miriani is not in camp. She's not far, sitting on a rock a couple hundred yards away. She is surrounded by a sphere of winds and snow. After a moment she comes out of her trance.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani will see if any of it is magic and try to figure it out.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani thinks for a bit, then suddenly a wicked smile crosses her face. "Let's not mark her. But we will take all she has. Including her food. She will leave here, but to survive she will need to hunt. Not for sport, but to survive. Whatever she hunts, she must use or take all of the animal with her. If we find her leavings then we will pursue her. Let her live as we do, and she may understand our position."


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"How do we know you won't hire more soldiers and come back for revenge?" hisses Miriani. "You come to our lands and attack us. Explain why we should consider letting you live."

intimidation: 1d20 + 8 ⇒ (16) + 8 = 24


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:
Kheyji wrote:
DM DoctorEvil wrote:


It's Miriani who was attacked, not Kheyji, you can stand down, and yes, its slowed 2 if you crit fail.
Whoops! My bad.

No, let's keep the blame where it belongs - the cockatrice!


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Fort save: 1d20 + 5 ⇒ (17) + 5 = 22

This is a being of stone, but she is empowered of air. Her elemental nature fights off the opposing element, leaving her unharmed for the moment. She immediately spins at the angry chicken, releasing the storm upon it.

Hydraulic push attack: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 6d6 + 2 ⇒ (2, 6, 4, 6, 6, 4) + 2 = 30 and push 10 ft

She follows up with another slash of air.

Elemental toss attack: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d8 + 1 ⇒ (8) + 1 = 9

Well, that was productive


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

hmmm.... my positioning is very unfortunate. But should things go bad, we could work that into my transfiguration.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

I will still be trained in Arcana and Nature, and i will still have Detect Magic. Those come from my background.

In terms of trained skills I lose a point of intimidate and gain a point of survival. Otherwise everything is the same.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani moves over next to Hurik and calls forth a mighty gust of wind on all of the foes.

Burining hands (but bludgeoning damage) on all three targets! DC 18 basic reflex
damage: 2d6 ⇒ (2, 5) = 7


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani lashes out with her words at the one on the end, "Gazpacho Soup!" then follows it up with a blast of water.

intimidate vs red: 1d20 + 8 ⇒ (16) + 8 = 24
attack, hydraulic push[dice: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 3d6 + 1 ⇒ (2, 5, 4) + 1 = 12


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Well the next dwarf should be harmless because of the H on his forehead.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

I'm bringing this up ahead of time, so hopefully we can roll with it when we go up a level.

Can Miriani change into a kineticist when we go up to 3rd level? She would remain a storm kitty with air and cold as her focuses. She remain a blaster, and she'll be able to help more with healing.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"I'll be ready if she takes the news badly." she says with a smile.


1 person marked this as a favorite.
AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani rolls her eyes. "Tell her that savage does not mean stupid." But she holds out her hand almost immediately. "No, tell her that this wondrous bounty has earned her the rights to a squirrel."


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani is available if you need bad cop, but she'll also let Diurn try to solve things the nice way first.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani seems to mull this over. "I'm concerned, but not enough to attack in cold blood."


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"Or she recognizes us as Mammoth lords." she says. But she will try her languages. While the stranger likely doesn't speak catfolk, they may know Jotun because of the enmity between the races.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani doesn't understand his words, but will advance cautiously.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani goes up with catlike tread. Sadly, she seems oblivious to the signs of danger.

perception: 1d20 + 4 ⇒ (5) + 4 = 9
Stealth bonus +7


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani is not the best scout. So it's up to you guys. If diurn scouts, does he get Wolfy too?


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"Oh, those weapons were too weak to defend us anyway." she says with a carefree attitude utterly at odds with her previous effort. "We should move on and see what else is out there."

This isn't the kind of thing she's going to be stubborn on. Rather she's going to assume that since she's not good at it, it's utterly unimportant.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

arcana: 1d20 + 5 ⇒ (3) + 5 = 8

Miriani spends the night grappling with the concepts. But this is about focusing power and restraining it. Her magic is the magic of the storm, of unleashing and spreading forth. While she tries to channel it, inside she is too wild.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"I agree. Our foes have numbers and they have no honor. We need to be strong enough to protect our people." But her tail swishing shows that she's also really interested in the cool magic.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani will also search. "Dirun, can you sense magic?"


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani steps back and sprays it with ice, hoping to make it brittle enough to shatter.

spell attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d4 + 4 ⇒ (3) + 4 = 7


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Looks good!


1 person marked this as a favorite.
AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"Only in my nightmares." says Miriani as he helps Diurn over to the sister. She does look over at the dog. But luckily we have a brave skald over here. And an ... acceptable dog."


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Sorry, life has been a little crazy.

Mirani throws lighting at the disgusting thing, hoping to get it beofre it can do too much more to Diurn. This was unnatural and even a dog didn't deserve this.

Electric arc, reflex DC 18.
[damage]1d4+4[/damage]


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

I hear you. Sounds like my last week. The dishwasher broke. I took a day off to get the new one installed and the replacement had a huge dent. So I need to take another day off. Then my dog ate a makeup wipe. Luckily it didn't cause an obstruction, but he needed an overnight stay at the animal hospital. Luckily, he's fine now.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani goes still for a moment. In her mind she sees a enevershifting form attacking some dogs. For a moment there is a loud beast with six wings in the air, then she returns to the moment. She suommons a ball of wind and batters it.

Produce Wind
attack: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d4 + 4 ⇒ (4) + 4 = 8


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Keeping some incap area spells is good for dealing with mooks. Obviously you heighten them, but they can still be good.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Yes, I would like to hit the rewind button... Atnas drol ruo rof Ydnac dna Syot.

She looks over at this thing they were trying to capture. She doesn't even know where to begin to understand something so awful. For the moment green seems occupied, so she turns to help free up Kheji and Hurik.

"You fools! Now we have to kill you and this abomination you harvested!"

intimidate blue: 1d20 + 8 ⇒ (13) + 8 = 21
produce wind on blue: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d4 + 4 ⇒ (3) + 4 = 7


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani moves into the woods, yelling over her shoulder, "Stop stabbing my friends!" to the leader. But she focuses on her target.

Electric arc on green. DC 18 reflex. Do I see what's in the cage?
damage: 1d4 + 4 ⇒ (1) + 4 = 5


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Unimpressed by the dog's performance, she sighs and callc lightning down on the two by them. She does spare a quick glance over her shoulder to see that they haven't finished any on their side either.

Electric arc on red and green. Reflex DC 18
damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Oh, I also tend to be introverted and take a while to get used to new people. I'm also insomniac, so this usually means a lot of driving or not sleeping.

But since I have 5 real-time games every two week, I get my fix regularly.


1 person marked this as a favorite.
AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

I'm not much for con games. When you get a good group then you are really getting into it when the slot ends and people need to go to their next games. When you get a defective group, there's never a convenient incinerator handy.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Well, one of the two coming forward was stumbling and shaking his head. He didn't seem to be much of a problem. But the other one was just blinking hard. Since the dog wasn't doing it's duty and biting the bastard, she unleashed the northern winds on him.

♦♦ Blowing hands. (air version of burning hands) Basic reflex DC 18 on Red
damage: 2d6 ⇒ (4, 5) = 9
♦ elemental toss on Red
apell attack: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d8 ⇒ 6


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miritani moves up behind the brush and targets the One in red and the one in blue, leaping lighting between them.

Electric Arc, reflex DC 18
damage: 1d4 + 4 ⇒ (4) + 4 = 8


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani ducks low and moves forward with catlike tread.

+7 stealth

1 to 50 of 258 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>