Warrior

Mirrim d'Deneith's page

12 posts. Alias of Silver.


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Mirrim's Fort Save: 1d20 + 6 ⇒ (2) + 6 = 8
Renzor's Fort Save: 1d20 + 10 ⇒ (16) + 10 = 26

Scenario 1: If Mirrim starts to feel sick, she will excuse herself to her cabin (or whatever it is she's sleeping in) in order to get sick in private. If Renzor gets sick, get out of the way.

Scenario 2: If Mirrim doesn't get sick, she will excuse herslef to her cabin in order to avoid the smell and grossness of everyone else that is getting sick. If Renzor gets sick, get out of the way.


Mirrim would like to wait for the arrival of the caravan and airship, if it's coming. She wants to personally greet the Deneith people and be accesible if there is anything they wish to know. After that, anything is better than walking around in a "stooper" all the time! Everyone here is so short! She'll be anxious to be gone. "Maybe we can depart on the airship!" she thinks to herself. "I believe I need a little luxury!"


Mirrim takes the box that Helix offers her, careful not to let show on the outside that she is as giddy as a young child! "Why, this is like opening gifts on the day of my naming!", she thinks to herself. She manages to allow only the perfect measure of happiness and gratitude grace her features, but, anyone who is looking at her and not at the belt will notice that her eyes betray her joy by sparkling with the ferocity of the emeralds in the belt she is holding.

"Master Helix! I do believe you've outdone yourself! I shall be proud to don this beautiful item! It's a work of art, it is!" And with that she puts on the belt and, after allowing Helix and the others to get a good look, excuses herself to find a looking glass!


On top of whatever duty calls or needs the party has, Mirrim will spend her time hobnobbing with the upper crust of the dwarven kingdom and corresponding with House Deneith. She would prefer to stay in the castle, or one of it's royal houses, as her station would require. If the ceilings are all too low, she'll settle for the best inn in the city and make a show of being there. If the party is staying at the forge, she'll spend at least some time in the city doing all of this. She'll do random tricks for the dwarven children in the streets (prestidigitation) and try to get the scoop on everything high up by dining at the best facilities or with the highest class people. She's politicking. Let the Chronicle take all the pictures and interview her about what happened here..... She'll help the local orphanage and homeless shelter (100 GP each) or whatever the random street urchin and hobo place is called. She'll let some of the children run errands for her. She'll teach some of the older hobo children to look for certain safe herbs with her herbology skill. 1d20 + 12 ⇒ (12) + 12 = 24 Herbalist roll... She will always have Renzor by her side looking as Elite Gurad-ish as possible...all bright and shiny and scary. The people will love her when she leaves here. That is her pwan.


In the first round before the enemy reaches the party, Mirrim casts her Shield. Her AC is now 24.

"Not these, again!" Mirrim thinks to herself. "Everything about them is disgusting! I believe I'll fight from above or…..away. She looks around for cover. First, though......”

With a few frenzied motions, Mirrim casts a spell and everyone in our group is now bathed in halos of magical green flames.

In the second round before the enemy reaches the party, Mirrim will cast Fire Shield, Mass. It will last 11 rounds and reaches everyone. The party now takes half damage from any fire-based attacks and if the attack allows a reflex save, no damage will be taken on a successful save. Also, any creature striking any of the party with it’s body or a handheld weapon takes 11d6 of cold damage upon a successful attack. If they attack with a reach weapon, such as a longspear, they are not subject to the cold damage. Spell resistance does apply.

Renzor will hover at a distance of 30 feet and will draw his bow and nock an arrow…if there is something to shoot at he will shoot one arrow. He will shoot arrows in the next round as well. Renzor is flying and under the spell Greater Invisibility. The fly will last 12 minutes (4 rounds are gone) and the Invisibility will last 12 rounds (3 rounds are gone).

Renzor growls to himself realizing that these are giants! Then frowns realizing what kind of giants they are. “Not even a decent meal to be had of these…..,” he thinks to himself. "Maybe the other creatures...are they ogres? By the gods! There's no amount of spice in the world that will give them a pleasant taste!"

Mirrim HP 60/60 – AC 24 - +8 with her +2 Adamantine Longspear (when she uses it!) and does 1d8+3 in damage

Renzor HP 92/92 – AC 22 – +15/+10 with his +1 composite Longbow and does 1d8+7 to giant kind. He is +13/+8 with his +1 Greatsword and does 2d6+7 to giant kind. His damage is another +2 to humans or flat out +5 to anything else.

Mirrim’s initiative – 1d20 + 2 ⇒ (5) + 2 = 7
Renzor’s initiative – 1d20 + 5 ⇒ (17) + 5 = 22


Mirrim will communicate to Calla to do a fly by on the "threat" to the east.

Calla's spot: 1d20 + 5 ⇒ (5) + 5 = 10
Anything Calla sees will be tramsitted as images to Mirrim's mind.

She'll cast invisibility, greater and fly on Renzor so he can scout from above.

Renzor spot: 1d20 + 12 ⇒ (12) + 12 = 24

Mirrim will stand between the warforged with her back guarded by one of them (as best as she can) and will search for foes.

Mirrim spot: 1d20 + 4 ⇒ (13) + 4 = 17
Mirrim listen: 1d20 + 4 ⇒ (7) + 4 = 11

If Mirrim has time, she will ready her shield spell to cast if she perceives an attack. Her mage armor is already up so her AC is 20. With the shield, her AC is 24


Mirrim will plod along in the rain trying to look as powerful and beautiful as possible. All the while she’s in contact with Calla in regards to what she sees. ( Calla won’t be too far ahead, though, because of the weather. ) Mirrim is greatly anticipating the first chance that she can cast Prestidigitation on herself and thinking of ideas for hirelings to somehow fly and keep her covered in situations like this. She is marching along somewhere in between the two warforged since Renzor is up ahead scouting. While she plods along she’s keeping an eye out for those flying dwarf things and other enemies.

Mirrim’s AC with her Mage Armor is 20.

Renzor is scouting 100 feet or so ahead. Moving silently and hiding. Because of the giant fight, he has his sword in hand in case he comes upon something or something comes upon him. If he spots anything, he will fall back to let the group know what it is.

Calla’s spot: 1d20 + 5 ⇒ (17) + 5 = 22
Mirrim’s spot: 1d20 + 4 ⇒ (5) + 4 = 9
Renzor’s hide: 1d20 + 16 ⇒ (3) + 16 = 19
Renzor’s move silently: 1d20 + 21 ⇒ (20) + 21 = 41
Renzor’s spot: 1d20 + 12 ⇒ (8) + 12 = 20
Renzor's listen: 1d20 + 9 ⇒ (8) + 9 = 17

For Renzor's spot and listen, please add 4 to the roll for humans and 2 to the roll for giants.


Mirrim will cast Fire Shield, Mass upon the party. They must be within thirty feet of her and each other to get the benefit of the spell. They will now only take half damage on cold attacks or, if the attack allows for a Reflex save and the save is successful, they will take no cold damage. Also, upon a successful attack against them, they will now deal 1d6+11 point of fire damage to their attacker. If the attacker has spell resistance, it applies to this damage. Mirrims spell penetration roll to get passed their spell resistance if they have it is: 1d20 + 11 ⇒ (7) + 11 = 18

Renzor will hold steady until the giants or a wolf is within range. He will make a blurb to leave one or both wolves alive if possible. If not, he has a good recipe for a wolf stew.

Calla continues to fly and scout until she is behind the party. Mirrim sends a mental blurb for an image of the potions the giants are giving the wolves. Calla's spot: 1d20 + 5 ⇒ (7) + 5 = 12


Correction to my previous post: Renzor's AC is now 23 since the MW allows an extra point of dex and the whole bonus will get through.


Renzor will take a potion of cat's grace adding 2 to his dex bonus. He is now +6. That makes his AC 22. He only gets an additional 1 point of dex to AC because his armor only allows 5. The giants are too far away to shoot arrows at. If they stay 600+ feet away he won't waste his arrows.

Mirrim enacts her mark and her AC is now 20 plus whatever cover she gets from the stone she is behind. If she must, she'll cast fireball next round which has along enough range to "roast them in their boots". Or, depending on how close everyone is to her and from each other, she may cast Fire Shield, Mass.

Calla continues to fly her wide circle, eventually ending up behind the party, all the while flashing images to Mirrim of what she sees.


Mirrim - 1d20 + 2 ⇒ (3) + 2 = 5
Renzor - 1d20 + 4 ⇒ (15) + 4 = 19
Calla - 1d20 + 2 ⇒ (20) + 2 = 22 - She moves at 40 flying

"If you think they mean us no harm, Helix, then you do the talking. I'll not waste my words on parlay. My words will be better served by roasting them in their boots should they attack!"

Calla follows us whenever we're traveling. A mental image from Mirrim sends her off to see what's behind/around the giants. She'll fly a wide berth around the giants since there are no trees and because she can see very far.

Mirrim will take cover behind something with a line of sight at the giants and their wolves and wait to see what happens. If they attack her first action will be to enact her dragonmark for Mage Armor. Renzor will take up a position between the "enemies" and Mirrim and watch as well. He'll ready his bow and notch an arrow if they start to attack.

Knowledge Nature/Renzor - 1d20 + 9 ⇒ (13) + 9 = 22 for info on Frost Giants
Intel check/Mirrim - 1d20 + 2 ⇒ (16) + 2 = 18 for info on Frost Giants (she doesn't have knowledge nature)

Calla's action will go whether they attack or not. Her spot: 1d20 + 5 ⇒ (16) + 5 = 21 Her hide: 1d20 + 10 ⇒ (4) + 10 = 14 Her MS: 1d20 + 2 ⇒ (3) + 2 = 5


Fixed!