Shel Lupescu

Natalu's page

101 posts. Alias of Super Zero.


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Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Talu conjures up another spirit to continue striking at Keff, trying to pen him in as the albatross continues to guide the party's attacks. She also tries to siphon a little bit of life away from him, to weaken him.

◆ Create Thrall Attack (flanking): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 for void/vitality damage: 2d6 ⇒ (4, 6) = 10
◆◆ Enfeeble. DC 19 Fort vs no effect/enfeebled 1 for one round/enfeebled 2 for one minute/enfeebled 3 for one minute.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

He didn't really answer her question. But such was to be expected. It was still clear he was responsible for killing innocent people, which certainly gave Talu something to work with.

"Spirits, rise up!" she calls, and two of them take form. The first does not attack Keff directly, but takes the form of an albatross guiding the Pathfinders' attacks. It would be easy for him to dismiss, and she hopes he does.

The other forms takes shape opposite of Norbwald and strikes at the lion. That one would also be easy for the lion to destroy, but every time he does that is an attack that doesn't land against the Pathfinders.

◆◆ Cast albatross curse. Everyone gains a +1 circumstance bonus to hit him. He can Strike the albatross, which automatically hits and kills it, but then he must make a Will save (DC 19) against the Misfortune effect.
◆ Create Thrall. Attack (flanking): 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 for void/vitality damage: 2d6 ⇒ (3, 2) = 5

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"You don't seem very committed. Why are you after the goblins in the first place?"

Space bends around her as she hurries forward. The lion is still too far for her to reach with most of her spells, so Talu takes a shot with her little crossbow instead.

"And that's why I don't do that."

◆◆ Cast Warp step
◆ Strike crossbow: 1d20 + 8 ⇒ (6) + 8 = 14 for piercing damage: 1d8 ⇒ 8

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Here," Talu gives Zaighar a talisman she's put together, a small pouch with ritual components, "I don't think it looks too likely we'll encounter any hauntings, but this may help protect you if we do."

Hey remembered to use Root Magic this time. Also changing some prepared spells.

She was hoping the big folk would be able to track the cats, but when they don't seem to having any success she tentatively goes to take a look. They were quite large animals, and running all around while injured. How hard could it be?

Survival (untrained): 1d20 + 1 ⇒ (16) + 1 = 17

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Lend me your strength, spirits."

Natalu creates and consumes a thrall to recover a focus point.

"Was anyone else hurt?" she asks, directly primarily at the goblins. "See, we can handle it."

Talu leaves tracking the fleeing cat to the other Pathfinders, though. "They came from different directions, didn't they?"

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

How many HP does it lose from that, though? Clarence heals that much.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Just a little more, lend us your aid."

Another spirit rises up next to the cat and swipes at it.

Then, as Talu beckons, it lunges towards the lion and fades from view, attempting to siphon away some of its energy to share with her injured ally.

◆ Create Thrall Spell Attack: 1d20 + 9 ⇒ (4) + 9 = 13 for void damage: 2d6 ⇒ (2, 6) = 8
◆◆ Life Tap. The thrall is destroyed, and Blue can make a DC 19 Fort save (critical success no effect, success Drained 1, failure Drained 2, critical failure Drained 3). The Drained condition ends after one minutes. Clarence heals as many HP as Blue loses from the Drained condition

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"No, don't worry! We can handle it!" Probably. But this was such strange behavior for animals! Talu really should have called out her dog... no time now.

She hurries back towards the cat near the tents. "Fallen spirits, help me protect your living family!" she calls out, surrounding the cat with spirits. Which would make it harder for the other Pathfinders to get closer, and there isn't that much room for her to work, either. Hopefully she won't regret that...

◆ Stride
◆ Create Thrall vs Red Spell attack: 1d20 + 9 ⇒ (5) + 9 = 14 for void damage: 2d6 ⇒ (2, 3) = 5
◆ Create Thrall (flanking) Spell attack: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7 for void damage: 2d6 ⇒ (4, 1) = 5
I'm going to reroll that first attack. Hero Point: 1d20 + 9 ⇒ (5) + 9 = 14
Well. At least it will probably spend actions attacking thralls?

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Natalu waits near the fire. Which also gives her a good view of the funnel. That part may even be on purpose!

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Yeah, that was nothing. See? We can do this! That's not normal behavior for cats, so we need to defend the camp, but we can also figure out why they're doing it and put a stop to it."

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Thank you for your assistance, spirits. Continue on your way."

Talu looks over Clarence. "I could tend your wound, though I'm not sure you really need it." Embarrassingly, Talu isn't sure she can treat Norbwald without magic, and he seems to have that covered.

And with how little damage we've taken, I think his chalice really covers it anyway.

Next she peeks into the wagon to check on the goblins. "Fire's out! We're sorry, that spread a little quicker than I would have expected. Anybody hurt?"

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Natalu can't move as much water or sand as the others, but perhaps her small size and ability to fly in short bursts can help her get at angles they can't.

Reflex: 1d20 + 8 ⇒ (5) + 8 = 13

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Hm. That wasn't so bad."

Talu hurries over to the wagon to see if there's anything she can do. This one is... probably on the bigger people.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Talu moves forward, calling out to the spirits as she does.

Two more arise to strike at the bandit leader and one of his minions.

◆ Stride
◆ Create Thrall, attacking Black Thrall: 1d20 + 9 ⇒ (6) + 9 = 15 for void damage: 2d6 ⇒ (4, 5) = 9
◆ Create Thrall, attacking Teal Thrall: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22 for void damage: 2d6 ⇒ (1, 2) = 3
↺ Inevitable Return if an enemy within 60 feet dies

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Talu hops out of the wagon and hurries forward. "Spirits, let us help each other. I can give you form, however fleeting, so you can help me protect these people."

There's something there... probably not one of the goblins at this point, but a previous victim of the bandits perhaps? "Your chance for one last good deed, spirit," she offers as she gives it shape.

Ghost-like, but more solid, it rises behind the closest bandit and swipes at him.

◆ Stride
◆ Stride
◆ Cast create thrall, attacking Red Attack: 1d20 + 9 ⇒ (2) + 9 = 11 for void damage: 2d6 ⇒ (6, 5) = 11 (in the unlikely event that Red is undead or otherwise has Void Healing, it takes vitality damage instead due to Talu's Mastery of Life and Death feature)
The thrall is automatically hit by attacks, automatically fails saves, and is destroyed if it takes any damage.

↺ Inevitable Return if an enemy within 60 feet (currently Red or Green) dies:
Talu whispers "Surely you don't want this to be the last thing weighing on your soul?" Another spirit rises.

Create a Thrall in the enemy's space.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Talu can't fly for long, but even short bursts allow for some interesting (and hopefully entertaining) aerobatics.

Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17
Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
I'll reroll that second one. Hero Point Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"You're taller than--right, not important. I know there are dangerous beasts in the area, and I suspect that's what's been attacking your family. I understand that what's already happened is very upsetting by itself, but it is something we can deal with. Nobody else is getting hurt. Except probably us but I can fix that."

Singing? Really? Well, if that's what he wants, he just might get it.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Rather small even compared to the goblin, a little sprite perches on the desk. "Oh no, that's awful! Do you know what's attacking them? Do you have any enemies, or anyone opposing the deal?" She wears flowers in her hair and a pink skirt with a floral pattern under her chain shirt. While she has no physical wings, when she hopped on the desk she did so supported by a pair of wings made of light that briefly appeared.

She nods around at the other Pathfinders. "I'm Natalu, or Talu for short. I work with restless spirits, giving them a.. last chance at a good deed so they can pass on more peacefully. If these goblins are being murdered, they'll probably be ready to lash out at their attackers and protect their family, but spirits have no way to do those things unless they get 'stuck' and rise as ghosts. That's not exactly good for them, either. I can help."

Nature: 1d20 + 6 ⇒ (16) + 6 = 22

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

You should be about as powerful as a level 2 character, but not quite. You won't have level 2 wealth (which often comes with a +1 weapon), feats, or other features. That last part doesn't matter for many level 1 characters, but it does matter a little to spellcasters, Rogues, and Investigators. And it matters for 9th-level characters getting a bump--no attribute boosts. Depending on class and level, it might also be a smaller HP increase.

Anyway, the rule for playtest characters is "For the playtest character to take a character option that would normally require a Boon, the playtest character must have all of their credit assigned to a character that has access to that character option."

I'm not sure if Mentor Boons are really a "character option," but it doesn't say anything one way or another so I'll assume it's valid: Shimmer Talu is a Protective Mentor: If you choose her as a mentor, you gain an extra 3 HP from the level bump.

I have two Glyphs.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

2389841

"Aw, I though there were gonna bring out something dangerous," says Natalu.
While trying to hide his bleeding wounds from the camera.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Oh, that thing works pretty good!" Natalu's new force field generator does its job.

He sprays the undead with laser fire, then takes an additional shot.

Force field takes 17 damage. It's not fully depleted, so it recovers 4 on Nat's turn.
◆◆ Autofire. Primary Target: 1d20 + 19 ⇒ (18) + 19 = 37 for fire: 2d8 + 2 ⇒ (7, 2) + 2 = 11 and sonic damage: 1d6 ⇒ 6. Then it can attempt a DC 30 basic Reflex against another fire: fire: 2d8 + 2 ⇒ (3, 7) + 2 = 12 and sonic damage: 1d6 ⇒ 5.
If the attack hits but it succeeds on the Reflex save, it becomes a failure. If either the attack hits or the Reflex save is a success or better, it's suppressed and off-guard.
On a critical hit or critical failure (this is only on a crit), it must make a DC 29 Fortitude save or be dazzled from Crit Spec and a DC 24 Fort save or be deafened for 1 minute by the Loudener
◆ Strike Rotolaser: 1d20 + 19 - 5 ⇒ (13) + 19 - 5 = 27 for fire: 2d8 + 2 ⇒ (5, 5) + 2 = 12 and sonic damage: 1d6 ⇒ 5
On a critical hit (this is only on a crit), it must make a DC 29 Fortitude save or be dazzled from Crit Spec and a DC 24 Fort save or be deafened for 1 minute by the Loudener

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Natalu has it right where he wants it! Unfortunately, the reverse also seems to be true.

He kicks his armor's force field into gear while continuing to spray laser fire into the beasts.

◆ Raise Force Field. It has 20 HP. If Natalu takes damage, it's subtracted from the field's HP first. If depleted it shuts down, but if not depleted it recovers 4 HP on his turn and lasts up to 1 minute. If he's hit by a crit while it's active, he gets to attempt a DC 19 flat check to turn it into a regular hit.
◆◆ Autofire. Primary Target: 1d20 + 19 ⇒ (7) + 19 = 26 for fire: 2d8 + 2 ⇒ (6, 8) + 2 = 16 and sonic damage: 1d6 ⇒ 6. Then it can attempt a DC 30 basic Reflex against another fire: 2d8 + 2 ⇒ (4, 6) + 2 = 12 and sonic damage: 1d6 ⇒ 6.
If the attack hits but it succeeds on the Reflex save, it becomes a failure. If either the attack hits or the Reflex save is a success or better, it's suppressed and off-guard.
On a critical hit or critical failure (this is only on a crit), it must make a DC 29 Fortitude save or be dazzled from Crit Spec and a DC 24 Fort save or be deafened for 1 minute by the Loudener

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"WHAT??? OH IT CAME CLOSER, THAT'S SO MUCH--sorry, was I shouting?"

Well... uh oh, he got what he wanted. Natalu lowers his hand-held cannon and holds up his rotolaser instead, firing jets of laser haphazardly (so it seems at least) into the mass of undead.

◆ swap hands
◆◆ Autofire rotolaser primary target: 1d20 + 19 ⇒ (14) + 19 = 33 for fire: 2d8 + 2 ⇒ (7, 3) + 2 = 12 and sonic damage: 1d6 ⇒ 1
DC 30 basic Reflex vs another fire: 2d8 + 2 ⇒ (3, 3) + 2 = 8 and sonic damage: 1d6 ⇒ 4. If the attack hits but it would succeed the Reflex save, it fails instead. If the attack hits and/or the Reflex is a success or worse, it's Suppressed and Off-Guard.
On a critical hit or critical failure, it must make a DC 29 Fortitude save or be dazzled from Crit Spec and a DC 24 Fort save or be deafened for 1 minute by the Loudener

Radiant Oath

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Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Fortitude: 1d20 + 22 - 1 ⇒ (7) + 22 - 1 = 28 Failure, deafened 1 round
Reflex: 1d20 + 19 - 1 ⇒ (14) + 19 - 1 = 32 Success, 22 damage. Is that bludgeoning?

"WHAT?" says Natalu, "OH GOOD, THE ANNOUNCERS STOPPED BABBLING."

These things... hit hard. Fortunately, so does he. He might have to activate his force field at this rate, though...

These things aren't coming closer, eagerly walking into a hail of laser fire. "DARN RIGHT RUDE!" Nat moves a little closer, but has to keep using his cannon at this range. "YOU COULD AT LEAST GET A LITTLE CLOSER TOGETHER!" Although if they could weaponize sound, the silencer upgrade on his stellar cannon may make it the superior choice anyway.

◆ Stride
◆◆ Area fire vs Red Primary Target: 1d20 + 19 - 1 ⇒ (18) + 19 - 1 = 36 for piercing damage: 2d10 + 2 ⇒ (1, 6) + 2 = 9. DC 29 basic Reflex vs another piercing damage: 2d10 + 2 ⇒ (10, 8) + 2 = 20.
If hit by the attack but it succeeds at its save, it becomes a failure. If hit by the attack or it succeeds or worse at the save, it's suppressed and Off-Guard.
If crit, or it critically fails the save, DC 28 Fort save or Slowed 1 from crit spec, and DC 27 Will vs silencer
Frightened ticks down to 0.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Will: 1d20 + 15 ⇒ (18) + 15 = 33 Success, Frightened 1

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Oh! Look at all the targets!

Bit far, though. Natalu moves forward while fidgeting to bring all of his weapons to bear. Still too far for the rotolaser, he fires a (silent) blast from his stellar cannon instead.

[free] All Hands on Deck. Natalu can use four hands as active this round, and chooses which pair to keep active at the start of his next turn
◆ Stride
◆ Area Fire vs Red. Primary Target: 1d20 + 19 ⇒ (9) + 19 = 28 for piercing damage: 2d10 + 2 ⇒ (1, 1) + 2 = 4. If the attack hits and the save is a success, the save becomes a failure.
Then it must make a DC 30 basic Reflex save vs piercing damage: 2d10 + 2 ⇒ (8, 9) + 2 = 19
If hit by the attack or it succeeds or worse on the Reflex save, it is suppressed and Off-Guard. If critically hit or critically fails Reflex, it must make a DC 29 Fort save or be Slowed 1 and a DC 27 Will save or be silenced.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Stop biting people!" Natalu give the shark a withering glare.

Before shooting it some more.

◆ Demoralize Intimidation: 1d20 + 21 + 1 ⇒ (15) + 21 + 1 = 37
◆◆ Auto-fire
Primary Target: 1d20 + 19 ⇒ (9) + 19 = 28 for fire: 2d8 + 2 ⇒ (7, 5) + 2 = 14 and sonic damage: 1d6 ⇒ 4. If it hits and the Reflex save is a success, it becomes a failure instead.
DC 30 basic Reflex vs fire: 2d8 + 2 ⇒ (8, 1) + 2 = 11 and sonic damage: 1d6 ⇒ 6
If hit by the attack and/or success or worse on the save, it's suppressed and off-guard.
If the attack crits or the save critically fails, it must make a DC 29 Fort or be dazzled until the start of my turn and a DC 24 Fort save or be deafened for 1 minute.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Two of those are only on a crit (and I've if those is from a property rune upgrade). If this wasn't a pbp game, I wouldn't mention them at all unless they came up, but I don't know if they will until after you roll.

Part of that is that you're not used to it. I find PF2 easier to resolve.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

I think part of my feedback might be that the Soldier's special attack is too complicated...
But part of that is that this is a high-level character with weapon upgrades and feats buffing it, so maybe not.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

These things have good reach, which makes sense since they're so big. It would probably make sense to back up a big, maybe switch to using his stellar cannon.

Natalu giggles as he unleashes another hail of laser fire.

◆◆ Auto-fire. Apparently I overlooked errata a few weeks ago and have been doing Primary Target incorrectly. I make the attack first: rotolaser vs Red Shark: 1d20 + 19 ⇒ (19) + 19 = 38 for fire: 2d8 + 2 ⇒ (3, 8) + 2 = 13 and sonic damage: 1d6 ⇒ 5. If the attack hits and the target's Reflex save is a success, they get a failure instead.
Then Red and Purple can both make DC 30 basic Reflex saves against fire: 2d8 + 2 ⇒ (1, 5) + 2 = 8 and sonic damage: 1d6 ⇒ 5
If hit by the attack or didn't crit succeed vs the area effect, they are suppressed until the start of Natalu's turn and thanks to his Dance! feat they're also off-guard until the start of their own turns.
Any enemy that critically fails the save (or is crit by the attack) must make a DC 29 Fort or be dazzled until the start of my turn and a DC 24 Fort save or be deafened for 1 minute.
If Red is defeated by that, as a Reaction Natalu Demoralizes Purple and gains a +2 circumstance bonus. In that case he'll use his third action to fly back a bit instead.
◆ Menacing Laughter to Demoralize all suppressed creatures (on the off-chance there are none, he'll just use a regular Demoralize action). Intimidation vs Red: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38 and Intimidation vs Purple: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Ooh, they came closer! They wanna play. Okay!"

Natalu adjusts his grip on his rotolaser and unleashes a hail of laser fire on two of the sharks as he laughs and laughs. "They're just too big for me to get 'em all," he observes.

◆ Grip weapon
◆◆ Autofire. Red and Blue are in the cone. If Blue is down, Natalu will aim the cone to hit Purple and Red instead. DC 30 basic Reflex vs fire damage: 2d8 + 2 ⇒ (8, 2) + 2 = 12 and sonic damage: 1d6 ⇒ 5. Primary Target is Blue rotolaser: 1d20 + 19 ⇒ (16) + 19 = 35 for another fire: 2d8 + 2 ⇒ (3, 3) + 2 = 8 and sonic damage: 1d6 ⇒ 6.
Any target hit by the attack, or that succeeds or worse against the area effect, is Suppressed until the start of my next turn and Off-Guard until the beginning of their turn.
Any enemy that critically fails the save (or is crit by the attack) must make a DC 29 Fort or be dazzled until the start of my turn and a DC 24 Fort save or be deafened for 1 minute.

Reaction if Primary Target goes down:
Collateral Witness. Natalu fixes his gaze on the other enemy he damaged and silently promises that it's next.
Demoralize: 1d20 + 23 ⇒ (15) + 23 = 38

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

I forgot to mention it, but Natalu does reload his his stellar cannon during the downtime. And I assume he could charge the battery for his rotolaser, although it was still pretty full.
Though, uh... do we have a level 5 pregen in the level 10 party?

Natalu's feet don't touch the floor very well.

He takes a quick shot at the nearest shark. Zero-G????

No. So that's what the spell amp was for. The skittermander takes a hand off of his gun to pull out the amp and inject himself. His feet definitely don't touch the ground now, but at least he feels less... untethered.

◆ Strike Blue Rotolaser: 1d20 + 19 ⇒ (3) + 19 = 22 for fire: 2d8 + 2 ⇒ (2, 6) + 2 = 10 and sonic damage: 1d6 ⇒ 4
◆ Take a hand off rotolaser and draw fly amp
◆ Activate fly amp
Natalu needs to spend an action to fix his grip before he can fire his rotolaser again.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Gosh! Well, uh... I got this big gun. And I got this other big gun. And I got a sword! Some of you folks out there don't have enough hands, which is why I gotta carry enough weapons to pick up the slack. A lot of really biiig monsters don't seem so big, as long as you've got big enough guns!"

Natalu holds up both of his firearms and laughs and laughs.

Intimidation: 1d20 + 21 ⇒ (18) + 21 = 39

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Aw, s'just a li'l guy. Maybe we're being too mean. You wanna give up little guy?"

But unless it surrenders pretty quickly, Natalu sprays it with laser fire again. This time aiming to keep it off Aleon a little.

◆ Demoralize (Intimidating Prowess) Intimidation: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38
◆◆ Covering Fire to use Auto-Fire. Aleon is in the area but unaffected due to Bombard fighting style.
DC 30 basic Reflex against fire: 2d8 + 2 ⇒ (4, 5) + 2 = 11 and sonic damage: 1d6 ⇒ 4 It takes a -1 circumstance penalty due to Dance!. The monster is his primary target, so Rotolaser: 1d20 + 19 ⇒ (19) + 19 = 38 for another fire: 2d8 + 2 ⇒ (3, 7) + 2 = 12 and sonic damage: 1d6 ⇒ 6.
If it succeeds the save or worse, or if it's hit by the Strike, it is Suppressed until the start of Natalu's next turn. If it's suppressed, it also takes a -2 circumstance penalty to hit Aleon. Because of his Dance! feat, it's also Off-Guard.
If it critically fails its save or is critically hit by the attack, it must make a DC 29 Fort save or be Dazzled for one round and a DC 24 Fort save or be Deafened.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"You don't have to stand with it, you know. Let it come closer!"

Although it's already close enough. Natalu laughs as he fires a burst of laser fire. Aleon is directly between him and the monster, but eh. It's a big target, he can shoot around him.

Somehow, the laser makes a much bigger boom. (It's because of magic.)

◆ Switch Active Hands
◆◆ Auto-Fire. Aleon is in the area but unaffected due to Bombard fighting style.
DC 30 basic Reflex against fire: 2d8 + 2 ⇒ (5, 2) + 2 = 9 and sonic damage: 1d6 ⇒ 3. The monster is his primary target, so Rotolaser: 1d20 + 19 ⇒ (11) + 19 = 30 for another fire: 2d8 + 2 ⇒ (6, 7) + 2 = 15 and sonic damage: 1d6 ⇒ 5.
If it succeeds the save or worse, or if it's hit by the Strike, it is Suppressed until the start of Natalu's next turn. Because of his Dance! feat, it's also Off-Guard.
If it critically fails its save or is critically hit by the attack, it must make a DC 29 Fort save or be Dazzled for one round and a DC 24 Fort save or be Deafened.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Ye'r doin' great, Aleon! Just keep it right there. Almost close enough..."

Natalu moves closer. The drone's just a little too far away to get it and the monster. Oh well. He fires another round at the monster.

◆ Stride
◆◆ Area Fire. Only the Monster is in the area.
DC 30 basic Reflex against piercing damage: 2d10 + 2 ⇒ (3, 1) + 2 = 6. The monster is his primary target, so Stellar Cannon: 1d20 + 19 ⇒ (1) + 19 = 20 for another piercing damage: 2d10 + 2 ⇒ (5, 7) + 2 = 14.
If it succeeds the save or worse, or if it's hit by the Strike, it is Suppressed until the start of Natalu's next turn. Because of his Dance! feat, it's also Off-Guard.
If it critically fails its save or is critically hit by the attack, it must make a DC 29 Fort save or be Slowed 1 for one round and a DC 27 Will save or be silenced.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Yes, it needs a critical success to avoid being suppressed.
Reflex: 1d20 + 19 ⇒ (17) + 19 = 36 Success. 7 (bludgeoning?) damage and push 10.

"Hey, don't push me around!" Natalu bounds forward again. One step back and two steps forward. Still too far to effectively use his rotolaser, but at least Aleon isn't even in the blast zone this time.

"Let's try it gain!"

◆ Stride
◆◆ Area Fire. Only the Monster is in the area.
DC 30 basic Reflex against piercing damage: 2d10 + 2 ⇒ (7, 7) + 2 = 16. The monster is his primary target, so Stellar Cannon: 1d20 + 19 ⇒ (3) + 19 = 22 for another piercing damage: 2d10 + 2 ⇒ (1, 5) + 2 = 8.
If it succeeds the save or worse, or if it's hit by the Strike, it is Suppressed until the start of Natalu's next turn. Because of his Dance! feat, it's also Off-Guard.
If it critically fails its save or is critically hit by the attack, it must make a DC 29 Fort save or be Slowed 1 for one round and a DC 27 Will save or be silenced.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Ooooh, they started farther away from the monster than Nat was hoping. Out of rotolaser range.

He switches his focus to his stellar cannon and fires. Aleon is almost in the blast, but Natalu is mostly careful so it's fine!

◆ Switch Active Hands
◆◆ Area Fire. Both Aleon and the Monster are in the area, but Natalu's Bombard fighting style lets him select up to two allies to be unaffected by an area attack, so only the Monster is actually hit.
DC 30 basic Reflex against piercing damage: 2d10 + 2 ⇒ (2, 3) + 2 = 7. The monster is his primary target, so Stellar Cannon: 1d20 + 19 ⇒ (2) + 19 = 21 for another piercing damage: 2d10 + 2 ⇒ (7, 1) + 2 = 10.
If it succeeds the save or worse, or if it's hit by the Strike, it is Suppressed until the start of Natalu's next turn. Because of his Dance! feat, it's also Off-Guard.
If it critically fails its save, it must make a DC 29 Fort save or be Slowed 1 for one round and a DC 27 Will save or be silenced (or if the Strike crits, but... unlikely).

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Woo! Monsters!" the heavily-armored skittermander brandishes a large weapon adorably... but still menacingly. "Hiiii! I'm Nat. I'm here to fight because, uh, because one of my followers said it would be funny. YEAH!"

Intimidation: 1d20 + 21 ⇒ (14) + 21 = 35

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

A Mystic and two Operatives, one of them at half level?

I'll go with a Soldier. Ready shortly.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Huh. Dang, that is a short one.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Uh oh. So it's not just mean cats. Natulu can barely see the skeletons, so focuses on the bad kitties.

"Together--now!" Nat unleashes an arrow as Prindle steps foward, then the bird tears at the dark lion.

◆ Pincer Attack. Everyone can Step as a free action. Any enemy adjacent to a squadmate after this Step is Off-Guard to melee attacks. Prindle Steps next to black even if nobody else does. And other allies are already adjacent to both lions even if they choose to Step 0 feet, so both should be Off-Guard.
◆ Although not to Guiding Shot, since it's a ranged attack. Shortbow vs Black (Bless): 1d20 + 9 ⇒ (3) + 9 = 12 for piercing damage: 1d6 ⇒ 3, doubled plus deadly: 1d10 ⇒ 9 on a crit. +1 circ to the next attack against it if it hit, or +2 circ if it crit.
◆ Command an Animal.
> ◆ If Black is down, Stride to Yellow
> ◆ Strike Beak (Bless, Off-Guard): 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 for piercing damage: 1d8 + 3 ⇒ (2) + 3 = 5
> ◆ If Black is now down, Stride to Yellow
> ◆ If Black is still up, Strike Talon (Agile Map, Bless, Off-Guard): 1d20 + 8 + 1 - 4 ⇒ (2) + 8 + 1 - 4 = 7 for slashing damage: 1d6 + 3 ⇒ (3) + 3 = 6

Pincer Attack:
You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

Guiding Shot:
Your ranged attack helps guide your allies into striking your enemy’s weak point. Attempt a Strike with the required weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

A little leery about sending an injured chicken into an open area he can't see, Nat tells the bird to stand his ground for now. Instead he focuses on the other lion.

He signals Amiri, and fires an arrow to give her an opening.

◆ Guiding Shot Shortbow: 1d20 + 9 ⇒ (13) + 9 = 22 for piercing damage: 1d6 ⇒ 6. If hit, next to attack target gains +1 circumstance. If crit, add deadly: 1d8 ⇒ 8 and increase to +2 circumstance.
◆◆ Strike Hard! Amiri can Strike as a reaction, but gains a free reaction to use for it.

Guiding Shot:
Your ranged attack helps guide your allies into striking your enemy’s weak point. Attempt a Strike with the required weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.

Strike Hard!:
You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction.

Drilled Reactions:
Your time spent training with your allies allows them to respond quickly and instinctively to your commands. Once per round, when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic, and is lost if not used.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

True, but I only have one tactic that uses a reaction, and it's single-target and two actions.
So all of mine are effectively free. I didn't do that on purpose, it just worked out that way.

Pincer Attack users free actions anyway.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Prindle, circle around and get it!"

The chicken circles around and comes at the other lion, snapping with his beak, while Nat moves a little closer so he can see more of the cave and has a better shot.
"Everyone, advance together and throw them off...
"...
"...
"Now!"

◆ Command an animal
> ◆ Stride, avoiding provoking reactions unless the lion has reach
> ◆ Strike Beak: 1d20 + 8 ⇒ (12) + 8 = 20 for piercing damage: 1d8 + 3 ⇒ (1) + 3 = 4
◆ Stride
◆ Pincer Attack. All allies (except Oso, out of range) can Step as a free action. If any ally ends this Step adjacent to an enemy, that enemy is Off-Guard for a round to melee attacks to everyone except Oso. Prindle ends his Step next to Yellow, and Amiri probably gets the other one.

Pincer Attack:
You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Realized I skipped something: Warfare Lore + Twitchy (Initiative): 1d20 + 12 ⇒ (14) + 12 = 26

Warfare Expertise:
Your knowledge of war and strategy grows and guides your decisions in battle. You gain expert proficiency in Warfare Lore. You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation. In addition, as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll.

Twitchy:
You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using Deception or Diplomacy to determine their initiative, your bonus to initiative from this feat increases to +4.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

While traveling, Natalu rides Prindle and keeps his sword and shield at the ready.

But that's only because he'd rather do that than walk.

Once they've arrived without being ambushed, he dismounts and makes sure his banner is secured to the animal. He readies his bow instead and sends the chicken on ahead while he hangs back.

...and then offers Amiri his wayfinder. "Maybe you can, but better not to. Isn't it?"

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

E then. With Prindle at, uh, GHLM. Nat keeps his bow out and Investigate.

(Unless it's a long walk. Then Nat would ride Prindle in the back and Defend with sword and shield out.)

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Yeah, they know people are here," Nat agrees, "Let's be unpredictable and surprise them!"

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Perception (Sense Motive): 1d20 + 7 ⇒ (15) + 7 = 22
Perception (Search): 1d20 + 7 ⇒ (14) + 7 = 21

"O think he's telling the truth... But why would someone do that?"

Okay. The enemy is big cats.

You can distract cats by giving them things to climb!

Crafting: 1d20 + 9 ⇒ (16) + 9 = 25

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