Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
me? Sure ill do it when im at my pc. -Posted with Wayfinder
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
Getting frustrated that her abilities aren't effective, Phana resorts to a more direct means of ending the conflict. She casts Flaming Sphere, targeting the closest tower archer that shot at her. DC 18 reflex save for no damage.
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
I can't find the link to the map. Phana will move to be able to see the bulk of the guards inside and throw another Hypnotic pattern where she can hit all of them in its radius. 2d4 + 5 ⇒ (2, 2) + 5 = 9
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
Phana decides to let her hypnotic pattern run its course, and instead moves close enough that she can take care of the guard that shot at her. Hypnotic pattern should remain for 2 more rounds, while I move closer to the gate as my move action and Cast Burning Disarm on the enemy. Burning Disarm:
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water. 5d4 ⇒ (2, 2, 1, 1, 1) = 7 fire damage
TL:DR=They take damage unless they make a DC 17 reflex save to Drop Their Weapon
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
initiative: 1d20 + 2 ⇒ (6) + 2 = 8 -Posted with Wayfinder
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
Can I be within 150 feet of the front door? "Those guards won't notice you approach." she says. "But take them out once you're in best range. I'll handle the Strix when she comes to investigate." Phana will wave her free hand and point at the space in between the two by the door. A pattern of swirling, hypnotic colors spins out from that location, enthralling the guards at the gate. Hit Dice Check: 2d4 + 5 ⇒ (4, 4) + 5 = 13 So 13 hit dice worth of enemies in the area will get fascinated (DC 21 Will save). Reminder: All creatures affected by this spell consider their hit dice-6 as their effective hit dice for my spell.
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
I can distract/incapacitate the guards at the door, and then we can walk in like a boss? "Ready." Phana declares, pulling a wand out of her pack and holding it in her off hand.
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
"if they're all within 20 feet of each other, potentially all of them." she says. "But it'll just keep them occupied till we can take them down." Hypnotic Pattern. 2d4+5 hd worth of creatures get fascinated (dc21 will save). Did i mention each person affected by my pattern spells counts as their hd-6? -Posted with Wayfinder
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
"I think I can disable the flyer, and anyone near her." Phana offers. "But it's going to be obvious as hell to anyone I don't catch with it."
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
"True. I haven't been here long enough to garner any other roses, other than you, of course." Phana adds. "I'm capable of providing a decent distraction since my pattern spells are second to none, but I can't really wield weapons."
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
"Night raid, of course." Phana replies. "The miners would all be in the same place, and easier to spring. Of course the guards are also all there, and if we take out or disable them, that deals a blow to thrune's reputation as well." I take it this rebellion is not a 'by the law' kind of revolt? :)
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
Phana stretches her legs and adjusts her breastplate. "I'm ready." she says. She holds up a wand. "Brought some fresh healing, just in case we get tapped out kicking Thrune's ass."
Resist acid 5, cold 5, electricity 5; Init +2; Senses darkvision 60 ft.; Perception +12; AC 19; hp 43/43; Fort +3, Ref +3, Will +5; +1 trait bonus vs. illusion effects, +2 vs. [evil];
Reporting in! :) Phana Hartsong recently joined the rebellion but has worked hard to be of use, even harder than some considering the damage to her hands. The woman's hands, wrists, and forearms are almost entirely covered in serpentine burn scars, and though they look long-healed, they seem painful. She has healing abilities, fire spells, and strong illusion magic. She is interested in helping out direct actions of the rebellion since she's a worshiper of Milani, and doesn't want others to let her injuries stop her from contributing.
About GabborInit: +1; Perception: +4; Darkvision
Defenses:
AC 13, T 11, FF 12
CMD 15 Fort +3, Ref +1, Will +2 Offense & Weapons:
Melee:Bite +4 (1d8+3/20)
Clawsx2 +4 (1d6+3/20) CMB: +4 Evolutions:
•Improved Damage (Claws) 1-point
•Bite 1-point •Improved Damage (Bite) 1-point Total Points:3/3 Feats:
•Power Attack Special Abilities:
•Link
•Share Spells Skills:
•Climb +4 (1 rank, 3 str)
•Perception +4 (1 rank, -1 wis, 3 class) •Stealth +5 (1 rank, 1 dex, 3 class) •Swim +4 (1 rank, 3 str) Appearance:
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