Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
With Aram Zey dying in the fangs of the Young green Dragon Joliryn's work day came to an abrupt end. She had been studying her allies with considerable Attention to Detail and had much to Report to her supperior Zuliji Peshar as quickly as possible.
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
With Zey pinned down by the dragon Joliryn moves in to take him out with her force punch and hits the mage hard. Attack 1d20 + 14 ⇒ (20) + 14 = 34 Damage 1d4 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15 Force punch addss 22 damage
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Joliryn moves along the galley and unleashes her favorite magic sparkles to the presumed vicinity of the pesky magic. Fire away squad! Move and cast glitterdust (DC 16 WIL save or become blinded). Also since joliryn i almost dead she'd love some healing!
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Looks like I foolishly burned through all my spell slots. Also I was thinking that Glitterdust was dependent on WILL saves (but only for the blinded condition) so I wasn't considering the possibility of casting it all along. Edit: Alright gang looks like I only cast invisibility twice so that means Joliryn has one more second level casting remaining. Glitterdust it is.
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Joliryn, growing ever more frustrated, hustles to reach the mage or what is left of him and tries to apply to him the last bit of destructive magical energy in form of a force punch. Attack 1d20 + 14 ⇒ (4) + 14 = 18 Damage 1d4 + 7 ⇒ (4) + 7 = 11 If I hit apply force punch for 22 damage and pushing Zey back. Would that mean he'd fall down?
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Joliryn moves to strike the pesky Mage and attempts to deliver a spell with the final bit of magical energy she can summon forth today. Attack 1d20 + 14 ⇒ (17) + 14 = 31 Damage 1d3 + 7 ⇒ (1) + 7 = 8 Fire 1d6 ⇒ 6 Force Punch7d4 ⇒ (4, 3, 4, 2, 3, 3, 3) = 22
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Attack 1d20 + 14 ⇒ (1) + 14 = 15 Damage1d3 + 7 ⇒ (2) + 7 = 9 Fire1d6 ⇒ 1 Force Punch: 7d4 ⇒ (4, 3, 2, 1, 2, 3, 4) = 19
All the magical energy exploding around her has Joliryn plenty confused as she tries to force punch Aram Zey.
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
I'll step up and cast shocking grasp and empower it with my once per day ability. If my first attack misses my second attack still carries the shocking grasp. Joliryn has had enough of this pesky mage and his scardy cat tactics and decides to fuel all her arcane might into a vicious flurry. Attack 1d20 + 14 ⇒ (11) + 14 = 25 Damage 1d3 + 7 ⇒ (1) + 7 = 8 Fire 1d6 ⇒ 6 Empowered Shocking grasp 5d6 ⇒ (4, 4, 1, 2, 5) = 16 --so 24 damage
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Hmm looks like my post from this weekend is gone. But my avatar is still moved on the map. I think my plan was to move. As a swift action enhance my blade by +2 and as a standard action make 1 regular attack. Aram Zey should be threatend and take a -6 penalty to concentration checks...also these high level mages in PFS that hide in their chambers instead of teleporting away... Joliryn listening to her scaled companions advice steps forward and drives her scimitar into the burned painting. Attack1d20 + 14 ⇒ (5) + 14 = 19 Damage 1d3 + 7 ⇒ (3) + 7 = 10
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Swift action activate my Eldritch Bloodline thingy majigey for Anti-Mage powers. Then double and draw Kukri threatening Aram Zey. If he decides to 5 ft step away I'll follow him. Killing mages is Joliryn's trade and while she has yet to deal with one as powerful as Aram Zey ultimately they are ll the same. Weaklings that hide behind magic while she, wields arcane power only to destroy. Her short legs carrying her as swiftly as she can she confronts the mage and tries to distract him with threatening motions.
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Since I have only one more second level spell for the day Stealth1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 Joliryn was hoping for a triumphant victory on the back of a dragon but Halflings have a natural gift for being inconspicious.
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Which one shall we let live?Definetly not the mage...those are very dangerous even without weapons... Joliryn raises her scimitar for the kill with an evil gleam in here eye.
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Double move and Swift Action activate Eldritch pool so Mister Mage will have higher concentration DCs to cast this turn from my first level Arcane Power Joliryn takes many little steps to get face to face with the Mage.
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Alright squad I know the way! Just try your best to be quite alright! Joliryn insists as she merges witht he shadows. Stealth with invisibility1d20 + 28 ⇒ (2) + 28 = 30
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Joliryn funnels electric energy into her scimitar once more and closes in on the Chameleon and aims a high (for a halfling that is) cut at the creatures midsection. Attack1d20 + 14 ⇒ (9) + 14 = 23 Damage 1d3 + 7 ⇒ (2) + 7 = 9 Fire 1d6 ⇒ 2 Shocking Grasp 5d6 ⇒ (1, 6, 3, 5, 2) = 17
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Joliryn steps out of the flank and attempts a further magical attack against the large lizard. Spell combat with spell strike. Spend an Arcane pool point for +4 to attack this round. Since the first attack was a crit the Shocking Grasp Damage will be doubled again. If I drop the yellow guy with my crit the additional attacks will go against the red lizard... Attack1d20 + 16 ⇒ (20) + 16 = 36 Damage 1d3 + 7 ⇒ (1) + 7 = 8 Fire 1d6 ⇒ 2 Shocking Grasp 5d6 ⇒ (6, 1, 3, 3, 1) = 14 Attack1d20 + 16 ⇒ (14) + 16 = 30 Damage 1d3 + 7 ⇒ (2) + 7 = 9 Fire 1d6 ⇒ 6 Attack1d20 + 16 ⇒ (5) + 16 = 21 Damage 1d3 + 7 ⇒ (2) + 7 = 9 Fire 1d6 ⇒ 5 Crit Confirmation 1d20 + 16 ⇒ (6) + 16 = 22 Damage 1d3 + 7 ⇒ (1) + 7 = 8 Fire 1d6 ⇒ 2 Shocking Grasp 5d6 ⇒ (2, 2, 4, 1, 2) = 11
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Joliryn uses the lizard's momentary distraction to sneak into his backside and gets some magic and swordwork going. Attack 1d20 + 14 ⇒ (2) + 14 = 16 Damage 1d3 + 7 ⇒ (2) + 7 = 9 Fire1d6 ⇒ 1 Shocking grasp5d6 ⇒ (4, 2, 6, 4, 5) = 21 Attack 1d20 + 12 ⇒ (6) + 12 = 18 Damage 1d3 + 7 ⇒ (2) + 7 = 9 Fire 1d6 ⇒ 4 Shocking Grasp 5d6 ⇒ (4, 3, 6, 3, 2) = 18
5 ft step and full attack with spell combat shocking grasp. Was thinking I could flank but me an dat Chamaeleon aren't allies... if first attack doesn't hit shocking grasp is held for later attacks.
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Joliryn still feels electro magnetic energy coursing through her body and swings her Kukri once more in an attempt to discharge it. Attack 1d20 + 14 ⇒ (10) + 14 = 24 Damage1d3 + 7 ⇒ (3) + 7 = 10 Fire1d6 ⇒ 5 Shocking grasp 5d6 ⇒ (3, 6, 1, 6, 2) = 18 If that drops it I'd still like to take my move action
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Swift action activate Eldritch Pool to enhance scimitar. Cast shocking grasp defensively. Roll concentration twice thanks to Bracers 1d20 + 11 ⇒ (11) + 11 = 22 1d20 + 11 ⇒ (16) + 11 = 27. Then attack with spell strike. Joliryin momentarily distracted from the Lizards bravado can only manage a clumsy stab with her blade as she attempts to channel magical energy into her attack. Attack 1d20 + 14 ⇒ (2) + 14 = 16 Damage 1d3 + 7 ⇒ (2) + 7 = 9 Fire1d6 ⇒ 1 Shocking grasp5d6 ⇒ (4, 2, 6, 4, 5) = 21
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
Joliryn will cast Invisibility on herself and volunteers to do so for up to 2 allies. Once they reach the gate Joliryn disappears from sight and inquires: Anyone want to join me? Stealth 1d20 + 30 ⇒ (5) + 30 = 35
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
If anything you will be saving many lives. All we want is magical artifacts. But I'm working with a zoo of murder hobos who delight in spilling blood. I can only keep them in check if I present them with useful information. Now either speak or leave... this is taking longer than is good for either of us! Intimidate 1d20 + 14 ⇒ (17) + 14 = 31
Init +4; Senses Perception +1 AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size) hp 59 Fort +10, Ref +9, Will +7; +2 vs. fear
1d20 - 1 ⇒ (6) - 1 = 5 Ack postmosnter ate a big long post...hate it when that happens. Also however designed the module and gave Joliryn a onein 5 chance to make that check must have been a post monster. We are here to liberate relics. Not to slay pathfinders. If anything any intelligence you might be able to provide will help us to take the back door and avoid possible bloodshed...myself I am not akin to violence, some of my associates however...prefer sword to subtlety.
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