Monkey

Rhesa's page

21 posts. Alias of Jessica Catalan (Organized Play Line Developer).


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| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Since no one seems to want the crown, Rhesa scampers over and plops it atop her head. "Ha! This is awesome! Look at this... pew pew! I'm gonna shoot light out of my crown just like you, Daisy! Oh, yeah!"

Rhesa wanders through the rest of the archive, looking for shiny baubles and other treasures. Then she heads outside, circling the perimeter of the building until the others are ready to go.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa laughs, then scratches her head in confusion. "That bug was trying to get me to stab it or something. I wanted to cuddle my sword! WEEEEEEIRD! What was it?"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

"Hey! Cut that out!" Rhesa shrieks, "That's my sword!" She stabs at the weird bug.

Attack: 1d20 + 18 ⇒ (8) + 18 = 26
Piercing Damage: 1d6 + 13 ⇒ (4) + 13 = 17

Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Piercing Damage: 1d6 + 13 ⇒ (1) + 13 = 14

Confirming a Critical Hit: 1d20 + 13 ⇒ (20) + 13 = 33
Extra Piercing Damage: 1d6 + 13 ⇒ (5) + 13 = 18

Rhesa scores a critical hit and destroys the weird bug, earning herself 2 panache points!


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa dashes off into the corner in the hopes of getting away from the horde of animals hanging out with Daisy. Maybe if she was lucky whatever was coming would notice them before her—then she could get the jump on it!


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa leaves her horse and archaeopteryx outside, telling them to stay. Then she draws her rapier and heads inside.

"Whoah! What's with those weird copper things? They're just... floating there. Are they magic books? And what's with all this shiny poop?"

She eyes the three broken gaps in the walls that lead deeper into the archive. "Which way? Or should we split up?"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Perception: 1d20 + 13 ⇒ (15) + 13 = 28
Perception: 1d20 + 13 ⇒ (17) + 13 = 30

"WEIRD!" Rhesa exclaims, but she has no further knowledge to offer on the door. Instead she approaches a stone with faded words carved into its face. She wipes off the letters and tries to sound them out. "Nope! It's gibberish!" she concludes.

Does anyone speak Azlanti?

A moment later, Rhesa draws her fancy rapier and heads toward the entrance. "Let's check it out before I get weirder."


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

"Yep? What do you mean yep? I'm DYING!!" Rhesa wails. She looks around, through red-tinged eyes, and sees everyone else is fine. "WAAAAAHHH!"

"Let's hurry up and solve this mystery! I don't want to be mutated by this island anymore! What if next I... LOSE MY FUR?!?! I'll look like a... a... HUMAN!!!! AHHHH!"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Fortitude: 1d20 + 5 ⇒ (9) + 5 = 14

Rhesa reaches up to swipe at her eyes to find moisture in the corner. "Whoo, my eyes sure are irritated," she remarks, expecting to wipe away tears and grit. When she takes her hand away she sees it's spotted with blood.

Rhesa's eyes weep blood.

"Ahhh! What the heck?! Get it out, get it out!" She pauses in thought. "Put it back in! Put it back in! I need that blood!"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

"Well that's doubtful!" Rhesa exclaims. "There's lights all over the place around here! I wonder if they're all so... ZAPPY!"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa thrusts her rapier at the blue light. Using precise strike.

Attack: 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 1d6 + 13 + 9 ⇒ (5) + 13 + 9 = 27

But the blue light dodges and Rhesa nearly skewers Capa. "Whoa! Hold still ya' blasted light! Let me stab you!"

Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 1d6 + 13 ⇒ (3) + 13 = 16

Confirming a Critical Hit: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Damage: 1d6 + 13 ⇒ (3) + 13 = 16

Smacky scores a critical hit and destroys the light, earning 2 Panache points.

She does a victory dance and whoops loudly!


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rejuvenated, Rhesa laughs. "You're in for it now, sparklebutts! Say yer' prayers!"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa, (who missed her last turn and is taking two turns this time as a result) launches into action! She thrusts her rapier at the green light taunting her with its pretty bobbing! (Using precise strike on the these attacks).

Attack 1: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 1d6 + 13 + 9 ⇒ (3) + 13 + 9 = 25 Hit.

Attack 2: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d6 + 13 + 9 ⇒ (2) + 13 + 9 = 24 Hit.

As the green light winks out, Rhesa lets out a whooping hoot! She dashes over to Capa and stabs the blue light harrying him. Using combat expertise.

Attack 1: 1d20 + 18 - 3 ⇒ (1) + 18 - 3 = 16
Damage: 1d6 + 13 ⇒ (6) + 13 = 19

Attack 2: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30
Damage: 1d6 + 13 ⇒ (4) + 13 = 17 Hit.

Confirming a Critical (Attack 2): 1d20 + 13 - 3 ⇒ (5) + 13 - 3 = 15
Extra Damage: 1d6 + 13 ⇒ (1) + 13 = 14

(Her AC is 25 for the round)


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

"Slow? Ha! Race you to the top!"

Acrobatics: 1d20 + 24 ⇒ (8) + 24 = 32

With a whinny of fear, Dasher, Rhesa's horse, attempts to follow its master.

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21

Meanwhile, the archaeopteryx glides clumsily from rock to rock.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa and her archaeopteryx clamber up into the gnarled ugly trees without fear. "Come on, guys! Let's get swinging!" She leaps from the tree, grabs the branches of another tree further along, and swings through the air. After a few swings she's a bit ahead of the group.

"Come on, slowpokes! Hey! What's wrong with the horses. Come on, Dasher! Follow me!"

Dasher doesn't move from her spot on the ramp.

"Weird!" Rhesa exclaims.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

"Auw, you've no fun! I wanted to see a triceratops climb a cliff!" Rhesa complains. "Oh, well! Come on Dasher!"

After her whistle, Dasher follows Capa and the others up the ramp.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

"Cliff? Pfft! That's practically a ladder for me! That'll be easy as pie to climb!"

Climb: 1d20 + 20 ⇒ (9) + 20 = 29

She swings and laughs her way up the cliff, then grins down at the others. "So, how are your pets gonna get up here?" She waggles her furry brow, then whistles. Her archaeopteryx swoops through the air and lands up beside her on the cliff. Rhesa looks very proud.

"Hey Rocky! Toss me my horse!"

Rhesa's horse, Dasher, shakes its head and stamps its feet. You don't think it wants to get thrown up the cliff... Instead it tries to climb up!

Climb: 1d20 + 3 ⇒ (1) + 3 = 4

But it doesn't even get off the ground.


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa sticks out her long tongue at the rock. "Bleh! Can't have us, ya' stupid rock!" Then she waggles her butt at the rock and slaps it, taunting the Wedding Rock some more!

She grins up at Rocky. "Go on! Tell that rock what for! Stick out your tongue! Make faces! Pick your nose and flick it at it! Yeah! That'll be good. If that rock's got feelings, it's furious now!"

She bursts out laughing.

Then she cartwheels over to Daisy. " 'Sup?"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Will Save 1: 1d20 + 7 ⇒ (19) + 7 = 26
Will Save 2: 1d20 + 7 ⇒ (2) + 7 = 9


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa laughs! "Cheating?! That's not cheating! That's... thinking outside the box! Being creative! Yeah, that's it. Creative racing!"

Rhesa tumbles after Rocky and helps him inspect the Wedding Rock. "Wow, look at all that graffiti. Wonder what it says." She pokes the rock. "You'd figure if they liked this rock so much they would keep it clean." She scratches her head. "Of course, their village was really messy. I guess they're all slobs, huh?"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

"Faster?!? FASTER?!? You're not faster! I'm faster! First I'll trip you, then I'll win the race! HA!"


| HP: 61/61 | AC 22 (T 17, FF 13) | CMB: +16 (+6 disarm, trip) CMD: 27 (+6 disarm, trip) | F:+5 R:+11 W:+7 | Init +7 | Perc +13, SM +9, Social +8 | Speed 30 ft., Climb 20 ft. | Crown: 1/1, Charmed Life: 4/4, Panache: 4/4 | AoO: 6/6 | Active Conditions: Bleeding Eyes

Rhesa leaps off the back of the octopus, cartwheeling across the black, wet, sand, and coming up in a dramatic pose, upside down on one hand, legs spread, with her rapier pointed to the sky.

"Rhesa the great, reporting for adventure! Come out, villains! Show yourselves!"

She waits like that for a moment, only to see no enemies appear...

Then she flips back onto her feet and sheathes her sword. "Nothing! Well, come on slowpokes! Let's get cracking! We've got stuff to do!"

Full Name

Serrahlia

Race

HP 9/9 | AC 15 / T 11 / FF 14 | F +3, R +1, W +7

Classes/Levels

Perception +9 | Init +5 |

Gender

Human Urban Druid 1

Strength 7
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 20
Charisma 13

About Serrahlia

Serrahlia
Female Human Urban Druid 1
NG Medium humanoid (Human)
Init +5; Senses: Perception +9
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Defense
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AC 15 (+1 Dex, +4 Hide Armor), touch 11, flat-foot 14
Hp: 9/9 (8 base, +1 con)
Fort: +3 Ref: +1, Will +7
Speed: 20 feet

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Stats
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Str 7, Dex 13, Con 12, Int 14, Wis 20, Cha 12 (+2 to Wis from human racial)
BAB +0; CMB -2; CMD 9
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Class Abilities
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Weapon and Armor Proficiency: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. May also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Proficient with shields (except tower shields) but must use only wooden ones.
Spontaneous Casting:An urban druid can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature’s ally spells.
Nature Bond: An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.
Nature Sense:A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy:A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. 1d20 + druid level + Charisma modifier to determine the wild empathy check result. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Knowledge Domain: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your druid level + your Wisdom modifier.
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Spells Prepared
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Cantrips
Detect Magic
Light
Guidance
1st Level (DC16)
Cure Light Wounds
Produce Flame
Entangle
(Domain) Comprehend Languages
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Spells Per Day
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1st Level: 3 (plus domain)
Concentration Checks +6 (lvl + WIS modifier)
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Traits
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Enduring Stoicism: Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn’t feel like it’s worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive. You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.
Gregarious: Once per day, when you attempt a Diplomacy check to improve a creature’s attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.
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Feats:
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Level 1: Improved Initiative
Human bonus feat: Cosmopolitan
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Skills
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8 ranks/level, (4+int modifier+skilled[human]+favored class bonus)
2 points for background skills/level
+1 Acrobatics
+2 Appraise
+1 Bluff
-2 Climb*
+2 Craft*
+3 Diplomacy
+1 Disable Device
+1 Disguise***
+1 Escape Artist
+1 Fly*
+5 Handle Animal*
+5 Heal*
+2 Intimidate
+6 Knowledge (arcana)**
+6 Knowledge (dungeoneering)**
+6 Knowledge (engineering)**
+6 Knowledge (geo)*
+4 Knowledge (history)**
+4 Knowledge (local)**
+8 Knowledge (nature)*
+4 Knowledge (nobility)**
+2 Knowledge (planes)**
+2 Knowledge (religion)**
+2 Linguistics
+9 Perception*
+1 Perform
+5 Profession*
+1 Ride*
+9 Sense Motive***
+2 Sleight of Hand
+2 Spellcraft*
+1 Stealth
+11 Survival*
-2 Swim*
+1 Use Magic Device

* base class skills
** class skill due to domain
***class skill due to Cosmopolitan
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Languages
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(2 bonus from INT, 2 from Cosmopolitan, Druidic free)
Common, Druidic, Elven, Orc, Dwarven, Necril (studied it, growing up in Ustalav and all)
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Gear
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83g
Hide Armor
Dagger
Quarterstaff
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Backstory
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Serrahlia was discovered in the burnt out wreckage of a caravan after a couple days of exposure to the elements, by some poor folks headed to Caliphas. Whatever had attacked and killed her kin had overlooked the five year old, who’d been hidden away during the attack. Her rescuers couldn’t afford to adopt her, but knew her odds would be better in a city than in the wilderness. And so, alone in the world, she grew up on the streets..

She soon learned knowledge was power. People would pay urchins for information they overheard, and so she learned as many languages as she could in order to become a better informant. Knowing what was safe to eat and what wasn’t, being able to sense if a person was too dangerous to get involved with, understanding a bit of cartography in order to map out the sewers she lived in to better get around, all of these things drove Serra to learn like her life depended on it – because it did.

Despite her harsh upbringing, or perhaps because of it, the young woman maintains a cheerful and laid back demeanor. You catch more flies with honey, after all, and there’s no point in worrying about things that can’t be helped.

Of course, beyond her name, Serrahalia knows none of this. She has no idea how she got here, who she is, or what’s going on. No need to panic, though. Certainly, together, you’ll be able to sort it out.