Rola's song lingers, but it'll end soon. She does the same electric arc/ bow combo.
Electric Arc DC 19 2d4 ⇒ (1, 3) = 4
Bow at the nearer one1d20 + 9 ⇒ (12) + 9 = 211d8 + 1 ⇒ (2) + 1 = 3
Rola's song lingers in the air. She casts electric arc at the two skeletons (DC 19, 2d4 ⇒ (3, 3) = 6 then she fires her bow at the nearer one. 1d20 + 9 ⇒ (12) + 9 = 211d8 + 1 ⇒ (6) + 1 = 7
This happens after Sparky will save:1d20 + 7 ⇒ (4) + 7 = 11 Rola is stunned and flat-footed by the bone snake. She stares. She inspires courage, trying to turn it into a lingering song. perform:1d20 + 12 ⇒ (6) + 12 = 18 She fires her bow at the closer snake. 1d20 + 9 ⇒ (1) + 9 = 101d8 + 1 ⇒ (6) + 1 = 7
Rola's performance lingers in the air. She shoots her bow. attack:1d20 + 9 ⇒ (13) + 9 = 22damage:1d8 + 1 ⇒ (4) + 1 = 5. She casts electric arc! DC 19 2d4 ⇒ (2, 4) = 6
init:1d20 + 7 ⇒ (19) + 7 = 26
Rola starts singing, She tries to turn it into a lingering performance. 1d20 + 12 ⇒ (16) + 12 = 28 She targets the choker with electric arc. DC 192d4 ⇒ (2, 4) = 6
Rola's performance continues to linger. She fires her bow. 1d20 + 9 ⇒ (7) + 9 = 161d8 + 1 ⇒ (3) + 1 = 4
She electric arcs it as well. DC 19
2d4 ⇒ (2, 2) = 4
Rola lets her performance linger in the air. She fires her bow. 1d20 + 9 ⇒ (6) + 9 = 151d8 + 1 ⇒ (4) + 1 = 5
She electric arcs the remaining creature, DC 19.
2d4 ⇒ (2, 1) = 3
Rola starts singing inspire courage. She tries to make it a lingering performance. 1d20 + 12 ⇒ (20) + 12 = 32 She electric arcs the two...Somethings. DC 19
2d4 + 4 ⇒ (4, 3) + 4 = 11
Rola sings another verse of inspire courage. She tries again for a lingering performance
performance:1d20 + 11 ⇒ (8) + 11 = 19
Succeeds, unless the DM says otherwise.
She electric arcs the two swarms again. (DC 19)
2d4 ⇒ (2, 1) = 3
Rola Sings an inspire courage, and attempts a lingering performance.
Performance:1d20 + 11 ⇒ (1) + 11 = 12
She electric arcs the two swarms. (DC 19)
damage:2d4 ⇒ (3, 3) = 6
perception:1d20 + 7 ⇒ (19) + 7 = 26 "Well this is much better than I was expecting. The main structure looks to be intact. We'll have this place cleaned up in no time."
I'm a bard, FreeRadical said fighter, we've got Sparky the Poppet Farmhand Oracle, and DoubleGold was talking about a rogue. So we're doing well on party balance.
One last question for you all, WHO is my last surviving heir to the Xarwin family? Who has assembled this team of friends and workers to explore your families forgotten house? If we got multiple people who want in, please roll a d20 if you say you want it. HIGH roll gets it if we have multiple takers. Tomorrow we start at the doorstep, but lets get a quick why of why we are going into this forgotten manor.
A young human woman bows deeply. She has a harmonica on a necklace, a very shiny shortsword on her hip, and is wearing studded leather armor. "A pleasure to meet you all, I am Rola Weaver."
This is AceofMoxen's Submission. Do we want to be a preformed adventuring party? We could say we did troubles in Otari together.
Spoiler:
Rola Weaver Bard 3
Ng Medium Human Versatile Heritage Humanoid
Perception +7;
Languages None selected
Skills Acrobatics +8, Athletics +1, Deception +9, Diplomacy +9, Intimidation +9, Lore: Music +5, Occultism +5, Performance +11, Stealth +8
Str +1, Dex +3, Con +1, Int +0, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Clothing (Winter), Musical Instrument (Handheld), Owlbear Claw, Healing Potion (Minor)
AC 20, Fort +6, Ref +10, Will +7
HP 35
Speed 30 feet
Melee +1 Shortsword +9 (Agile, Finesse, Versatile S, Magical), Damage 1d6+1 (P)
Ranged Longbow +8 (Deadly d10, Volley 30 ft.), Damage 1d8 (P)
Reach Spell (Concentrate, Metamagic) You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is -2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Occult Known Spells DC 19, attack +9 2nd Dispel Magic (Sig), Remove Fear (2 slots); 1st Charm, Magic Missile, Liberating Command, Soothe (Sig) (3 slots); Cantrips Detect Magic, Mage Hand, Light, Shield, Telekinetic Projectile
Arcane Innate Spells DC 19, attack +9 Cantrips Electric Arc
Focus Spells (2 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Additional Feats Arcane Tattoos, Fleet, Lingering Composition, Martial Performance, Multifarious Muse, Virtuosic Performer
Additional Specials Arcane Tattoo (Electric Arc), Multifarious Muse (Warrior), Muses (Maestro), Signature Spells
I could swap feats or skills to match a party. I could take hymm of healing if no one has lay on hands.