Aspis Consortium Agent

Rose Fatale's page

309 posts. Alias of Legendary Sidekick.


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Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

That was awesome!

Spoiler:
And sad but fitting. Ann being in his head made a love life kind of impossible.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

”But of course, ma petite amie. I have no idea where in the hell I am going.”

The two friends walk off in search of a peaceful life, confident they can have this as long as they have each other…


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

”I hope it is an effective one, as I wish nothing more than you hold you in my hand so you may rest your little wings.”

The fairy complies, begrudgingly… or so it would seem.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

”Of course not,” she snaps. ”I have always been crazy…

“About you, ma petite amie.”


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose curtsies to Winter. “Thank you for curing me of my madness, Mademoiselle Winter. Be sure to take care of your own needs. You and Piotr need not go separate ways.”


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

@Mort, sorry. I will need to drop out of this and several games. Here’s what I posted on Discord a few minutes ago:

Hey, all. I just made a decision to drop pretty much all of my PF games. You may have noticed I have consistently played with heart and enthusiasm, but lately I think I come off more like a zombie nudging a d20.

It’s in part because I really have to get my butt in gear regarding the job hunt, and in my current state of mind, dice math, loot and leveling just feel like additions to my list of chores.

So sorry to do this, and also that I spent x months following the predictable patterns of Guy About To Bow Out Of Game(s) instead of just pulling the band-aid off.

Just know it’s not anything you did as a GM or PC teammate. It’s the toxic workplace.

~L. Sidekick


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Sorry.. crazy summer. Please keep going.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message
GM Mort wrote:
Rose - you levelled yet?

sorry — crazy week. I need to get on my iPad and do that.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Embarrassed that she is apparently not as scary as Garrosh or even Tiff, Rose simply says, ”Yes. The sun does not shine under water, and in addition, its yardarms swing about in the air. Therefore, under the water is the ideal place to kick a ship.”


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose turns to the fairy. ”No, noooo, ma petite amie. This ship is an unrepentant jerk. We must be direct…”

She turns to the ship.
”You unrepentant jerk, cease this nonsense or I shall kick you where the sun does not shine.”

Intimidate: 1d20 + 13 ⇒ (4) + 13 = 17


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message
GM Mort wrote:
Didn't go as planned. I finished the race but it was too close for comfort. 7h 11 min for 30km in a race that has 8h cut off time. I'm really slow when it comes to technical Downslopes...

That is the second craziest run time I heard of, the craziest being your almost-40-hour run-walk-hike.

Heh… I swam the perimeter of my pool underwater. That’s my big athletic accomplishment of the day.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Piotr’s player just got back from a loooooong business trip (or is about to?), in case you don’t hear from him for a day or two, Mort.

How was your run-cation?


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Atk: 1d20 + 11 ⇒ (10) + 11 = 211d20 + 11 ⇒ (17) + 11 = 281d20 + 11 ⇒ (4) + 11 = 151d20 + 11 ⇒ (8) + 11 = 19
The 28 may have hit.
Damage I hope?: 1d8 + 11 ⇒ (4) + 11 = 15

Rose manages to strike hard with a rosebud fist! Whether she struck armor or the captain, she’s not sure, so she keeps flailing away… her remaining attacks as ineffective as most have been!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Okay, game designers… is it really necessary to have a move that halves odds that are already <5%?

Not blaming you, Mort, but wow… that is just cruel.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

You earned the cloak with that crit. Double 20!!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose attacks!

”Oh, will you just die?”

Atk/Dmg: 1d20 + 11 ⇒ (13) + 11 = 241d20 + 11 ⇒ (1) + 11 = 121d20 + 11 ⇒ (14) + 11 = 251d20 + 11 ⇒ (14) + 11 = 25

All of her attack miss, so no, the captain will not just die.

[ooc]Well… here’s hoping Garrosh actually hits![/dice]


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

I think I’m better off small than large!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message
Garrosh Saurfang wrote:
Rose, take care also that you do not have too much stuff relying on Swift actions ;)

5ft steps are definitely useful. I just want something to do with my swift when I don’t need it… but yes, two swift-action feats is a waste of feats. Had I done the math, I’d have taken arcane strike in the first place. Cornugon Smash sounds cool… but it’s just an extra hit that you can only land if two dice rolls work out.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message
GM Mort wrote:
You level up after this fight, guys! Prepare your level 8.

Awesome! I just hope I can hit the enemy!

@Mort, without a retrain, I can get Arcane Strike next level. (If I take shield of blades as my vigilante talent.)

Would I be able to retrain, dropping smash and hurtful to free up two feats (eventually)? I’m not quite sure how that works.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

More single digit rolls that we really don’t need. I don’t think this captain is *that* difficult, but I am consistently rolling below 10 two or three times a round!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose makes a 5’ step out of the grease.

Her limbs flail wildly, but she misses several times before finally striking her foe!
Atk: 1d20 + 11 ⇒ (2) + 11 = 131d20 + 11 ⇒ (1) + 11 = 121d20 + 11 ⇒ (4) + 11 = 151d20 + 11 ⇒ (18) + 11 = 291d8 + 11 ⇒ (6) + 11 = 171d8 + 11 ⇒ (4) + 11 = 151d8 + 11 ⇒ (1) + 11 = 121d8 + 11 ⇒ (6) + 11 = 17
If a 29 hits: 17 slash damage.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

That would be the other benefit of a retrain. Hurtful & Smash out, Arcane Strike + Imp Trip. If I could do that over the next two levels, that might be a bigger help than what I’m doing now. (High DEX, so definitely better off with trip… I think.)


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Wow… AC > 25 then… not sure I can hit this guy, even with four attacks with no penalties!

Is d20+11 low for this level? It might make sense to retrain if I can, swapping out Cornugon Smash (and Hurtful) for Arcane Strike. Take ‘Em Alive also adds to atk/dmg, but I think there are too many immune-to-nonlethal foes in this AP to make use of that.

To have both Arcane Strike and Hurtful/Smash is just a waste of feats since I can only use one at a time and in retrospect, Arcane Strike is better AND is one feat instead of two.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

I think I did 44 damage this time. More if a 19 or 20 hits.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose makes a step and wildly attacks the captain from ten feet away!

Attacks: 1d20 + 11 ⇒ (14) + 11 = 251d20 + 11 ⇒ (20) + 11 = 311d20 + 11 ⇒ (14) + 11 = 251d20 + 11 ⇒ (9) + 11 = 20
Conf Crit: 1d20 + 11 ⇒ (8) + 11 = 19
Damage P, B, S, S: 1d8 + 11 ⇒ (3) + 11 = 141d8 + 11 ⇒ (2) + 11 = 131d8 + 11 ⇒ (6) + 11 = 171d8 + 11 ⇒ (4) + 11 = 151d8 + 11 ⇒ (8) + 11 = 19

Atk 25 / 14 P dmg
Atk 31 / 13 B dmg - Conf 19 / 19 B - dmg
Atk 25 / 17 S dmg
Haste atk 20 / 15 dmg


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

@Mort, are we holding off on attacks until you get a reply from Tiff on the glitter dust?

(I suspect that was accidentally moved away from enemies.)


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

The +2 bonus and haste bring my reflex save to +17… but enlarge knocks me down to +16, so if I roll a 1, I fall in!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Reflex DC18: 1d20 + 2 + 1 + 14 - 1 ⇒ (8) + 2 + 1 + 14 - 1 = 24


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Compression is awesome! So I can have the benefit (well, and DEX penalties) of Enlarge, including 10 foot reach, but can opt to take one square?

Can I also share a square as if tiny when not enlarged? (I gotta look up the rules on compression, but I think it’s 2 size categories. Maybe that’s squeezing.)

At Lv.12, Rose can fit through cracks!

——

Shrunk Rose to one square on map.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Ann probably can step to Piotr’s space (she doesn’t block Rose? —I say risk it, and let Mort tell us her call).

Piotr can go north one and not block Rose. I think I just need that straight line.

Yeah, Rose gets 4 attacks, but any movement greater than a 5’ step means 1 attack. (Granted, only 2 of them hit. I’ve been rolling mostly single digits this whole battle!)


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Technically delaying my actions until Piotr moves. (Ann, please don’t move to Piotr’s old spot so you don’t block Rose. Her aim is bad enough as is!)


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

As soon as Piotr moves (and Ann), Rose steps closer and strikes!

Greater Magic Fang is enhancing ALL natural weapon attacks!
Claw(S): 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Claw(B): 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

Gore(P): 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Haste(S): 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d8 + 11 ⇒ (7) + 11 = 18


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Well… another +2 isn’t going to help those rolls, but I’ll remember that next round. +11 to everything!
_
If AC is up +1 from haste, that’s 30 AC!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

”I shall do my worst.”

Greater Magic Fang is enhancing ALL natural weapon attacks!
Claw(S): 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Claw(B): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Gore(P): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Attack Haste: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

After missing a lot, Rose wonders if promising to do one’s worst is a poor choice of battle-cries.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose uses her enlarged reach to strike the shadowy creature on the other ship!
AC29 / HP38

“You, rid of us, Monsieur? Not in your wildest dream, nor mine.”

Greater Magic Fang is enhancing ALL natural weapon attacks!
Claw(S): 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Claw(B): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Gore(P): 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 + 11 ⇒ (8) + 11 = 19

Cornugon Smash: free vs. damaged foe
Intimidate: 1d20 + 12 ⇒ (11) + 12 = 23
Hurtful: swift vs. intimidated foe
Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 11 ⇒ (2) + 11 = 13
If hit, the foe is shaken!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

The best thing about that turn was Rose’s one liner. Her attacks do not back up her words at all!

Oh… flat-footed AC, so maybe not a total loss?


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose casts Barkskin on herself. AC29, I think.

She steps back to a place where she might take advantage of her reach.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

As Violet rapidly gains altitude, Rose keeps clawing and goring!

Greater Magic Fang is enhancing ALL natural weapon attacks!
Claw(S): 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 11 ⇒ (6) + 11 = 17

Claw(B): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Gore(P): 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

Cornugon Smash: free vs. damaged foe
Intimidate: 1d20 + 12 ⇒ (14) + 12 = 26
Hurtful: swift vs. intimidated foe
Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 11 ⇒ (5) + 11 = 16
If hit, the foe is shaken!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose keeps on attacking with her oversized limbs!

AC = 28 now

Greater Magic Fang is enhancing ALL natural weapon attacks!
Claw(S): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 11 ⇒ (4) + 11 = 15

Claw(B): 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 11 ⇒ (3) + 11 = 14

Gore(P): 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Cornugon Smash: free vs. damaged foe
Intimidate: 1d20 + 12 ⇒ (13) + 12 = 25
Hurtful: swift vs. intimidated foe
Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 11 ⇒ (6) + 11 = 17
If hit, the foe is shaken!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

AC26 / HP30 after healing from Violet

Greater Magic Fang is enhancing ALL natural weapon attacks!
Claw(S): 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 10 ⇒ (8) + 10 = 18

Claw(B): 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

Gore(P): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 10 ⇒ (3) + 10 = 13

Cornugon Smash: free vs. damaged foe
Intimidate: 1d20 + 12 ⇒ (20) + 12 = 32
Hurtful: swift vs. intimidated foe
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
If hit, the foe is shaken!


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Did Rose hit with the claw but not the gore?


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose steps to Piotr’s side and attacks!

Greater Magic Fang is enhancing ALL natural weapon attacks!
Claw(S): 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Claw(B): 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 11 ⇒ (2) + 11 = 13

Gore(P): 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 11 ⇒ (2) + 11 = 13
Conf: 1d20 + 10 ⇒ (8) + 10 = 18
If Crit: 1d8 + 11 ⇒ (5) + 11 = 16


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

I didn’t specifically mention it, but in my head, Rose casted her hours-long spells: GMF + magic armors. She will always start the day with those spells active, in the interest of not having to narrate that.

Bark skin and other tens-of-minutes are spells I will specify as casting. I didn’t, so no bark skin right now.


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message
Garrosh Saurfang wrote:

"I liked the nightie" - Garrosh commented absently about Ann's phantasmal clothing, as he dressed himself.

Rose dons her gear, and morphs everything so she is back in her nightie.

“I still do!”


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose could morph her nightgown into something else, but she likes her little rose-colored nightie—especially when she sees Violet is clad in a tiny matching outfit that is violet-colored.

“Ma petite amie! There must be a way for us to sleep without triggering your transformation.”


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose steps (swift) off of the mast, falls and strikes!
Acro vs Fall Damage: 1d20 + 21 ⇒ (15) + 21 = 36

Greater Magic Fang is enhancing ALL natural weapon attacks!
Claw(S): 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Claw(B): 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d6 + 11 ⇒ (3) + 11 = 14

Gore(P): 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d6 + 11 ⇒ (1) + 11 = 12


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose casts Spider Clinb and runs out, moving onto the mast! She may be able to cast Longarm to reach the fly…


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose casts Greater Magic Fang on herself and her hands morph to become claws of two different kinds. Thorns tear through her hat!
Standard + Move


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message

Rose reads Emotions of the Past, and tells Violet, “This book might help me become reacquainted with feelings long forgotten ever since the with tied me to the sacrificial stone and you…”

Knowledge UT: 1d20 + 1 ⇒ (14) + 1 = 15


Magical Girl 7 | ♥️33/38 | AC:(24)~t:17~ff:(17) | F:4~R:14~W:7/8v.Fear/14v.Intimidate | CMD:21 | Perc:-2 | Init:8 | 1st:5/5~2nd:4/4~3rd:2/2 | Message
GM Mort wrote:
Rose … would likely be insane now, though how close a grip on her sanity she has to begin with could be in question.

So true!

Rose lets her guard down just enough to not look murderous. She takes in the conversation, simply listening with interest for now.

Full Name

Killian Prot

Race

(HP 13/13 | AC: 17 | T:13 | FF:14 | CMD:12 | Fort:+6 | Ref:+5 | Will:+2 | Init:+5| Perc:+6 | Speed 30) PFS#: 127063-10

Classes/Levels

Human Kineticist 1

Gender

Male

Size

Medium

Location

Cheliax

Languages

Common

Strength 8
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 14
Charisma 12

About Kyllian

LN Medium Humanoid (Human)

Init +3

Defense:
AC 17 ; Flat-Footed 14 ; Touch 13
HP 13/13
Fort Save +6 | Ref Save +5 | Will Save +2

Speed 30ft

Att: Dagger -1 for 1d4-1 (19-20/x2)

Ranged Att: Fire Blast +4 touch for 1d6+3 (includes Point Blank Shot)

Skills:

Acrobatics +7 (+6 in armor)
Intimidate +9
Knowledge Nature +4
Perception +6
Use Magic Device +5

Traits: Reactionary, Soul Drinker

Feats: Point Blank Shot, Precise Shot

SQ: Elemental Focus (Pyrokinesis), Burn, Gather Power, Kinetic Blast (Fire Blast), Basic Pyrokinesis, Burning Infusion

Equipment:
Dagger, Masterwork Chain Shirt, backpack, waterskin, trail rations (3 days) Wand of Cure Light Wounds (50 Charges)

Abilities:
Elemental Focus: Killian is a pyrokineticist, tapping into the undying flames to purge away his enemies.

Burn: By accepting 1 non-lethal damage (that does not recover until he rests), Killian can manipulate flame to an even greater extent.

Gather Energy: By spending a move action to tap into the heat around him, Killian reduces the cost of the next blast he uses this round by 1.

Burning Infusion: Substance infusion. Level 1. Burn 1
Whena burning blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

Basic Pyrokinesis: You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.