Seelah

Seelah, Righteous Paladin's page

28 posts. Alias of thunderspirit.


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Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |
Koko Tosscobble wrote:
"OUCH! I think I just stubbed my toe!"

Glad he's the stealthy one, Seelah says wryly as she follows closely behind Zak and tries to avoid bear poop.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah shakes her head. Nor I.

Considering the Athletics in this group...we should try to find a different path.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Before bedding down, Seelah takes the opportunity to lay in hands.
LoH: 1d6 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah will definitely agree with a rest.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah attempts a recovery saving throw to see if she gets better or worse.

1d20 + 3 ⇒ (19) + 3 = 22

Okay, so she was at Dying 1 before, and she improves 1 step to...Dying 0? I presume that's alive...?

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

By my math, Seelah is down (she was at 13 before those two hits) and Dying 1.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Strike 1: 1d20 ⇒ 1 weapon choice by what Seelah learns from her check. +3 if shield bash/+5 if longsword NVM, critical miss

Strike 1: 1d20 ⇒ 13 -2 if shield bash/+0 if longsword
if shield, bludgeoning dmg: 1d4 + 4 ⇒ (3) + 4 = 7
if longsword, slashing dmg: 1d8 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Religion: 1d20 + 2 ⇒ (16) + 2 = 18
If that's an action, so be it. I mean, it's stupid if it's an action, but if them's the rules, them's the rules, so.

Seelah takes a Strike at White, moving on to Purple if White falls (cos Lawful).

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Action 1: Step
Action 2: Strike
longsword: 1d20 + 5 ⇒ (20) + 5 = 25
crit dmg (s): 2d8 + 8 ⇒ (7, 8) + 8 = 23

Action 3: SMITE EVIL BEOTCHES

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah will Strike at White.
longsword: 1d20 + 5 ⇒ (15) + 5 = 20
slashing: 1d8 + 4 ⇒ (1) + 4 = 5

Then Strike White again (or Red, if White falls).
shield bash: 1d20 + 3 - 5 ⇒ (19) + 3 - 5 = 17
bludgeoning: 1d4 + 4 ⇒ (1) + 4 = 5

Then Raise her Shield.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah Strides...
Acrobatics vs. grease: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16
...then Steps...
no Acro needed for Step
then Strikes at Black.
Strike: 1d20 + 5 ⇒ (7) + 5 = 12 for dmg (S): 1d8 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

People are always telling paladins where to go, Seelah muses. It's a class feature.

I think Maliit said he was using a light spell.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

I know not what those foul things were, Seelah says, acutely aware that there is actually no way to use Recall Knowledge to identify beasties currently in the playtest rules, but praise Iomedae we were able to vanquish them!

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Then, if it did not require two actions to get over the trough, she will Raise her Shield.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah Strides over the water trough and into an advantageous position next to the flying thing.

Strike (longsword): 1d20 + 5 ⇒ (20) + 5 = 25 ooh, CRIT
damage (S): 2d8 + 8 ⇒ (2, 1) + 8 = 11

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Fort saves are the new Will saves: 1d20 + 3 ⇒ (20) + 3 = 23 ...hey, a crit success reverses all the poison damage, right? ;-)

Strike (longsword) vs. Black: 1d20 + 5 ⇒ (6) + 5 = 11
dmg (S): 1d8 + 4 ⇒ (8) + 4 = 12

Then a Shield Bash at Black (or move as applicable):
Strike (shield bash) vs. Black: 1d20 + 3 - 5 ⇒ (19) + 3 - 5 = 17
dmg (B): 1d4 + 4 ⇒ (4) + 4 = 8

Then she will Raise her Shield.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Sigh.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Strike (longsword) vs. Black: 1d20 + 5 ⇒ (1) + 5 = 6
dmg (S): 1d8 + 4 ⇒ (3) + 4 = 7

Then a Shield Bash at Black (or move as applicable):
Strike (shield bash) vs. Black: 1d20 + 3 - 5 ⇒ (5) + 3 - 5 = 3
dmg (B): 1d4 + 4 ⇒ (2) + 4 = 6

Then she will Raise her Shield.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

I can verify that it does, in fact, hurt. A great deal.

FORT save: 1d20 + 3 ⇒ (9) + 3 = 12 So, per Slack, -2 to AC and a d6 of damage.
poison dmg: 1d6 ⇒ 1

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah will apparently spend the rest of her life with the Sluggish condition.
Also, Imma repeat: a sextet of +6 centipedes at level 1...?

FORT (1): 1d20 + 3 ⇒ (15) + 3 = 18
FORT (2): 1d20 + 3 ⇒ (17) + 3 = 20

Emulating a cork, Seelah stays in place, knowing full well if she moves, all six will come out to play.
Strike (longsword): 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
dmg (S): 1d8 + 4 ⇒ (6) + 4 = 10

Then a Shield Bash at Blue (or move as applicable):
Strike (shield bash): 1d20 + 3 - 2 - 5 ⇒ (14) + 3 - 2 - 5 = 10
dmg (B): 1d4 + 4 ⇒ (3) + 4 = 7

Then she will Raise her Shield.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah wobbles a bit at the multi-legged assault, but keeps her feet, taking a Strike at, I dunno, Blue I guess since it's under everything else.
1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
dmg (S): 1d8 + 4 ⇒ (2) + 4 = 6

Then a Shield Bash at Blue (or move as applicable):
1d20 + 3 - 2 - 5 ⇒ (1) + 3 - 2 - 5 = -3
dmg (B): 1d4 - 4 ⇒ (1) - 4 = -3

Then she Raises her Shield.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

FORT (1): 1d20 + 3 ⇒ (6) + 3 = 9
FORT (2): 1d20 + 3 ⇒ (6) + 3 = 9
FORT (3): 1d20 + 3 ⇒ (9) + 3 = 12

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah wipes off her blade. I'm very glad that we won't be seeing any of those little murderous, pyromaniac cretins as allies of the Society anytime soon.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Action 1: Stride to spot on map
Action 2: Strike w/longsword
1d20 + 5 ⇒ (16) + 5 = 21
dmg (S): 1d8 + 4 ⇒ (7) + 4 = 11

Action 3:

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah begins her assault on Red

Action 1: Raise Shield
Action 2: Strike Red
1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d8 + 4 ⇒ (6) + 4 = 10
EDIT: Action 3 is Stride to the other side of White (drawing AoO, if applicable).

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Away from PC, cannot see map at the moment.

Seelah's first goali s to protect Maliit, so she Raises her Shield, then moves to Strike attacks the goblin the gnome struck ineffectually. Will take Move or Step action as needed to get at least adjacent to Maliit and be able to use Retributive Strike. Will take AoOs if need be.

Strike: 1d20 + 5 ⇒ (6) + 5 = 11
dmg (S): 1d8 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah measures the distance and quickly surmises she can't make it there just yet. Instead, she moves in front of the impetuous gnome and raises her shield. Stride, then Raise Shield.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Light! cries the Paladin, her shield raised before her face. I cannot fight what I cannot see!

Seelah will Delay.