Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Perform (Strings, MWK instrument, job roll): 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30 Once back home, Shasta spends time at her concert hall in Opara, performing and enjoying the music of others. Thanks for the fun!
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta runs closer to the Ogre Mage, keeping clear of the reach of his weapon, singing out percussion riffs to keep morale up. Then she casts Chord of Shards. She ends a phrase of her bardic performance with a flourish and the sound condenses into a glass sphere that floats toward the ogre mage and explodes in a shower of razor sharp crystalline shards. 15 foot cone shaped burst directed up toward the ogre mage. Chord of Shards piercing Damage: 2d6 ⇒ (1, 6) = 7
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Since both creatures are outsiders, I thought the same roll might work for both. I'll roll one for the elemental and the GM can decide when it took place, last round or this. Knowledge (Planes): 1d20 + 9 ⇒ (9) + 9 = 18 If successful, Shasta wants to know about DR and/or resistances.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta edges out of reach of the elemental and starts her percussive singing to inspire the troops further. Begin Inspire Courage bardic performance for +2 competence bonus to hit and damage. The bonus to fear saves does not stack with the Good Hope save bonus. Was Shasta's earlier Knowledge (Planes) result (30) good enough to also know what resistances the elemental has?
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta steps five feet back from the earthy one and feels hopeful and full of fervor that her whip attacks will do it some harm. BOF: extra attack on full attack. +1 Shock Whip, 1st, GH: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
+1 Shock Whip, 1st, GH: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
+1 Shock Whip, 2nd, GH: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
She calls out, "Fly-boy up there is an ogre mage. Hit 'em with fire or acid if you can; keeps 'em from regeneratin'. Spells may be harder to affect it. 'ware their charm monster, gaseous form, and deep slumber spells. Oh yeah, darkness and invisibility to boot!" It has SR but no resistances or immunities.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Reflex: 1d20 + 12 ⇒ (19) + 12 = 31
Knowledge (Planes): 1d20 + 9 ⇒ (19) + 9 = 28
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Are those tunnels or dungeon-like passages on map 8? Is there a connection between the map and the chosen opponents? Shasta would enjoy the challenge of the leaders. I'm not sure which map to choose until I get some info on where there may be difficult terrain and other hazards.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta has not yet used disable device on a facet solve attempt, so she will do that first. She will keep the magic accompaniment going, but will shift the performance to give +3 to one of the skills others are using to decipher the facets, first come first serve. This can only help one person with one skill. Shasta probes a facet with her tools trying to work through to a solution. Disable Device: 1d20 + 18 ⇒ (10) + 18 = 28
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Heartened by her partial success and the destruction of one of the Guardians by Tippa, Shasta continues attempting to disable the last ward so she and other can concentrate of freeing the captive. Her magical musical march continues to send everyone a driving sense of purpose and resolve boosting self-confidence. Maintains Inspire Courage. Disable Device: 1d20 + 18 ⇒ (7) + 18 = 25
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta's phantom violin belts out inspiring marches, freeing her to focus on disabling the Fear ward. Disable Device: 1d20 + 18 ⇒ (8) + 18 = 26 Inspire Courage (+2) maintained.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta wants to keep her bardic inspiration flowing, but senses she is approaching her limits for this kind of thing, so she casts a spell that conjures up a phantom violin, glowing white and gold, and producing an exciting, pounding fugue that inspires courage but uses the power of the magic to keep it going. Shasta then prepares to have another crack at the last ward using her thieves' tools. Cast Exquisite Accompaniment. Inspire Courage maintained.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta starts singing an inspiring anthem with a driving march tempo to inspire courage in her comrades to aid in the fight against the constructs and the wards. "Rage Rage Storm for Storm
Standard action to begin bardic performance for +2 hit and damage, also helps against saves vs. fear. Hopefully, this aids Tippa's last attacks.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta cautiously advances and attempts to destroy the other warding circle using her trusty thieves tools. Five-foot step and full-round disable device action. Disable Device: 1d20 + 18 ⇒ (7) + 18 = 25
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
I'm unclear on a number of things. I get destroying circles which I assume ends the effect the circle has on other efforts. What does deciphering the polyhedron do? Does each circle have something to decipher? If so, what happens if you decipher the circle? Do the circles have to be attacked in order? If so, which is the outermost one? It sounds like it will be best to try to destroy the circles first to make deciphering easier. Is that correct? Shasta knows Aquan and has linguistics +10. Her best skill is disable device (+18), so she'll go with that probably. Should we place ourselves on the map near the circle if we are attempting things or does it matter where our tokens are?
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Can Shasta assist with the bardic performance of Inspire competence, and if so how many rounds are involved in each set of rolls? She has ten rounds available. Shasta is +9 at Knowledge (Dungeoneering) and just +6 for survival.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
I would like to see it, however, I'm in a bad location with big city lights all around and I don't have time to drive in the wee hours to a location that has darker skies. I did see Halley's comet back in '85 when I lived out in California. I also saw Hale-Bopp.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta ends her invisibility, a little be cheesed she wasn't able to use it to any effect in the battle. She leaps the gap easily. Acrobatics: 1d20 + 18 ⇒ (12) + 18 = 30 Once Shasta gets across, if it is safe to do so, she sings rhythms and taps her tambourine to help any remaining to make the jump transition. Uses Inspire Competence (acrobatics), which gives +3 to the skill, range 30'.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta is frustrated at not being able to get close enough to attack the crypt thing. Still she hoofs it to a point where she can surprise it with a whip attack. Double move. The second is at half speed as she slows to try to keep the thing from hearing her. Stealth, invisible: 1d20 + 12 + 20 ⇒ (17) + 12 + 20 = 49
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
GM Mike...R wrote:
Actually no. In a number of the systems I've been playing recently, there is no climb skill and so one uses athletics, but PF1 still uses climb and has no athletics, so I goofed it. Her climb skill is +10, so her result was 20 which I guess means she failed it. She also had to stop her inspire courage to keep herself undetected as she tries to sneak up on the crypt thing. She failed by more than 4 so she fell but this would be less than 10 feet and she could automatically make the acrobatics check to avoid damage and land on her feet. For future reference, how far must she climb to get to the level part of the rock?
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta moves toward the south end of the rock the Crypt thingy is on. She tries to climb up the rough surface. Acrobatics: 1d20 + 18 ⇒ (10) + 18 = 28 She climbs carefully, trying to avoid making any noise. Stealth: 1d20 + 12 ⇒ (18) + 12 = 30 Double move. 40 feet for the first, ten feet for the second, which is half speed for climbing and half that for stealth. Shasta is invisible.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Aces! Thanks. Shasta moves five feet to get out of the spikes, an additional ten feet so she has a ten foot running start and then turns and dashes to jump across the spiked area entirely. Acrobatics, long jump with running start: 1d20 + 18 ⇒ (5) + 18 = 23 That should get her across. So that is 10' for the half speed move out of the spikes, + 10 further. She spends 10' for the running start' jumps the 20 feet spike area, landing in the square beyond, with 30' left in her double move on normal terrain. She has a total double move speed of 80 thanks to the triple time masterpiece. Shasta is still invisible.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
GM Mike...R wrote:
Just to be clear, the orange bolded above refers to the orange outline of the Guecubu, not the orange squares depicting the spike areas. Will Shasta take damage if she moves east just beyond the orange border she is next to? If so, can she use acrobatics to do a standing long jump to avoid it?
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta would move full speed if sneaking doesn't give a chance of not being noticed. Also she'll begin inspiring courage this round. Shasta begins singing percussive syllables which are infused with her bardic magic to inspire courageous deeds. This is known as Konnakol in India: Example.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta moves stealthy (at half speed), switching her whip back to her belt and drawing her longsword instead. Knowledge (Religion): 1d20 + 9 ⇒ (1) + 9 = 10 I didn't roll this earlier. Stealth: 1d20 + 12 ⇒ (19) + 12 = 31 Invisible.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Prior to climbing down the rope, Shasta let's the others know she is going to go invisible She casts Invisibility and then casts Eagle's Splendor on herself.
Shasta jumps the full 15 feet, using acrobatics to minimize damage. She draws her whip as she moves south at half speed trying to step softly to avoid attracting the gru monster through its tremor sense. Acrobatics: 1d20 + 18 ⇒ (18) + 18 = 36
That eliminates damage from first ten feet. I don't think the last five feet will add any damage nonlethal or lethal. I think that also means she does not become prone. In that case she has 25 feet movement and will move south 10 feet using stealth toward what appears to be a path leading west and then north toward the Crypt Thing. Please let us know any terrain effects for areas on the map. Are climb checks needed for the slopes?
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Will, bonus for language dependent effects: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24 Shasta resists the attempt at making her walk across the spiky ground. Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
With BOF bonus to speed, Shasta reaches her current point on the map with her movement last turn. She is 55 feet west of yellow bone priest. I was going to use a scroll to cast fly, but I just realized the spell is not on the Bard spell list. Not sure how I missed that. Shasta runs north until she reaches a gap in the crumbled wall, from which point she shoots an undead bane arrow at the nearest skeleton. Using the BOF bonus: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. That makes her AC 27 and Reflex 14. She uses a full round to fire two arrows, both +1 Undead Bane arrows. MWK Composite Shortbow, 1st, undead bane bonus, IC: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31
MWK Composite Shortbow, 2nd, undead bane bonus, IC: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24
Since her hands are busy, Shasta shifts to comedy to inspire courage, calling out, "Hey! How does a bone priest know when it about to be destroyed? ... It can feel it in its bones! Shadump Bump!"
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta utilizes her tambourine to tap out inspiring rhythms. As she runs north along the western side see note below.. If she can draw an item from her Handy Haversack as part of her move action, she'll draw a scroll of fly. I put Shasta at the starting point in the square (SW corner). For her Blessing of Fervor boon this round she'll take the increase to speed, putting her speed at 60 ft. Assuming the west side of the map is difficult terrain for being within 30 feet of the orange spike squares, she'll be able to move 30 feet north from her position. Confirming the selection of +2 Elven Chain and +2 Buckler. Shasta has planetary adaptation and darkvision spell active, plus Triple time for +10 ft speed.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
My posting is dependent on how long I can work at my computer before I need a rest, so I may slip over the 24 limit on any day this week. Tuesday and Thursday, however, I have to teach two classes and deal with my surgery recovery, so feel free to 'bot her for certain on these days this week. Thanks. I'm fine with whatever Aoi suggests, as I don't have the energy to research other options. Thanks. 'botting instructions for next round: Use Scroll of fly, after which she will fly north, using the wall along the west perimeter for cover. She will move 50 and end her move behind the wall (assuming that is a wall and it provides cover). If the wall does not provide cover, she will instead rise high and end her round within 70 of the nearest undead. While moving she will draw her bow and prepare to use it to fire one of her undead bane arrows. She will use the Blessing of Fervor effect that provides +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. If needed for the next round, she will use the same Blessing of Fervor bonus, fly so an undead target is within 70 feet, and fire a +1 Undead Bane arrow at the undead.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta has a magic weapon and magic armor, so she could work with the armament wish, but I would vote for the wrath to make enemies less dangerous.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
GM Mike...R wrote: Note - There is no natural illumination in the Ice Reservoir and it is also severely cold, so let me know if you have not either got planetary adaptation, endure elements or similar protection on yourself. It took the party 14 minutes to get here with Shasta's movement buff. Shasta has the planetary adaptation benefit. She uses a scroll of darkvision to give her darkvision 60 ft. for 3 hours. The Triple Time masterpiece lasts for 1 hour, but it can be reapplied in 1 minute, in case it runs out during our travels. When the giant tells her story and her plan to retreat, Shasta calls out, saying, "You now have powerful allies you did not have before. There are many more Pathfinder agents at work all over the asteroid. Please consider joining us that we might help you achieve your worthwhile goals." Diplomacy: 1d20 + 17 ⇒ (13) + 17 = 30
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
"These young frost drakes have failed to snag a mate, which is probably why they are a bit anti-social." Shasta continues her oratory as she sprints through the water and up on the raised area. Maintains Inspire Courage +2 and haste. Since she can speak Draconic, her next words are for the remaining drake, infusing her words with magical heat that turns rage into actual fire. Draconic:
"You'll never find a mate if you can't see. Sucks to be you!" Single Move action at speed 60 ft. Spell: Blistering Invective Intimidate to demoralize Drake: 1d20 + 17 ⇒ (17) + 17 = 34 Fire Damage taken if demoralized: 1d10 ⇒ 6
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta pulls a scroll out of her haversack, reads it to cast it and thereafter moves even faster than before. Cast Allegro on herself, giving her the benefits of a Haste spell as long as she maintains her bardic performance, which she does. "The Frost Drake's breath weapon explodes in a cold blast that leaves the surfaces coated in slippery frost," she continues her oration on the dangers of the enemy as she dashes for the raised area. Header stats adjusted for effects of Haste. Current Buffs: : Good Hope: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Inspire Courage: +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Haste: A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. Attack Bonus: +5 Damage Bonus: +4] AC: +1 Dodge Fort +2 Reflex +3 Will +2
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta uses oratory to inspire courage in this instance, saying as she moves west after keeping her feet in the big wave, "Ladies and Gentlemen and other sentient beings of fine character, I give you the Frost Drake, a fast flying, freezing mist spewing villain. Cold is their native element, so attack them with your hottest options!" Starts Inspire Courage +2. And takes a move action, grateful for the speed afforded by her masterpiece. 'Botting instructions for next round, if needed: As I will be unable to post Monday, here is what Shasta will do unless circumstances change dramatically. She pulls a scroll of Allegro from her haversack and casts it on herself, giving her haste while she maintains her performance, which she will do by continuing her oratory on the challenges of facing watery foes. She will move as she does all this toward that raised structure in the middle. with Haste, her speed is 70 feet. She'll make toward the SW corner of the structure.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
I'll post Sunday, but then I may not post until Tuesday. I'll be in the hospital Monday for a minor operation. Should get back home Tuesday. 'Bot me as needed. General plan of attack: Start inspiring courage first round while moving away from the group, having a feeling these things have breath weapons. Second round, use scroll of Allegro to give herself Haste while maintaining the Inspire Courage. If these creatures don't have immunity to fire and particularly if they are vulnerable to fire, she will try to hit them with alchemists' fire (she has 5 in her handy haversack). Remaining spells slots are listed in her header. Thundering Drums, Blistering Invective, and Chord of Shards are the most damaging potential if she can get close enough. I'd like to learn the results of her arcane knowledge roll before acting this round, although inspire courage and lateral movement are her likely actions.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Knowledge (Arcana): 1d20 + 9 ⇒ (18) + 9 = 27 Shasta has a feeling she knows what these things are. She doesn't have any long term buffs to cast, so she will be casting as she goes.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta tries to block out all the commotion and danger so close by and concentrates on figuring out what is broken and fix it. She spots something that seems disconnected and connects it. Disable Device: 1d20 + 18 ⇒ (13) + 18 = 31
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Can I retcon using the haunt siphon if she would have any indication it was not a normal haunt and attempt a disable device instead? I assume there are things that can be adjusted as one would adjust a trap mechanism or a lock near the pool. If I can't retcon, then she'll use the damage to try to distract the creature. If allowed here is the disable device roll. Disable Device: 1d20 + 18 ⇒ (2) + 18 = 20
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta just has a minor scratch left from the cold blast that the channeled energy did not quite heal. She'll leave it be. She lets her lenses of situational sight expire and keeps them in reserve for later. What is the light level of the room we are entering? If low, Shasta will activate her purple lens of darkvision for 1 minute. When things start to go haywire, Shasta reaches into her handy haversack and pulls out a small vial with stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. This is a Haunt Siphon. She advances as she gets the siphon in hand and gets to within ten feet of the disturbance and opens the vial. Damage to Haunt: 3d6 ⇒ (4, 1, 3) = 8 "You need to calm down," she says as she uncorks the vial and watches the energies interact with the haunt.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta coils her whip as she glares at the fallen Veela. "I'll tie these two up and then we can revive them in case they want to offer a defense of their near lethal assault." She pulls some silk rope from her haversack and ties their hands behind their backs and then sits them back to back and wraps the remaining rope around their torsos. She also removes anything that might serve as a weapon or magical aid.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Shasta shifts her performance from song to comedy to inspire courage through humor making light of the enemies' conditions. Maintains Inspire Courage +2. "Looks like we'll finish these two off soon. Be careful when they die or you may receive a golden shower! AmIright?" She steps back from the blind veela that is thrashing around trying to hit her Five-foot Step, east. and lashes out with her whip. +1 Shock Whip, 1st, IC: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
+1 Shock Whip, 2nd, IC: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Can the Veela's Beckoning Dance effect be countered with a bard performance of Countersong, which can counter magic effects that depend on sound. The ability does not specify that sound or music is involved, but dancing usually accompanies such things.
Female Human Bard 7/UC Rogue (Szarni Swinder) 3 [HP: 59/59; AC 25| T 14| FF 18 ; CMD 22; Fort +4 Ref +12 Will +7; Init: +3; Perception: +12; bardic perf: 20/20; Lore Master: 1/1; Spells: 3rd 2/2; 2nd: 4/4; 1st: 5/5] | Active effects:
Reflex: 1d20 + 12 ⇒ (9) + 12 = 21 Shasta makes a graceful turn to limit the damage of the cold blast, before going on the offensive herself. 18 damage. What she didn't avoid was almost completely healed by Grunjar's healing magic. Heals 17. Net 1 damage. As she moves, she continues her song, improvising a new inspiring verse.
GM:
Shasta will employ her Szarni Swindler archetype ability Let Fate Decide to either attack blue with her whip or tumble around blue to get on the west side opposite Jilla. 1=whip,2=Tumble: 1d2 ⇒ 1 Shasta moves past Jilla and considers either attacking with her whip or tumbling past the Veela on the north side of the rock. She senses the lucky option is to attack, which she does with her enchanted whip, which crackles to life leaving sparks in its wake. +1 Shock Whip, 1st, Let Fate Decide, IC: 1d20 + 11 + 1 + 2 ⇒ (9) + 11 + 1 + 2 = 23
|
