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884 posts. Organized Play character for Aerondor.


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Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

No Arcana, Slipp is more into Nature.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp watches BK with amusement in their eyes.

"Why are you playing with that skull in particular?"

per: 1d20 + 9 ⇒ (5) + 9 = 14

Not trained in the others sorry.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp has a look around. And if nobody objects, will try on the ring.

per: 1d20 + 9 ⇒ (19) + 9 = 28

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

downtime: 1d20 + 8 ⇒ (6) + 8 = 14

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp sits down for a bit of a rest. They are more than happy to take out some dubious looking ointment and start applying it to the wounds of anyone willing to have it on them. Starting, obviously, with themselves.

Will use natural medicine to help with the healing up of everyone after that battle.

If nobody else seems to take an interest in the fire resistance ring, Slipp is more than happy to try it on for size.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Getting burned a second time in the same combat seems to really, really irritate Slipp.

"Well, pains me to say it, but ice can burn as bad as fire."

A stream of cold moonlight somehow breaks through the ancient passage, basking the fireballing figure in its cold glow.

attack vs AC, CA: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
cold damage (also counts as silver): 5d6 ⇒ (6, 3, 5, 2, 1) = 17
spirit damage if it has the unholy trait: 5d6 ⇒ (5, 6, 1, 6, 2) = 20

Then,Slipp just glares at the figure. Hard. Really hard.
intimdating glare,bloodline: 1d20 + 15 + 3 ⇒ (18) + 15 + 3 = 36

** moonlight ray
* intimidating glare.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp watches in disgust as another fireball heads towards them.

"Fire is MY plaything." they complain.

ref DC22: 1d20 + 11 ⇒ (5) + 11 = 16

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

As the combat ebbs and flows, Slipp feels the life-giving energy of the First World flow through them, out and into the air around them. It spreads out, lifting the spirits and healing the wounds of the whole team.

Healing L3, 3 action: 3d8 ⇒ (6, 5, 3) = 14

*** heal L3

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

In another shower of sparkles, Slipp again seems to vanish from the corridor for a moment...

flat DC 16: 1d20 ⇒ 1
reflex DC21: 1d20 + 11 ⇒ (9) + 11 = 20

And again come back just as singed as everyone else, or maybe even a little more so.

They again step sideways, as the crackle of thunder echoes down the musty hallway.

electric arc basic ref DC 22: 4d4 ⇒ (3, 1, 3, 4) = 11

* stride
** electric arc

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

As the fire washes over them, Slipp vanishes into a sparkle of shimmering light...
ref DC21: 1d20 + 11 ⇒ (14) + 11 = 25
unexpected shift DC16: 1d20 ⇒ 13
But comes out of it just as singed as everyone else.

They back up as the smell of ozone fills the corridor.

electric arc, basic ref DC 22: 4d4 ⇒ (3, 3, 1, 2) = 9

* step
*electric arc

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Are we in slide 3? Which way were we heading? To the right?

"Eeep!" squeaks Slipp.

They quickly scuttle back to the embrace of the rest of the group.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp follows along, but heads for the black curtains to peer behind them.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp offers a slightly mocking salute to the VC "Cooperating, Sir!"

Then with a bow to the others, suggests they might want to lead the way downward.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"[b]Right, but how exactly did you end up in that prison? Or did they knock you out and you came too inside it?[/]b" asks a curious Slipp.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp eyes the room cautiously.

"Without wanting to be rude... How did you end up in there? And what do we have to do to avoid joining you?"

The skeptical look on the gnomes face might almost make you think they didn't believe the figure before them was indeed Varian Jeggare.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"So long as they don't belong to a witch.." says a grim Slipp.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

PFS lore: 1d20 + 8 ⇒ (19) + 8 = 27
percep: 1d20 + 10 ⇒ (4) + 10 = 14
nature: 1d20 + 10 ⇒ (2) + 10 = 12

Slipp nods to Huh "I've heard of Ornato, I think you are right. He was a pathfinder BK."

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp points the the large prints. "Looks like something else was here, or do you think they belonged to the critters we were just fighting? Either way, they go _somewhere_"

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp gazes around the room, poking at the flying corpses.

"Guess they didn't mind fire after-all." They are more than happy to carry anything light, and that isn't a book. Or a scroll.
-

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp steps forward to get a better view of the battle scene. The smell of ozone fills the air and a crash of thunder echoes as the massive storm that seems to follow the gnome through the First World crashes through the too thin-barrier to this one.

Lightning flashes from the creature in red to the one in yellow.

electric arc ref DC23: 4d4 ⇒ (1, 1, 2, 2) = 6

* step
* electric arc

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp scowls. The creatures fiendish heritage may make it resistant to flames... but maybe its friends will be more vulnerbale.

"Urxehl take you!"

fireball,dangerous spells, bloodline, basic reflex DC 22: 6d6 + 3 + 3 ⇒ (1, 5, 3, 6, 5, 5) + 3 + 3 = 31
Just to the side of Yellow

They then step back to let the rest of the group have some fun.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Can I see where the creatures that the talker is commanding are likely to be? I assume talker is the one in yellow on the map?

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

With one last, possibly fearful, look back towards the library, Slipp quickly leaves finding the decayed feasting room a lot more of a convivial envrioment.

Slipp has never liked books, but they have also had an IC bad experience with an animated one. Which just fortified their initial opinion about the things.

At the utterance, Slipp looks up and glares at whoever was speaking.

"I think the more appropriate question is Who are You? And why do you think you can address me in such a tone of voice? On your knees worm, grovel and I may forgive your impudence after only a few dozen lashes."

intimidate: 1d20 + 15 ⇒ (12) + 15 = 27

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp backs away from the cases, casting a suspicious glance at them. The others seemed trusting, but they hadn't had all the interactions with books that Slipp had. Slipp wasn't going to let one creep up on them this time.

per #1: 1d20 + 9 ⇒ (3) + 9 = 12
per #2: 1d20 + 9 ⇒ (4) + 9 = 13

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"Books, why did it have to be books?" sighs Slipp, who keeps their distance from those scary objects.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Bump.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"Explore, Report, Cooperate!" sings Slipp as they try the front door, quite happily leaving their contact to deal with the recently arrived threat.

"He seems to know what he is doing." they comment over their shoulder.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp just grins as the 'guards' or more likely bandits, turn tail and flee. "That was easily dealt with."

They eye up Radovan as he appears. But say nothing for the moment, curious about the man.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp glares at the closest of the remaining guards (white)

intimidating glare: 1d20 + 15 ⇒ (2) + 15 = 17

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"Do you think we have time to Slipp away?" pipes Slipp.

"Oh well, they wanted hellfire. I can't give them hell, but fire... happily to oblige."

Flames appear in the midst of the guards. Boom.

fireball, deadly spells, bloodline, basic ref DC 22: 6d6 + 3 + 3 ⇒ (1, 3, 6, 2, 3, 2) + 3 + 3 = 23

Reaction: Will use unexpected shift if hit.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

An almost evil glint enters Slipp's eyes. "And when it comes to fire, I think the flames of Urxehl have a certain advantage to them over Hellfire. So, I don't accept your personal bargain." being very clear on the subject.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp eyes the messenger warily. "Much as I appreciate the offer of assistance. " they state.

"It seems to me that if" here they lose their thread of the conversation for a moment, seemingly nodding and listening to something nobody else can hear. After a moment they shake their head and blink a couple of times.
"Where was I? Yeap.. nope. That was it. If we were to be handing over the admittedly despicable sounding Aydrian to a devil, we might be handing over a bit of ourselves as well. No, if your queen is happy for us to succeed, she should be providing the information without strings attached."

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp pipes a series of shrill notes. "Bargains with devil worshippers are prone to being sewn with thorns." they note.

"But talk, what bargains is your queen proposing?" they look genuinely curious.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp climbs upon the lectern, sits and takes out their flute. It seems they are not much one for subtly, unless it involves music.

"I wonder why they used an old temple to Aroden? And who changes the flowers?"

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp amused by their current travelling companions has continued to tag along with them. Exactly why, who knows? They play their flute, sing to birds and every so often give a look so grim it sends the local urchins running for cover.

Gather information: 1d20 + 14 ⇒ (7) + 14 = 21

They look around the lodge for a lectern, curious about what surprise may have been left. "It may be cake!"

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Unless we keep using this thread for it?

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Yeah, that should work.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

I think I have miscounted XP somehow and Slipp will be levelling up. Which is unfortunate as it puts them up to level 7 which looks like it is out of level for the next scenario.

I can offer up Ulvard (Barbarian-4) as an alternative, or you may want to find an alternate blaster/healer - which would be fine as well.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

I'm going to be away for about a week (I may get an odd post in, but best assume I'm gone until about the 9th).

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Yes please

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Bear then

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp continues to hold open the rent between the First world and this one. The fresh smell of the forest wafts into the corridor, and shimmering light, as a late afternoon in a forest lands for a moment on Huh.

heal L3: 2d8 + 16 ⇒ (5, 5) + 16 = 26

* stride
** heal

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Fanning themselves, Slipp looks as if the tunnel temperature might be affecting them a little. More flames appear in their hands. With a squeak of alarm they again toss them at Tascio

ignite: 1d20 + 12 ⇒ (11) + 12 = 23
F damage: 4d4 ⇒ (4, 4, 4, 1) = 13

Then then move to get a better angle on things.

** ignition.
* stride

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Oopse
elemental toss attack,CA: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"oopse!" sighs Slipp as Huh proves the aptness of his name.

"No you shouldn't!" they giggle. A waft of fresh, forest scented air crosses the subterranean tunnel as the thin-barrier between worlds parts for a moment to let the life-giving goodness of the First World into this dark one.
heal L3: 3d8 + 24 ⇒ (4, 3, 7) + 24 = 38

The air warms as another orb of fire appears in the gnomes hands. "Eek!" they scream "Urxehl you are not wanted here.[/]b" before looking at Tasio and calling out "[b]Catch"

elemental toss,dangerous spells: 3d8 + 3 ⇒ (6, 6, 7) + 3 = 22

** heal
* elemental toss

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"If fire won't affect you, then what about.... moonlight?" asks Slipp. A cold beam of freezing moonlight springs from their hands toward Tascio .

ranged spell attack,CA: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Really? HP reroll time
ranged spell attack,CA: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22

cold damage(silver): 5d6 ⇒ (3, 3, 4, 1, 3) = 14
bonus holy damage if he has the unholy trait: 5d6 ⇒ (4, 3, 4, 1, 2) = 14

Then, as if an after though, toss a farewell flame at the man.
elemental toss: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
fire damage: 3d8 ⇒ (2, 6, 6) = 14

Did we get our focus points back as well as healing?

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

A wicked glint enters Slipps eyes. "Hell knights should like flames, shouldn't they?" they ask.

A burst of flames appears in the passage directly behind the soldiers.
Red and black are the only two enemies in sight at the moment, right?

basic reflex, DC 22 vs fire damage, dangerous spells, bloodline: 6d6 + 3 + 3 ⇒ (6, 3, 2, 2, 1, 3) + 3 + 3 = 23

They then glare at the man in red.
intimidating stare: 1d20 + 14 ⇒ (18) + 14 = 32

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"Croissants?" asks Slipp. "Well, I guess if he really can make the best ones then we could let him live." says Slipp, a stern look on their face. "But if they are not, then I think we might just choke him with them."

intimidating glare: 1d20 + 15 ⇒ (3) + 15 = 18

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

ref: 1d20 + 11 ⇒ (15) + 11 = 26
Slipp quickly comes to a halt when the danger sign appears.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:0+1/3+1; hero1/3; moderate healing potion 1/1; focus 0/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"Ohh...ohhh..." says Slipp, quickly clasping a hand over their own mouth.
"I know where we are!"

They quickly advance toward the sound.

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