Ru-Shi

Smaranda Zografu's page

354 posts. Alias of Kittenmancer.


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A row of clay turtles of various wetness levels is arranged in front of a puddle. Smaranda's thin arms are caked to the elbows, and the girl is thoroughly engrossed in her work, a deep frown of concentration creasing her face.

The unfinished turtle in her hands is almost done, just the neck and head need to be attached. She blows a sharp gust of air upwards, momentarily shifting her dark hair out of her eyes. Nearby, a frog watches the proceedings from under a fern leaf, its tongue flicking out every now and then to catch one of the many buzzing mosquitoes.


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Shifting the scene a little...

Smaranda sees the struggling creature from a long way away, at first trying to puzzle out what she was seeing (is that a beetle? no, too big), then pondering what to do with it. She does so without neglecting what she was here for, why she was walking ahead of the caravan, eyes darting to the sides and above as she looks for danger - even as her mind turns the questions over.

Should she pass by and ignore it, let nature take its course? Should she flip it? Should she pick it up? It was too small for a meal, but perhaps it would grow bigger?

Smaranda glances back, to where the wagons of the traveling troupe are slowly trudging, laden with the props and the tents and everything they had.

Lidia would know what to do with it.

Smaranda defers decisions to others. :P


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Have a great holiday!


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I wanted to give a little more context about Smaranda and her player.

Usually I play support characters, so I'm excited about having a pure martial character for once. I tried to build Smaranda with an eye towards dealing with incorporeal undead, as I know they can be a pain, but I'm very flexible with the build and can change it to better suit the rest of the party. Personality-wise, Smaranda is shy and awkward, but if treated decently she is fiercely loyal.

As for the player, I am most definitely a roleplayer over roll-player, and I greatly enjoy the collaborative storytelling that can arise through play-by-post. The games here tend to be my outlet for creative writing, and although Smaranda may take some time to shine there as I try to find her "voice", you can look up my history on some other aliases to get an idea of my writing style.

I am perfectly comfortable with a slower pace, as I am quite busy in real life as well. I am in a few slow games that are still going after several years, and I am happy to help nudge things along if they get too slow.


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I just noticed this and I'd like to throw Smaranda's scarf into the ring. I played this character in at least four Carrion Crown campaigns, all of which have met an untimely end, and I would really like to experience more of the AP.

The farthest I've got was Schloss Caromarc in GM Nayr's campaign.

Background thoughts for the GM and existing players:
I don't know what happens in the AP between Schloss Caromarc and where you are now, but I think that Smaranda is with the Crooked Kin (the traveling troupe) as a performer and they are in the same area, perhaps on their way to Ascanor Lodge. She has been feeling increasingly discontented - while what she's doing keeps food in her belly and a roof over her head, she wants to do more. Perhaps she has heard of the group already, especially if they have done any prominent vampire slaying, or dealing with undead. While her particular hatred is against vampires, she considers all undead an abomination to be destroyed.

I'll rearrange her crunch to be in line with the starting level and the house rules.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda's fingers scrabble at the wall, trying to find purchase.

CMB Grapple: 1d20 + 13 ⇒ (8) + 13 = 21

I don't think I will ever be able to beat its CMD, so I guess I'm stuck here. Also down to 9 HP.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

:(

I have been having issues with gameplay updates not showing for some of my games.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Haha, I love that. She would actually agree with Silas on the matter, and it would make for a fun side quest/personal goal.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Mmmyep, will need a wand of ILW. I have the gold for it, just need an itinerant merchant to fly past and offer to sell it. :)


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

"Troll in the northeastern tower! Watch out!" Smaranda shouts to those below, struggling to make herself heard over the rushing air of the whirlwind.

She thinks for a brief moment and adds. "Very big troll!"


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

From her new vantage point above the bridge, Smaranda tries to discern the location of the crossbow-shooter and any other important features.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Recruit more people? :)


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

I somehow missed that there had been an update on Smaranda's status.

Smaranda flails in the air, scrabbling for purchase along the tower wall.

CMB to grapple? the wall: 1d20 + 11 ⇒ (17) + 11 = 28


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

I also had a question about the availability of inflict wounds, as I don't remember who had that, if anyone. As a dhampir, Smaranda is harmed by positive energy and healed by negative energy.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Reflex against damage: 1d20 + 7 ⇒ (10) + 7 = 17 Not sure if Evasion helps here at all
Reflex against non-consensual flying: 1d20 + 7 ⇒ (11) + 7 = 18

Smaranda gets buffeted by the sudden winds as her hair and clothing whip around her. She squeezes her eyes almost shut against the gale as it slams her into the door and she loses her footing.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

"Something here! A bell!" Smaranda shouts, then throws a shoulder against the door to try and open it.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

*looks forlornly at that wasted confirmed crit...*

I guess I'll move up to the door and try to open it.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

The orc fighting for his life was something to behold, and as he seemed on the verge of collapsing Smaranda pushes past to engage the trollhound, fists smoking and sizzling.

"Make way for me." Waiting for Cassidia to do a 5' step so that Smaranda can get into range. This means that she takes her turn *after* Cassidia.

Attack, flurry of blows, elemental fury, prayer: 1d20 + 14 ⇒ (9) + 14 = 23 Damage, 1d6 acid damage: 1d8 + 10 + 1d6 ⇒ (3) + 10 + (5) = 18
Attack, flurry of blows, elemental fury, prayer: 1d20 + 14 ⇒ (19) + 14 = 33 Damage, 1d6 acid damage: 1d8 + 10 + 1d6 ⇒ (7) + 10 + (5) = 22
Attack, flurry of blows, elemental fury, prayer: 1d20 + 9 ⇒ (20) + 9 = 29 Damage, 1d6 acid damage: 1d8 + 10 + 1d6 ⇒ (8) + 10 + (4) = 22
Crit confirm, flurry of blows, elemental fury, prayer: 1d20 + 14 ⇒ (12) + 14 = 26 Damage, 1d6 acid damage: 1d8 + 10 + 1d6 ⇒ (8) + 10 + (1) = 19

She then raises her head to look directly at the troll in the tower, death in her glare.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda will delay until after the hound. She is a bit low on HP and I don't remember if we had a wand of Inflict Light Wounds or similar.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda hisses at the mention of the Whispering Way.

"They were in Ravengro, too. They killed the professor. They were going to release the spirits of terrible people before we stopped them."

The pale girl glances back at the fallen troll and hound - down, but not out.

"Should take care of those before they get back up."


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

We still need to finish off the troll with fire or acid.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Ah, yes, I got confused because I had already posted an attack and thought that would be applied to the troll. Let me know if you want me to roll again for attack on the hound.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda can move back after her attack and make some space for Cassidia, especially since her target is down.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Focused on the massive troll in front of her, Smaranda does not notice the demise of one of their companions, or Leeoli's abrupt departure. Bleeding and bruised, Smaranda breathes in, then unleashes a storm of punches and kicks at the troll, grunting with each partial exhale.

Flurry of blows, prayer: 1d20 + 14 ⇒ (9) + 14 = 23 Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Flurry of blows, prayer: 1d20 + 14 ⇒ (6) + 14 = 20 Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Attack, prayer: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d8 + 10 ⇒ (5) + 10 = 15


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

I can continue, and I can pick up the pace as well. But if GM Nayr doesn't feel like continuing, then of course that's fine.

Would like to say that I really enjoy this group and this game, and I enjoy playing Smaranda.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda follows suit, ducks under the swinging arm of the troll to get inside its guard and sends two rapid kicks just below its right knee.

Attack: 1d20 + 13 ⇒ (1) + 13 = 14 Damage: 1d8 + 9 ⇒ (4) + 9 = 13
Attack: 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 1d8 + 9 ⇒ (5) + 9 = 14


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

I believe that Smaranda has 1 more round of acid fists, so she'll do the honours.

They may have scared the little goblins away, but that didn't mean they had won. There was no time to lose now, they were too exposed here. Glancing at the second troll, Smaranda notices that he was still alive and she punches him a couple of times to settle the matter.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda moves aside slightly to let the goblins pass, casting another glance at the body of the one she had killed, then turns to face whatever was coming through the gates.

Is the second troll dead-dead?


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda nods at Gur, then starts pummeling the staggering troll. She didn't enjoy the violence, and she felt sorry for hitting that little goblin so hard, but she had to admit that it felt good to be part of a team fighting for a cause. And fighting quite effectively, one might add.

Full round attack, Elemental Fury: 1d20 + 13 ⇒ (9) + 13 = 22 Damage, 1d6 acid: 1d8 + 9 + 1d6 ⇒ (7) + 9 + (6) = 22
Full round attack, Elemental Fury: 1d20 + 13 ⇒ (4) + 13 = 17 Damage, 1d6 acid: 1d8 + 9 + 1d6 ⇒ (4) + 9 + (6) = 19


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda gives the goblin a pitying look as his sword makes a scratch on her thigh. "Get out of here," she growls, punctuating the suggestion with a knee to the chest.

Attack goblin, flurry of blows, dragon style: 1d20 + 13 ⇒ (4) + 13 = 17 Damage, non-lethal: 1d8 + 9 ⇒ (7) + 9 = 16

She then jumps up, planting the left foot on the side of the gate as she launches herself through the air to land behind the goblin, her right foot aimed at the troll that Gur had injured.

Attack troll, kick, flurry of blows, dragon style, elemental fury: 1d20 + 13 ⇒ (14) + 13 = 27 Damage, 1d6 acid: 1d8 + 9 + 1d6 ⇒ (3) + 9 + (2) = 14
Attack troll, kick, flurry of blows, dragon style, elemental fury: 1d20 + 8 ⇒ (16) + 8 = 24 Damage, 1d6 acid: 1d8 + 9 + 1d6 ⇒ (6) + 9 + (1) = 16

If the goblin is not unconscious, he gets an AoO on Smaranda as she flies overhead.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Stay safe!


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda steps up behind Gur and starts pummeling the fallen hound, hoping to put it down for good.

CdG with acid: 2d8 + 14 + 1d6 ⇒ (5, 7) + 14 + (3) = 29


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Acid? Smaranda clenches her fists, turning them as she examines every detail of her skin, how her knuckles protrude, the veins on the back of the hand, the fine hairs, every crease and line. Leooli's voice becomes muffled as she turns inward, her understanding and command of her body sharper than ever. Slowly, a fluid begins to ooze from her pores, coating her fists, and she smiles in triumph.

Her voice rings louder than usual, filled with confidence. "I got this."

On her turn, Smaranda will spend a ki point to activate Elemental Fury as a swift action, which gives her 1d6 additional acid damage for 3 rounds.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

I assume the 12 damage from earlier was to Smaranda, not Leeoli.

"Dumb dog." Smaranda whispers, regret in her voice, as she goes to punch the one she's holding in the head.

Attack, flurry, non-lethal: 1d20 + 13 ⇒ (10) + 13 = 23 Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Attack, flurry, non-lethal: 1d20 + 13 ⇒ (10) + 13 = 23 Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Attack, flurry,non-lethal: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d8 + 7 ⇒ (7) + 7 = 14


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Fortitude: 1d20 + 6 ⇒ (12) + 6 = 18

Smaranda grunts as the hound chews on her deltoid. Wish I could tell you that I'm trying not to hurt you, you dumb dog!


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

At the signs of hostility, Smaranda sprints forward, weaving between the other members of the party. Shouting "We need to talk to the master of the manor!", the girl moves to catch the foremost hound in a headlock - she does not wish to harm the animals, they are simply fulfilling their function to guard against intruders.

CMB, grapple, Improved Grapple: 1d20 + 13 ⇒ (10) + 13 = 23


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Heck, was hoping someone would try to defuse the situation.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Not wanting to be left behind, Smaranda trails behind the others, trying to keep away from the hounds.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

I use Roll20 for other games, so I'm fine with switching to it.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

I can see the map and hear the music now - very nice!


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Can't hear or see anything.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda shakes her head. "I am no hunter. I cannot read tracks." She glances at Silas and the others. "You can ask the folks who live here."

That description has got me excited! Really curious how that would look in 3D.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

With guardians like that, this was probably the place they were looking for. The hounds looked made, just like Charlie had. To the others, she points.

"Some big dogs out front, there. Strange-looking dogs."


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda keenly remembers her last misadventures in a swamp, and watches the murky waters with apprehension. Thus it is a relief to hear that most of the others were in favour of continuing on the road.

The sight of the buildings clinging to the cliff side above the river have the girl openly gape in wonder. Surely these must have been built with magic, although it seems that even so they were not safe from the ravages of time and gravity.

Did Charlie come this way? Did someone live here? It was hard to hear anything over the noise of the river, so Smaranda looks for any visual cues of habitation - or lack thereof.

Perception: 1d20 + 11 ⇒ (20) + 11 = 31


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

If it's only one day, then I would like to - if the rest of the group is also okay with that.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda spends the night with the Crooked Kin, quietly and haltingly relating the events of the past couple of days to Kaleb. A rare smile makes an appearance as the girl tells of Charlie bounding off after his trial had concluded.

The next day, she draws her cloak closer around her and pulls her hood lower as she spots the agitated townspeople. Fervently hoping that Charlie is now out of reach from these bigots, she makes her way to where she remembers the judge's house to be. Less so out of a desire for reward, but more out of curiosity and concern. It would be heart-wrenching if he had gone through all that torment and trouble, and having been proclaimed innocent, would have still died at the hands of a hateful, ignorant mob.

Thus it is without hesitation that she takes a step forward in response to Daramid's request.


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Yay, level up!

Getting another level of Monk:
- Bonus monk feat: Mobility
- Ki power: elemental Fury (+1d6 acid damage)
- Fast movement (+20 ft.)
- Skills: +2 to Acrobatics, +1 to Perception, +1 to Lore (Varisian legends), +1 Knowledge history
- Saves: +1 Fort, +1 Ref, +1 Will
- BAB +6, second attack at +1

I would like to retrain Power Attack into Dragon Ferocity, but need to find a character that has that feat, and 5 days of downtime. =/


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda gives a small wave goodbye to Charlie, silently wishing him the best on his journey. Will he truly find his father at the end of it? And how would his father treat him? The girl shakes her head. She was familiar with the concept of fathers, had even met a few, but she could not imagine how having one would feel.

The sudden appearance of the man startles her, but as he delivers his message she relaxes a little, and nods. "Should be going now," she says to the rest, awkwardly not looking at them. "Going back to the circus, outside town."


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda steps towards Charlie, casting dark looks at the crowd and then turning towards the others, her voice small but determined.

"We have to take care of him. Out of the city. With the circus, maybe. Then we go look for his father."


Dhampir Monk (Spirit Master) 8 | HP: 68/68 | AC: 22 T:22 FF:18 | F +9, R +10, W +9 (+2 vs. necromancy, disease and mind-affecting effects) | Init +5, Per +15 (darkvision) | CMD 36

Smaranda fights the urge to hide when the prosecutor points at her and the crowd's noise intensifies. A sideways glance, however, shows her that she was not alone. They were all fighting for justice, and to hide would mean to admit to some kind of guilt. And she was not guilty, not of any crimes alleged in this court, or of her own blood and nature. Perhaps it was time to face that, instead of running all the time.

So she grips the railing and stares Otto in the eyes as she tries to calm her pounding heart.

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