HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Imbuing herself reflexively with a bit of divine guidance and manifesting knowledge of all tongues and all languages, Anarya speaks with the captives. She is kind, gentle, and forgiving to those she speaks with - and is quick to reassure the others that the Inquisition is a sin of the Crusade's past that will never be repeated.
She finds herself drawn to the man with the strange tattoo, curious - and discovers that she knows a great deal. The knowledge seems to come from nowhere - a memory from some source beyond herself.
As she speaks, her words sound to each listener like she speaks their tongue with the fluency of a native. "That symbol you bear," she says, looking at his tattoo, "is a thing of ancient days. Do you know of the one to whom it belongs? That is the mark of Nurgal - a demon who once reigned as a god. It is surprising to see his symbol here - the Lords of Locusts and the Labyrinth seek to claim this battlefield, and do not suffer rivals."
Anarya does not feel the need to mention that Nurgal was slain by none other than the god her father worshipped in the days when he was mortal.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Hey everyone. I'm back. It's not been an easy time for me lately, but I'm eager to get rolling once again.
Sending over a whole bunch of fun information about my character to our GM shortly.
Thank you for your patience. This game has always meant a lot to me.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
I am about to leave for Gen Con tomorrow morning - the last week or so has been a hurricane of last-minute problems cropping up and crashing down.
I'll be back from the convention on Monday, and after I've recovered a bit I'll get back into the swing of things here.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
I've been consumed with real life recently and am only just now seeing all this. I'll read through everything and respond to the PM tomorrow, been through the wringer today.
Thank you for hopefully giving us a chance to continue - we've been at this for quite a while, and I am really invested in seeing it through to the end.
Clebsch, you've been beyond amazing running all this for us for so many years. This has - in every sense of the phrase - been an unforgettable, life-changing experience. Longest-running TTRPG I've ever participated in, and has brought me nearly a decade to write and develop a single character and her incredible story.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
One thing I do know for certain, however, is that Anarya will be taking the Divine Source mythic path ability - which means that clerics or paladins can select her as their deity, and pray to her to receive spells. Unlike a true deity, Anarya can only grant spells of fifth level or lower (so far), but as she gains additional mythic tiers, clerics who worship her will gain additional levels of spells.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
I have very exciting news! I got the job! :D
I have unexciting news too, Guillaume has Covid and seems to be in recovery but may be another few days before he's able to respond.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Yesssssssss, just nailed another job interview! And I've got a follow-up from the last one coming soon. This has been a great couple weeks!
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Thanks for the good luck, which apparently had GREAT EFFECT because the interviewer loved me and I'm almost certainly getting a followup interview.
This is huge for me. I haven't worked in a while, and this would be a significant leap upwards in my career path despite the gap in my resume. I'd basically be taking my boss's boss's job at a different company.
If I get this, it's going to change my life. To a massive degree.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Well, I still have it in me to put another seven years into this campaign if need be!
If you want to recruit some more players, I can reach out to two friends I know I can count on, or we can recruit on the forums. I'm totally down for either option.
VTT is an option for me as well as my friends I would be reaching out to.
To those departing, I'm gonna miss the heck out of all of you - you've all been absolutely incredible fellow players and I've had an unforgettable time telling this awesome story with you all! You rock, and thank you for all the time we've had together!
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
While the lightning bolt missed the aasimar completely, she winced in pain nonetheless as her magic shielded Karas from the worst of the harm. (Anarya takes 22 damage from shield other, Karas only takes 22 from the lightning bolt.) Her injuries continued to worsen as she took pain away from the others too. Light crawled across her companions' injuries, beginning to heal them even as wisps of shadow curled upwards from her own growing wounds. (Karas, Avelina, Raine, and Tauni all heal 5 from life link. Anarya takes 20 damage.)
Anarya grit her teeth against the pain as she summoned forth her light once more. It burst forth from her, washing over her companions and restoring their strength. (Quick channel to heal.)
In the wake of her healing light, Anarya called forth energy to invigorate her companions and infuse them with vigor and fervor for battle. They each felt strength surge through them, quickening their minds and bodies!
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
FYI, Paizo won't let me log in normally. So I may have issues posting or seeing when there are updates. It was iffy even getting logged in this time, I had to use incognito mode to post at all.
Also! I'm getting my wisdom teeth out tomorrow so I may be out of commission for a bit!
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
I have just been reminded that shield other is still active so Anarya is taking half of Karas's damage for him. Oh sh*t. She loses 9 hp from her own spell, assuming it hits. I can't dismiss that spell until I get a Standard Action again, so... be gentle!
She also has a move action remaining, so she's just going to explode with light, quick channeling her Sacred Scourge ability. She is not using mythic power this time, so it affects Evil Outsiders and Undead, but no one else. If Karas counts as an Evil Outsider right now, then he'll be affected.
Sacred Scourge:5d6 ⇒ (6, 4, 2, 4, 1) = 17(This effect is always halved, so any evil outsiders and undead in range take 8 damage and must make a DC 24 will save or be dazed for 1 round.)
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Apologies for the delay, everyone! Been a bit busy doing Christmas things this week. I believe the fleeing demon is within the range of Anarya's channel, if I understand the map correctly?
"It seems you fear the light, foul creature!" Anarya cries. "As well you should - the light cannot abide such darkness. Taste its full fury!" As these words leave her lips, her halo explodes into brilliance - its light bright enough to sting the eyes of those who see it. Within the light is holy wrath, biting into the demon's flesh!
Using Alignment Channel to harm evil, then using quick channel to do the same thing again.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Tauni "Rabbit" Desba wrote:
Unless it is heightened deeper darkness. If it is heightened to 5th level or higher, it would trump the brightest light. I think.
That would be true, except Brightest Light "functions as Daylight" so it has the same clause as Daylight does:
Quote:
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
This specific spell skips the spell level hierarchy and just automatically negates itself along with any magical darkness it overlaps with.
If no other light spell is sufficient to overcome the darkness spells in the overlapping area, and if there is a daylight spell active in the overlapping area, the daylight spell's special negation clause kicks in (regardless of the spell level of daylight and the darkness spell; it just works, always). This means that you negate all the magical light changes in the area and bring it back to prevailing conditions. As a side effect of negating the magical darkness, those nonmagical light sources activate again (while they are not ambient, they were still part of prevailing conditions). Other magical light sources still are not active in the area; they had their chance to attempt to negate the darkness spells and didn't, so they were not part of the prevailing light conditions, instead subsumed by daylight's more powerful special negation clause.
So, to my understanding, the magical darkness would be suppressed no matter what, but so would all other magical forms of light. Anarya's halo, Anarya's daylight spell, etc. So that area of the room might still be pitch dark unless somebody lit a torch.
But, Karas would at least be able to see using darkvision, and we'd be able to hopefully produce some nonmagical light to see by.
NG Female Versatile Human Inventor 1 | HP 17/17 | AC 16 | Fort +6 Ref +6 Will +6 | Perception +4
Andra thinks, smiling a bit as she listens to the teacher's words. "I think I'm a creator. I've always liked to make things - even when I was very little, I was drawing or making little houses out of sticks and leaves. Emmet's the best thing I've ever built - but I'm not going to stop there. I want to study magic to add another tool to my toolkit, and let me create even more wondrous things."
Apologies for not getting this in before the deadline - I've been dealing with a bad cold and only just now recovered.
If you're still willing to consider Andra, here's her 10-Minute Background:
Ten Minute Background:
Step 1: Five facts about Andra
1) As a young child, Andra was abducted from her home by goblin minions of a powerful dark entity possessing a wizard's tower. Goblins still remind her of that time, and often make her nervous.
2) Her young mind was infused with vast intellect and knowledge by a magic item, which was then forcibly stripped away after she had come to rely upon it.
3) Manipulated into becoming the entity's apprentice, Andra rapidly became a powerful wizard - but those knowledge and memories were stripped from her when she was freed from captivity, forcing her to start over as a mere beginner.
4) The loss of the magic that her developing mind relied upon has left Andra suffering from occasional issues with memory and comprehension, but its lingering influence is the source of her natural talent for wizardry.
5) Since Andra's family was slain during her abduction, since then she has been raised by the five eclectic adventurers who rescued her - growing up enamored with their tales of magic and heroism.
Step 2: Character Goals
Short-Term) Andra hopes to perfect the pseudo-golem she has designed - augmenting her talent for clockwork with arcane magic.
Long-Term) Andra dreams of becoming a famous adventurer, like the heroic band which raised her.
Step 3: Secrets
Aware) The source of her construct's animating force is in fact a fragment from the clay golem who watched over her during her imprisonment - the piece of its armor which bore the construct's name and structured its personality.
Unaware) The malign intelligence which animated the tower that imprisoned Andra as a child was not destroyed, merely its vessel - and perhaps it still hungers for her power.
Step 4: NPCs: Two friendly, one unfriendly
Friendly) Moli - The Garundi wizard (and Magaambya graduate) of the adventuring party which saved Andra from her childhood imprisonment. He's responsible for sponsoring Andra for attendance at the academy, and along with his adventuring companions, raised her like a parent.
Friendly) Andra knows only one current student at the Magaambya - a half-elf named Lenora who was the former apprentice of her father figure Moli. While she's quite a bit older than Andra, she's a bit like an older sister to the young woman.
Unfriendly) One of the goblin shamans who had also served the tower survived the adventurers' assault - a brute named Rekti who blames Andra for the tower's fall and still holds a grudge all these years later.
Step 5: Memories
1) Andra's most powerful memory is of donning the magical hat which transformed her mind. Despite the trauma that resulted, she still dreams about that moment nearly every night, and fights a feeling of emptiness which still persists to this day.
2) Andra really only has one memory of her life before the tower. She's holding her mother's hand, looking at a display of magical tricks for children at a faire. Her father stands next to her, but she cannot remember his face.
3) The first time Andra cast a spell under her own power, not the tower's magic, was a moment of rebirth for the young woman. She finally believed she was capable of succeeding on her own merits, and did not need to use another as a crutch.
Flaw & Quirk:
Flaw: Andra suffers from occasional moments of confusion when something triggers a lost or fragmented memory, occasionally also experiencing piercing migraines.
Quirk: Andra whistles, sings, or hums while she works - she struggles to focus if she's forced to work in silence.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
I love that here, deep in the cursed dungeons and facing terrible danger, everyone's scurrying about on the walls in good spirits, enjoying the fun new spell. :P
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Fun Fact: I got a Backer email for the Wrath of the Righteous videogame kickstarter for Valentine's Day, sharing romanceable character options in the game - turns out that both Wenduag and Queen Galfrey are bisexual!
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
I will get a level-up in soon, dealing with a lot of stuff at home right now (good things, thankfully, but busy things!). I hope everyone else is doing well!
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
I'm about 90% sure I got the coronavirus and have recovered and been symptom-free for 16 days now.
Never got tested so I can't be sure but I had all of the symptoms except breathing issues and it was the most intense and awful sickness of my life.
Our house is prepared for lockdown but three of the people here still leave to go to work so we can't stay in isolation. Stay safe, everyone.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Avelina, Raine, Ellena, and Tauni all feel their wounds heal (+5 hp each). Anarya grits her teeth as the pain from her companions' wounds passes to her, but she is unconcerned. She knows her healing powers are at their strongest on herself. The light from her halo spills out, healing her companions' remaining wounds and eliminating her own. The same light crashes over Soltengebbe as fiery wrath, scorching the fell beast.
Move Action: Quick Channel - Spending two uses of Channel Energy to channel positive energy to heal living creatures. Selective channel means Soltengrebbe is not included, and Purifying Channel means Soltengrebbe takes the channel as fire damage and is dazzled for 1 round. They can make a DC 24 reflex save to halve the damage.
Channel:6d6 ⇒ (3, 2, 5, 3, 6, 1) = 20Everyone heals 20 hp (Anarya heals 32). Soltengrebbe takes 20 fire damage and is dazzled 1 round if it fails a DC 24 reflex for half.
But Anarya is not done. She focuses her remaining light into a beam - a powerful blast that she sends directly at the monster. Not fire, now... this is the overwhelming power of goodness itself, cascading into the three-headed beast infused with divine wrath.
Standard Action: Mythic Alignment Channel (Evil) - Spending one use of Channel Energy and two uses of Mythic Power to affect all evil creatures as though they were evil outsiders.
Channel:6d6 ⇒ (1, 1, 3, 6, 1, 2) = 14Soltengrebbe takes 14 untyped damage if it is evil. It can make a DC 24 will save to take half. (If Soltengrebbe is not evil, it takes zero damage.)
(...yes, Anarya has a lot of unusual ways to use Channel. It's kinda her thing. :P)
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Aw sweet, I leveled up in real life and in Pathfinder! (My birthday was on the 30th :P)
I've had all my long-distance partners visiting for a whole week and only just this morning got my room back to myself, so I've barely been able to get online.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
"The Shirs' diseased blades should pose no threat to the paladins, protected as they are by Iomedae's divine health. As before, we have the upper hand in ranged combat. They seem to have no ability to strike from range, so we will be safe dividing our forces. Anevia's scouting reports will let us flank them and so mitigate the benefits of their cover."
Before the assault, Anarya vowed to the troops that she would bring them victory in the fight to come.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
GM, since I'm adding a +4 morale bonus to the roll below, can I invoke moment of greatness to double it?
If so, the roll below gets an additional +4.
Army Attack:1d20 + 16 ⇒ (20) + 16 = 36And while I doubt we need it with a natural-freaking-twenty, the Knights get +3 to the damage they deal as a result of the strategy Anarya has selected.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Raine: Don't forget bless! (Oh, and clarification: Anarya used her wand to cast that spell so it's at CL 2, lasting for 20 rounds.)
"Not today, demon!" Anarya snarled. Her eyes blazed with a pure white light, growing in intensity from before. Anarya strode forward and snapped her fingers. Instantly, Karas felt control return to his body.
Spending a use of Mythic Power to activate Inspired Spell allowing Anarya to cast any 3rd-level or lower oracle spell at CL 8 without using a spell slot. She has chosen to cast remove paralysis on Karas.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
A while back, I commissioned art of Anarya and Karas's first kiss in the style of a tarot card.
The artist was very busy so it took a long time but her work is finally completed.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Anarya had stood in front of large church congregations before, but always as an acolyte, or assistant, or helper. Never as the one at the pulpit. Never in the young woman's life had so many eyes been on her at once.
She felt a moment of hesitation - a flutter of fear - but swallowed it down. Somehow, knowing of the paladins' confidence in her leadership gave her strength. These troops trusted her, she could feel it in every glance and smile among the knights before her. This falls to me now. If I am to lead this army, I must be as strong as these knights. I must be as strong a soldier as they, and if I do not have that strength in me, I shall find it. Her nerves settled, and she spoke, loud enough to be heard but quiet enough that her words would not spread beyond the camp and reveal them to enemies lurking beyond. Her halo, not extinguished but dimmed, cast its soft light across her features, making her easily visible to the paladins in the dim light, a luminous beacon of purity in a landscape mutilated by demonic taint.
"There are many battles that must be fought in the great war against the dark. Some battles are to protect lives, and crops, and homes. Some are to strike out against the darkness, to wound and drive it back for a time. And some battles you fight alone, to ward your soul against corruption, greed, and fear.
"On this march we fight another battle. On this march we fight for something that can easily seem lost to us in times of evil and hardship. Something that may seem distant, covered in a shroud of blackness and hate, lost across a blood-soaked battlefield of broken shields and shattered lives. On this march we fight for hope.
"We go to retrieve a great symbol stolen from us by the Abyss, the Sword of Valor. Know that when we break through their hordes, claim our prize, and return in triumph with that banner flying, we will bring to this nation a sign that hope is never lost to us while the Knights of Kenabres stand defending it!
"Know this: I look at each of you and see your resolve. Your faith. Your righteousness. These are weapons as mighty as the steel you carry or the shields you bear. Wield them well, and I swear to you this: I shall ever lead you to victory."
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
It feels so good to finally be able to do more than just heal. This is where Anarya was always meant to be - healing and protecting while still able to attack enemies and make a difference in combat. It's just not a doable build prior to level five.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
As the six champions prepare to open the final door and Anarya finishes channeling her magic into protective blessings around her companions, she turns to Karas in particular. The weight of what they are about to attempt weighs on her mind, and she takes a deep breath. "I don't know what we're going to find in there." she says. The muscular tiefling seems to tower over her as she speaks, and she has to look upward to meet the tall warrior's eyes. She smiles at him, at the face she can't get out of her mind. "But whatever it is, I feel safe knowing I face it with you." What she does next, she knows the reluctant warrior would never initiate first. Wisps of silvery cloud form around her feet as the healer lifts gently from the floor, barely a few inches, until her face is level with Karas's and she plants a kiss on his lips.
A brilliant mote of light jumps between the two as they touch, like an electric spark jumping from the aasimar to the tiefling. Karas's body feels warm as a powerful magical bond forms between the two. The others see Anarya's halo expand, until it emanates not just from Anarya, but from Karas as well, sheltering both.
Casting shield other, targeting Karas. And light too, for good measure.
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
One of these days I'm going to remember to summon first, cast haste on the second round. I'd love to get another swing each from my little boulder squad.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Oh boy. How the hell do I rescue Tauni. Taking the stairs cautiously would mean I'd get stuck behind the others, so... Anarya is going to ignore the caltrops and risk stepping on one. *wince* Her AC against them is 12.
If she does step on one, Anarya is going to immediately (as soon as she's passed the second square of caltrops) spend a Hero Point to channel positive energy to heal herself and the others, negating the movement speed penalty. Selecting out up to 5 injured cultists as usual.
As she mounted the first steps, Anarya caught a glimpse of Tauni collapsing after taking a mere minor wound, and saw the wizard's body begin to be dragged out of view. Her heart plunged into fear, and any thought of cautiously avoiding the spiky hazard vanished. She pushed her way past Raine, Avelina, and Ellena, and found herself suddenly at the top of the stairs.
In other news, I finally figured out how I want to fluff Anarya's sound burst spell now.
"UNHAND HER AT ONCE!" she shouted point blank, her voice amplified to utterly deific proportions by her righteous fury. The sound shook the cultists' bodies, split their eardrums, and rattled the very walls of the solid stone fortress. Even Anarya could feel the vibrations in her very bones.
Targeting #7, #1, #3... and Tauni. Anarya figures she may have been knocked out, and has no idea if the sound will awaken her friend but hopes fervently it will. Each, including Tauni, takes 1d8 ⇒ 1 sonic damage and must make a DC 17 Fort Save or be stunned for 1 round.
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
I'll get my WBL analysis and whatnot done tonight as well - or tomorrow at the latest. (I have another game to GM tonight which might take up some time.)
On the topic of marriage, Naralesh has hinted in the past that he's of noble birth, and I'll elaborate on that in my next in-character post. This raises some questions about what precisely will happen as Talia and I join our houses.
I've been consulting with a friend who is an expert on medieval culture and noble marriages has played a lot of Crusader Kings 2, and I think we should have a matrilineal marriage. Essentially it would mean that any children we might have are of Talia's house/dynasty, not mine, and wouldn't stand to inherit lands from Naralesh's side of the family (instead of the alternative, wherein our kingdom would probably be annexed by the elves in a generation or two). This particularly makes sense considering Talia is our ruler, and her family likely is more prestigious than mine (not to mention much more closely tied to the adventure path's story).
The houses will still be joined by marriage, though, and this could prove helpful if our nation is ever at war. We might be able to elicit some elven favors or aid.
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Naralesh's world fell out from under him with those two words. Those many months ago, a heartbroken elf had set out from the human lands he had chosen as his home, chasing the promise of an escape from a life then defined by the absence of one who had once given that life meaning. The hero's quest to the Stolen Lands - a fool's errand at best. Never meant for anything grand, the founding of a kingdom, the making of new friends, and the discovery of a reason to live in a world without Rebeccah.
His mortal wound, and moment of nearly passing into Pharasma's embrace, awakened him to the stark reality of his situation. He had come to these lands to die, and upon knocking at death's doorstep, he realized his journey was not yet meant to end. Those early weeks, traveling ensnared by shame for his recklessness, he found he could only think of what he had forsaken and what had been taken from him. In the faces of his human companions, he saw old friends, now wizened and dying miles away. In the face of one companion in particular... he saw her. The fiery red hair that drew every eye in the room to her. The smile that showed an uncrushable confidence in her actions and her words. These similarities fascinated him, but drove him to keep his distance. Each day had been a struggle not to project the feelings of loss onto the budding infatuation with a woman for whom there were far greater concerns than a wounded elf's regrets.
Months had passed. Naralesh grew in strength and in wisdom, and Talia did as well. He watched as she assumed the mantle of leadership, of power. He grew to admire her for her own strength, an ambition not for herself, but for her people. The challenges of governance were different from those of bandit-slaying and exploration, but she met them with a confidence he could never hope to match. The days between when he thought about Rebeccah grew farther apart, and for the first time in the decade since her death, he had begun to feel a sense of belonging once more.
Now, on the eve of what might have been her greatest struggle, and facing infighting among her closest allies, the woman who had taken over his world from afar, aloof as he tried to be, approached him and took his hands in her own and spoke two words. In that moment, as all else faded away.
In that moment, Naralesh didn't think about Rebeccah at all.
"Of course I will," Naralesh replied, as a true smile the likes of which Talia had never seen broke across his face.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Anarya breathed a sigh of relief as the last tiefling fell, and looked around the room. She shuddered as the gruesome tokens on the table, and took note of the mindless vandalism of the portraits. I hope someday this fortress is in righteous hands once more, she thought. It boiled her blood that the filth who consorted with demons and murdered their own allies held a fortress once consecrated to the goddess of valor.
She tried to meet Karas's gaze to offer him a smile as the group moved on, but he kept his eyes downcast. She was surprised for a moment, but realized what was bothering him. The people of Kenabres must have never let him forget what they thought of him, she thought. She set her jaw and pushed her way right beside the muscular tiefling and grabbed his clawed hand with her own. She waited until he met her gaze and smiled. "I'm glad you're with us, Karas."
Context elsewhere in the book confirms it is not. Soldier even gets an ability which lets them negate the "charge penalties" along with some other bonuses.
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
It's been a difficult week for me with a lot of ups and downs, so I struggled to get much of a post in. Things are in a good place now though! I had some pretty significant conversations with my family about the stuff I'm going through. They're still struggling to understand but they'll come around. I'm finally taking a big step towards something very important for me. :)
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF
Fort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9
Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight
Thanks! I think I'd read that before but it was a long time ago. October 2015... wow.
I don't know if you've read Anarya's backstory in depth, but her lineage (and the source of her power) is mentioned in the Excerpts from The History and Future of Humanity on her profile. Her aasimar heritage, and particularly her Scion of Humanity trait, represent her divine connection to humanity itself rather than the blood of a celestial. I am really hoping she doesn't die before I get to explore that section of her story. I've got all kinds of ideas for how she'll progress once she (and the world) realizes her destiny.
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Back the previous night, in Talia's chambers:
Talia Khavortorov wrote:
"But, perhaps in my lifetime as well. Did you imagine, when we first met on that dusty road to Oleg's, that we'd one day sit here, in a castle?"
"I had imagined it, to be honest. But I'd imagined myself somehow more... better, I guess. Better at this."
"You're the smartest man I know, Naralesh. How do I be a good ruler, just and fair, and protect our realm from those who are not? It seems an impossible task, without becoming a Surtova, or one like them..."
Naralesh doesn't respond right away. He takes the offered glass and a sip of the sweet wine, taking his time before he replies. "I don't think I could have foreseen this with the strongest of magics," he begins, swirling the liquid in the glass. "The reality of it is that rulership is hard. Edric sees the world in shades of light and darkness, as his faith has taught him. Every action is 'good' and should be honored or 'evil' and must be reviled. In truth, it sounds a lovely world to live in, to be so simple." He takes another sip of the wine, meeting Talia's gaze in the soft twilight. The dying glow of the day's sunlight casts long shadows throughout her chamber, but even with one eye the elf can see clearly in the dim illumination. Not for the first time, he is reminded by her of another woman whose personal strength had captivated his attention and bought his loyalty.
A long silence waits between the two. He takes a larger gulp of the wine, finishing the glass as his gaze avoids the Viscountess. "I never wanted to rule, Talia." He sighs, looking out the window at a nation so improbable that its very existence seems a miracle. "In truth, I never truly wanted to come back from our expedition to the Stolen Lands. I told myself I was helping the people of the nation I'd chosen as my home, but when we signed the charter, it was a way out of a world I no longer loved." His gaze wanders until it meets Talia's and is caught there, looking into her eyes. "I found new hope along that journey. This fledgling nation we've formed... it could not hope for a stronger leader." He sets the wine glass down, his tone passionate. "You are nothing like the Surtovas you revile. I know you. What you do, you do for Fairhaven and her people. It is that strength I borrowed from when I thought hope was gone, and it is that strength that will see us through this trial and others like it."
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
"Edric," begins Naralesh, rising from his chair. He'd watched the proceedings with surprise - Talia's sudden pronouncement caught even the calm and collected wizard off guard. He knew Talia, however, enough to know there's always more going on behind the scenes. "Give Talia a little faith. This Grigori is here specifically to harm the people of Fairhaven. We must learn more about him, because his presence means our nation has an enemy out there." He comes over and puts a hand on Edric's shoulder. "Think about Talia's judgment before today. We all trust her to lead. And most of all, we trust her where her specialties lie. My skills are in the arcane. Yours, on the battlefield. Talia is a master of the courts, and one of the great weapons in the court is deception." He looks into Edric's eyes. "I don't think we're going to see Grigori's head roll for this. Talia is not irrational or cruel, and if she seems otherwise in the presence of an enemy, we must consider that her actions may be a performance." His expression is warm, but his tone is firm. "We cannot undermine her actions like that, with Grigori seated at the table with us. We all know Talia will listen to our counsel, but we must wait for the appropriate time."
"I suggest we wait for Vosil and his men to return. We must do nothing rash in the meantime - we will know more soon."
Naralesh left the council chamber and followed after Talia. Reaching her door, he knocked gently. "Talia," he said, announcing himself. "May I join you?"
HP 48/48 | AC 16 (Touch 11, FF 14) CMD 13 | Fort +4 Ref +6 Will +5 | Init +5 Percep +4 SM +2 | Shift (15 ft, 8/8)
Naralesh, though not one with much way in words, feels he can provide at least a resolute affirmation of Talia's words. He keeps his eye on the rabble-rouser, speaking up to interrupt the man just when he seems about to interrupt or contradict the Viscountess's speech.
"My fellow countrymen," says Naralesh. "We may not have spoken, for my ways are the ways of books and study, but you know me, as you know the others of the council, and our Lady Talia. Her work is on behalf of Fairhaven and its people. At her behest, we are each of us entrusted with a great duty to this nation of such promise and potential, and it is a true honor to fulfill it. On our watch, you are safer, and our vigilance shall never falter."
In the second sentence in the Iseph iconic entry, you used "he" instead of "they" to refer to Iseph. You got it right in the rest of the paragraph though.
Thanks for this consolidated collection of info! It's a very helpful resource.