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Tk'lalì's page

73 posts. Organized Play character for Isis Woz.


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Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"Ugh, too many of you are still standing!" She wheels herself up a bit closer to the cluster and tosses a ball of flame at Yellow to try and char whatever's left of him.

Ignition vs Yellow: 1d20 + 10 ⇒ (16) + 10 = 26
Fire: 3d4 ⇒ (2, 2, 2) = 6

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì smirks and laughs "You call that an ambush? Next time be a little less loud while I'm working on my notes."

She sighs and swings around, drawing up three runes of fire and letting down a beam of fire over each enemy.

Blazing Bolt on Yellow: 1d20 + 10 ⇒ (19) + 10 = 29
Blazing Bolt on Blue: 1d20 + 10 ⇒ (3) + 10 = 13
Blazing Bolt on Red: 1d20 + 10 ⇒ (14) + 10 = 24
Blazing Bolt on Blue: 1d20 + 10 ⇒ (5) + 10 = 15
I'll hero point the one on blue since I suspect the other two are hits. But that reroll is probably also a miss oh well

Fire Damage: 4d6 ⇒ (1, 2, 4, 3) = 10

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

My elemental fire familiar also automatically sheds bright light in a 20ft radius and usually hangs out in my square so I'm pretty bright by default too if that's any consolation there.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Yeah with that new information in mind now we should take it now for sure.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

I only spent 2 real slots so I could stand one more fight before a refresh. I just won't have my AoEs now which is fine, that was the place to use them.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Reeling from being swarmed halfway apart by the bunny swarm the young wizard makes the tough decision being well aware she has the most effective spell combination for a bunny legion.

"I might regret this but it's about time I use my whole arsenal of fire power."

First she'll sustain the flaming orb, moving it back over the swarm to burn a collection of vicious bunnies.

Fire Damage: 3d6 ⇒ (5, 2, 6) = 13 5ft area, DC 20 basic reflex

Then instead of moving out of the swarm, she takes a deep breath and spits out a 15ft cone of firey breath on the swarm, as well.

Breathe Fire: 2d6 ⇒ (4, 6) = 10 DC 20 basic reflex

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Makes sense. Done and done. Think I lost 15 and got a lucky crit on the second save.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Reflex: 1d20 + 8 ⇒ (12) + 8 = 20
Reflex: 1d20 + 8 ⇒ (20) + 8 = 28

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

The wizard clambers up onto her... well she realigns herself back into her chair to "stand" upright again, anyway.

Then trying to ignore the hulking wolf standing next to her knowing spells are best suited against numerous targets she summons a sphere of flames on top of a mass of the chomping rabbits.

Floating Flame, Fire Damage: 3d6 ⇒ (6, 3, 1) = 10 DC 20 reflex save against AoE damage from bunnies and I have placed it on the map since I can sustain it to do more damage on further rounds.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì starts taking a long search for what sort of magic is influencing all these changes. "I sure hope I can clean some of this energy out. No one loves tainted water in this group."

Arcana: 1d20 + 13 ⇒ (12) + 13 = 25

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"Oh I'm usually much better at researching in a library than by rumor tracing..."

Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"Are you Marilindae? There's a bit of an invasion happening in town so we were told Marilindae may have some knowledge of ways to add more defenses out here."

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

I may actually think to put in Glass Shield now instead Eat Fire, honestly. So I will shuffle those spells but otherwise stand on what I have right now.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Will Save: 1d20 + 8 ⇒ (10) + 8 = 18

"Ugh, you're gross but I've certainly seen worse. Though I do wish you'd stay in one place. I guess this guy can just taste more fire in the meantime."

She wheels up a bit closer and throws another ball of fire at Yellow.
Ignition v Yellow: 1d20 + 10 ⇒ (16) + 10 = 26
Fire: 3d4 ⇒ (4, 4, 4) = 12

Realizing she doesn't have a shielding spell on her today Tk'lalì will just pull out one of her healing potions just in case.

Don't have Religion to RK, didn't prep Glass Shield today. can't aid from this spot so oh well.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"Are we sure about this? I'm not sure I have any idea what's going on here."

Regardless, she'll move up And try to launch a small ball of fire out of her hand at Blue.

"Well if you want a little extra warmth..."

Ignition: 1d20 + 10 ⇒ (13) + 10 = 23
Fire: 3d4 ⇒ (2, 4, 3) = 9

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"While I love a good fire I'm afraid we're quite warm as it is, Arti here is an expert on that..."

She points down at a small turtle pulling itself up to look over the edge of the supramarine chair.

Artemisia the Turtle is actually elemental familiar currently attuned to fire so it just warm a 15 ft area because everything within 15ft emanation doesn't take damage from severe cold.

"So perhaps you'll be okay to come with us then instead of remaining here if warmth is a concern."

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

So it's hard to fully say if the spell works, I'm not sure it does. Theoretically longstrider would add to your normal land speed not in the chair which would make it 10ft and the chair would then increase it to 20ft still. Since you're casting the spell on you and not the item. The item doesn't say it increases your base speed it just says your speed increases to 20ft or your swim speed while you're in it. I'm not sure that interaction works in favor of more speed. So the answer is... maybe but I'm not fully convinced.

There's a lot of really weird stuff with the supramarine chair that is just not really clear on how it works or undefined. Like there's just no rules on what the action cost is to get out of the chair or back into it and some stuff like that.

It's another reason the Pathfinders give out that feat that lets you just grow legs, a lot less complicated. But it doesn't feel the same to be a merfolk just walking around on legs all the time so I choose to use the chair whenever I can since you'll have to keep it around for hydration reasons anyway. (Also it just looks cool!)

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Unfortunately I think due to supramarine chair silliness the wand of longstrider wouldn't do anything for me unless I decided to get out of it and walk so I'll leave that for our magus who I suspect could cast it and get the most use of it?

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"I understand that you think you can handle things yourselves, but it would be foolish to when we're trying to give you a hand. Look, the elves speak of abyssal influence and they sent me I'm a planar expert I can personally help ward your land here from this influence with several of these magical runes I've learned"

Arcana: 1d20 + 13 ⇒ (20) + 13 = 33

"In addition to magical wards I can also help put together some physical barriers around since it seems your lot are tied to this place."

Crafting: 1d20 + 10 ⇒ (5) + 10 = 15

[b]"Now please understand, I was hired on originally to with our Society's maze which is full of other plant guardians like yourselves so I am familiar with what sorts of threat you face being tied to your location. And I assure you my past experiences tending to that maze full of plants and fey are especially useful to you."[/dice]

Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"There are a lot of dangers in the forest now and I suspect there's going to be a large amount of violence too. We'd like to see to it that you all don't end up on the bad end of it."

Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì snaps her fingers and a spark snaps between them briefly. "Oh exciting! Perhaps I will get some use out of my studies today after all! ....Though we were told to possibly make friend which I suppose would then mean I would once again be going without much fire exercise. Oh a disappointment."

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì being more of a city girl schooling girl tries to rely on her studied knowledge of plant life and ecological discrepancies to guide the path.

Nature: 1d20 + 6 ⇒ (17) + 6 = 23
Nature: 1d20 + 6 ⇒ (10) + 6 = 16

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì more casually known as Lolly decides she has an obligation to help her fellow magic workers first and foremost.

Arcana: 1d20 + 13 ⇒ (7) + 13 = 20

But for sake of some variety she can also try and help put the wagons together.

Crafting: 1d20 + 10 ⇒ (10) + 10 = 20

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

T'klali bites her lip slightly. "I shall have to take extra care not to cause too much blazing in the forests here..."

It looks like we have 2 primal casters with healing spells on hand so I will not bother to take emergency heal to trick magic on a healer going down. I'll just take a second dispel magic and prepare my spells now. Will change those on my profile once I have a moment.

"Well, if it's some kind of planar intrusion you'll trust I am an expert in such things. And I do wonder if the Society suspects there is some kind of aquatic incursion given the team they have formed for us today. Let us find some of these leylines as quickly as possible!"

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Rolling into the field in a shell chair half full with water is a mermaid woman who has hair somewhat like dripping magma and skin that has an eerie glow behind it. She takes one of the extra containers of water.

"Oh! I never expect to see another of our kind on these missions. You see, I was born near a volcanic rift and I'm a planar ecologist who specializes in the study of inner planes rifts into the Universe. And, well, studying fire magic to the capacity I need to is rather impossible back home. Originally I made an arrangement to help the Pathfinder Society in some planar seepage with their maze in exchange for a full paid scholarship from them to the Arcanimirium but they suddenly ended that program and transferred my internship to field agent instead. I have been sent on a lot of aquatic missions though despite my expertise so this lineup of other folk from the seas does make me a bit... nervous about this mission being another aquatic field case...."

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Oh hi! Yes I'm here but I'm playing at Kublacon the weekend of so I'm trying to have all my info in before the con but I almost assuredly will be doing all my intro stuff after that's over. Seems glyphs are already covered so I won't worry about my 3

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Looks great! Thank you for running and it was fun playing with you all!

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"Sea shanties no. But I can sing a lovely siren song if you'd like!" Tk'lalì's ever serious wizard face makes it hard to tell if she's joking or not.

Verdant Wheel

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Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì takes and deep breathe and tries to channel all her arcane power into shutting the rift. "You do not belong in this realm. Stay put!"

Arcana: 1d20 + 8 ⇒ (16) + 8 = 24

She channels the artifact and watches as its energy finally slowly starts flowing into the rift.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì swims over to the rift and she lets her curiosity as a student of the planes get the best of her, staring into its depths.

Demon Lore,(u): 1d20 + 4 ⇒ (2) + 4 = 6
Fort: 1d20 + 5 ⇒ (20) + 5 = 25

She doesn't recognize it nor the energy, which is likely for the best since her failure at comprehending seems to protect her from even knowing that she can have any of her life essence sucked out of her.

Nonetheless, the long lasting effects of this energy would be bad for this island's ecological output, so she moves to collect the artifact while there is a moment's respite and begins working on realigning it properly to the Universe rather than whatever horrid plane it connects to now.

Arcana: 1d20 + 8 ⇒ (2) + 8 = 10

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Sure, I'm down to do another small skill challenge while we wait for the special to finish up.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì takes aim at the Yellow demon that she still has a clear line of fire on and tries once more to launch a barrage of needles this time in its direction.

Needle Darts: 1d20 + 8 ⇒ (3) + 8 = 11 v Yellow
Piercing, Cold Iron: 3d4 ⇒ (1, 2, 2) = 5

Then taking in a deep breath for the upcoming torrent she spends an action to reattach her tailpiece.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì tries desperately to shake herself out of her thought paralyzes by trying move and get her head back in the game.

Acrobatics to escape: 1d20 + 6 ⇒ (15) + 6 = 21

If that succeeds and she escapes:

She steels her mind, happy she took all those sessions with the counselor on mental control before going out adventuring.

Then without another moment's thought she opens her mouth, syncing with her inner flames and lets out a gouge of fire on both Purple and Yellow.

Breathe Fire, Fire Damage: 2d6 ⇒ (5, 6) = 11 DC 18 basic reflex save from P and Y.

If she is still restrained:

She shakes frustratedly in place and lets out a soft whistle asking her little turtle Artemisia for some help and it spends two actions putting a soft flipper on her shoulder.
Restorative Famliar HP back: 1d8 ⇒ 8

And given that she can't move her body she just concentrates on the stone of the temple, summoning up a very flimsy layer of fired glass to try and offset her broken defenses.

Escape attempt, Command Familiar who uses its 2 actions on Restorative Familiar, then Glass shield which is thankfully concentrate only because I can't manipulate.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7

Tk'lalì racks her brain holding off the dangerous thoughts but unfortunately like any typical wizard she spirals right into over thinking it right after, thinking of every possible way she could be hurt and killed in this very moment.

No more hero points for me either so I guess I'll just be immobilized...

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk’lalì moves up to avoid her ally's cover and summons up another set of metal projectiles.

Needle Darts at Orange: 1d20 + 8 ⇒ (7) + 8 = 15
Piercing, cold iron: 3d4 ⇒ (2, 3, 3) = 8

Will Save, Doom Aura: 1d20 + 6 ⇒ (18) + 6 = 24

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"Okay... I can spread out, that's what I brought my land legs for, after all."

Tk'lalì run up onto the beach some to get a little more apart from the group. Then realizing that her needles of cold iron have been effective most of today she launches a few more at the blue fiend.

Needle Darts at Blue: 1d20 + 8 ⇒ (8) + 8 = 16
Piercing, Cold Iron: 3d4 ⇒ (1, 2, 2) = 5

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì takes a long look and tries to see if she can notice anything unusual around.

Demon Lore (U): 1d20 + 4 ⇒ (9) + 4 = 13 round 4

Demon Lore (U): 1d20 + 4 ⇒ (15) + 4 = 19 round 5

Thankfully Tk'lalì's studies on elemental planar energy into the Universe has taught her to recognize a planar rift when she sees it. And who knew that one course on the sensory distinctions of the planes would come in handy here to recognize that the energy bleeding out of this rift is definitely chthonic.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

I think that gets us through the supply lines so I'll roll for the following obstacle.

Tk'lalì sees a batch of injured fellow agents and tries to scour the area for safe areas to set up help for them.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

I can try if we still need one and everyone has already gone.

Tk'lalì does her best at trying to sneak around on her sandals that she still isn't greatly used to wearing.

Stealth(U): 1d20 + 2 ⇒ (2) + 2 = 4

Unsurprisingly she trips and falls over tumbling loudly forward.

:(

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

I am not trained in any of those skills so I'm going to hold and hope we can get the successes without me until I roll.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì peers over the side of the ship looking for a safe place to stop and drop anchor.

Nature: 1d20 + 4 ⇒ (5) + 4 = 9

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"Oh, land. Well then maybe it might make sense to leave the chair here on the ship and continue on foot from here. I don't like to rely on this batch of polymorphing magic when I know I'll need to also be mobile in the water, but I will admit it is faster than wheeling myself around if I know I'll be on shore." She pulls her body out of the seashell chair and lets her tail swing out over the outside edge then concentrates very hard on her form and pulls at her tail like its a skirt, as a pair of equally charcoal skinned humanoid legs pop into view as the tail shimmers away in magic.

She picks up her book from the internal upper shelf it lays on and flips back through it. "Perhaps I'll put back in some of my usual choices now that I don't expect to have as much trouble with fire. Though apparently the metal warping spell has been unexpectedly useful so I'll keep that around."

Using Shore Step to currently have legs which are 25ft on land, but while I have them I lose my swim speed and have to spend an action to put my tail back on if I want it back. I am also going to swap some of my spells I'll change them in my profile.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Reflex vs acid: 1d20 + 6 ⇒ (18) + 6 = 24

Tk'lalì forces herself not to be distracted by Tsuko-chin's body falling to the deck from the rigging and manages to get slightly out of the way of the flying acid.

"I'm not letting you do that again. If you won't let metal swords from the ground touch you, try some metal in the sky on for size."

She fires a barrage of cold iron projectiles at the drake from her position.

Needle Darts: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
Cold Iron Piercing: 3d4 + 1 ⇒ (2, 4, 3) + 1 = 10

Then she summons up a sheet of pure flash fired glass in front of her from as she stares at the drake before them. Glass Shield

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì grunts from the acid, and grits her teeth. "Oooooh they're so mobile, when they're in the air and I'm so slow on this ship. Well, you may be able to outrun some of us but I still have a couple of tricks left in my book."

She rolls up in front of Melania to get a clear shot on the drake and then calls up a huge stream of water from the Plane of Water to pelt the creature.

Hydraulic Push at Drake: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Bludgeoning Damage: 3d6 + 1 ⇒ (3, 5, 6) + 1 = 15

Persistent Acid Flat Check vs DC 10 (thanks to Ifrit Cinder Soul): 1d20 ⇒ 16
Thankfully the toxic absorbing charcoals lining her skin quickly stop the stinging acid.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Reflex: 1d20 + 6 ⇒ (6) + 6 = 12

The acidic arms grabs hold!

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lali releases the crank for a moment and slides her shell chair 20ft across the slippery boat and seeing the draconic creature to still be too far away she instead summons up a large burst of water just below the white scamp to try and rid them of it first instead.

Spout 5ft burst sadly only at White, Bludgeoning: 2d4 ⇒ (4, 2) = 6 DC 18 basic reflex

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lalì spends the next 30 minutes replacing boards with newer sturdier wood from the plane of wood itself.

Crafting: 1d20 + 8 ⇒ (5) + 8 = 13

Crafting: 1d20 + 8 ⇒ (4) + 8 = 12

Crafting: 1d20 + 8 ⇒ (2) + 8 = 10

Gross! Those rolls are just insulting

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Tk'lali goes and patches up some of the boat on the underside.

Crafting: 1d20 + 8 ⇒ (4) + 8 = 12

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

"Ugh unfortunately most of the magic I study is meant to destroy incoming ships not patch them up. We're not usually boat people where I come from. But I'll see if I can take a swim around and see what needs attention."

Acrobatics: 1d20 + 6 ⇒ (1) + 6 = 7
Acrobatics, HP: 1d20 + 6 ⇒ (13) + 6 = 19

I don't know if a swim speed helps me any here but that's a consideration if so.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) HP 40/40 | AC 18 | Fort +7, Ref +8, Will +8 | Perc +6, Darkvision | Hero Points: 1/3 | Active Conditions: None | Resist Fire 2| Spell DC 20

Reflex: 1d20 + 6 ⇒ (19) + 6 = 25 2 damage

"Please calm down great orca!"

Nature: 1d20 + 4 ⇒ (19) + 4 = 23

Full Name

Delia O'Deaves

Race

Human

Classes/Levels

Cleric/10

Gender

Female

Size

Medium

Special Abilities

Community and animal domains, channeler, heavy armor

Alignment

NG

Deity

Erastil

Occupation

Evangelist/voice of freedom

Strength 16
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 21
Charisma 14

About Delia O'Deaves

If not for the armor and demeanor, Delia would appear as little more than a pretty, thin country girl - a commoner really. However her time as a pathfinder, destroyer of evil and liberator of the oppressed have given her a more piercing glare. With her companion Franklin (a large male lion in gleaming chain armor) she strikes fear into the hearts of the wicked.