Genie

Zephyr of Azlant Spire's page

134 posts. Organized Play character for dien (RPG Superstar 2015 Top 16).


RSS

1 to 50 of 134 << first < prev | 1 | 2 | 3 | next > last >>
Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Sheet received, thanks Rob.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr is surprised when Helkit yields, having felt she and her team were on the ropes... but then, Zephyr had been a bit demoralized. She brightens soon enough, going far enough to shake Helkit's hand, and grinning broadly to Searlas's suggestion of drinks.

"Aye, I'll even buy ya all a round!"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr takes a step backward, focuses on the cat, and lets fly an arrow.

"Let's see if we can drop that beast! Steady as she goes!"

FBB on Thylacine

vs critter, bless, inspire, shaken, fbb, pbs, crowd: 1d20 + 9 + 1 + 1 - 2 + 1 + 1 ⇒ (13) + 9 + 1 + 1 - 2 + 1 + 1 = 24
Damage: 2d6 + 3 + 1 + 1 + 1 + 1 ⇒ (5, 6) + 3 + 1 + 1 + 1 + 1 = 18

Grand Lodge

1 person marked this as a favorite.
Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

I may not get a chance to post again until Monday, going on a short camping trip. I might be able to before then, but if you wind up waiting on me, feel free to bot. At this point Zephyr's likely just trying to put arrows into people/will wand-heal Itra if she gets too beat up.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Good idea," Zephyr says with a little swallow to Searlas's suggestion. She takes a step around him and focuses on the green-clad Slayer. "You're going down, mate."

Freebooter's bane as move, fire as standard, the shaken penalty will wash with the current bless/IC bonuses

Arrow vs Green, FB: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage vs Green, FB, PBS, IC: 2d6 + 3 + 1 + 1 + 1 ⇒ (3, 6) + 3 + 1 + 1 + 1 = 15

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr finds herself staring at Helkit's display against her will. She's faced many a terrible thing as a Pathfinder, but suddenly she can all too easily imagine her brains splattered here on the arena sands. After all, it doesn't matter how many undead you kill or goblins you hunt if one axe takes your head clean off...

Trying to shake herself of the dread, Zephyr refocuses on her original plan. "Uhh-- uhh-- calm down, kitty," she says, swallowing and sketching a path in the air with her fingers.

Casting calm animals, with an HD cap of 2d4 + 1 ⇒ (1, 2) + 1 = 4. ....well, that sucked, the thylacine probably has more HD than that. Will save DC 13 if it somehow doesn't.

Zephyr takes a few steps back, readying her bow.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Searlas, ya might wanna get back a bit," Zephyr says as she rushes to help him not be the man in front. Having drawn first blood, she snaps her wand forth and empowers her bow again.

Move action, swift to draw wand, gravity bow

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

He linked everyone, he just has to play relay.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"One-- dead ahead of me-- even with the pillar-- two off to each side of us, but yah can take a few steps no problem-- 'nother off ahead of Itra but to her right a bit, maybe ya can get it between ya an' them," Zephyr recites quickly, whispering via the spell's connection to Daffy.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Alright, let's do this, Zephyr says determinedly. Conscious that last time, her decision to buff had allowed the manticore to strike first and win the crowd's interest, she starts things off with an arrow sailing across the distance to the Silver Slayers.

Vs Green: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Pitching her voice as loudly as she can, Zephyr calls out, "COME AND GET IT! I WAS SANDBAGGIN', THE FIRST TIME! ARE YA READY FOR BLOOD, TYMON, CUZ THERE'S THE FIRST OF IT!"

First blood of encounter, so... swift action perform, unlikely but sure:

Perform oratory: 1d20 ⇒ 11

Despite her bravado words, Zephyr uses her eyes to scan for pits near them.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28 Snort, well, there's the 19 I needed

If she sees any, she quickly relates their location via the message spell, and adds on, "I'll try and calm that beastie when he gets in range I guess-- though Searlas is likely better with the mind magics it's true."

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr limps weakly to the gate with the others, grabbing her gravity wand from the sands. "Ow." She spits a little blood into the sand of the holding room, and draws her own wand to expedite the healing. "Good work, crew, despite me poor showin'."

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4 That's exactly enough to top me off. If anyone else is down, Shera/others can focus there!

It takes Zephyr just over a half a minute of judicious use of her wand to rid herself of the last of the spines. She spends the remaining few seconds in reloading both her wands into their wrist sheaths.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

The blue-skinned sylph is studded with spines, blood running scarlet over her azure skin. She weaves on her feet, but sights an arrow all the same, knowing each shot from her bow must count before she goes unconscious.

Vs Manticore, PBS, IC, FBB, crowd penalty: 1d20 + 9 + 1 + 1 + 1 - 1 ⇒ (10) + 9 + 1 + 1 + 1 - 1 = 21
Damage: 2d6 + 3 + 1 + 1 + 1 ⇒ (6, 1) + 3 + 1 + 1 + 1 = 13

After firing her arrow, Zephyr drops prone with a groan. MAybe it'll land to try and finish her off... then Itra can attack. AC 25 vs ranged now

Yeesh, that thing hits like a truck! Do what you feel best, Shera: obviously heals would be appreciated, but they're also going to negatively impact us as a party.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr is taken off guard by the brutal spine attack, and lets out a cry of pain as the thorn-like spikes tear into her. "Owrr! Argh!"

Shera's healing helps somewhat (assuming Shera keeps her action) and Zephyr grits her teeth. "Right, my turn. CREW, LET'S GET THAT BASTARD!"

move action - Freebooter's bane (+1 to hit/+1 to damage for party) - free - drop wand - standard to fire

Bardic, FB, PBS: 1d20 + 9 + 1 + 1 ⇒ (1) + 9 + 1 + 1 = 12 ....that's nice. I'm gonna use my reroll with GM stars on that. >:[ Zephyr's not going down like that!

I SAID GET HIM: 1d20 + 9 + 1 + 1 + 4 ⇒ (9) + 9 + 1 + 1 + 4 = 24
Damage: 2d6 + 3 + 1 + 1 ⇒ (5, 6) + 3 + 1 + 1 = 16

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Haha! Great introduction," Zephyr grins, though the grin turns to a grimace as the thing that is released isn't Helkit. "....ahhh, shoulda expected that."

She snaps her wrist down in a flick of motion, a wand dropping into her palm. A whispered command word, and Zephyr's bow grows a little heavier. Gravity bow, 1 minute

Rather than rushing into a more advantageous position, Zephyr scans the sands with her keen eyes. Harawini is supposed to look too, she knows, but more eyes don't hurt.

Move action -Active Perception for traps: 1d20 + 9 ⇒ (9) + 9 = 18

If the sand immediately east of Zephyr's feet looks okay to her, she'll take a 5-ft step forward, as arrowed on map

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"I'll try and calm the animals, if there are any. Daffy, can ya link us all with that whisperin' thing again? If we find the holes, it might be handy if we can tell each other where they are without alertin' the other side too, neh?"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

With her purchases made-- and a few more arrows for good measure-- Zephyr's ready to go, and looks forward to a night's sleep before the duel.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr is mildly outraged at the "press coverage" as it were. "Hey, can we counter this? Daffy, can ya sing somethin' to slap back at 'em? On a street corner maybe! Somewhere public! Or if not, pay some other musicians to sing a song praisin' US!"

She listens intently to Daffy relaying what he knows. "Pits, eh? Sneaky! Ya should all make sure you have a rope and hook in case ya fall down one, rest of us might be too busy to get ya out. ...come ta think of it, I need a hook myself, heh."

Zephyr will buy a scroll of handy grapnel, if one is available in town.

"As for the animals.... guess I could pray for a different kinda wisdom than my normal," Zephyr muses. "Somethin' to calm a riled beast. But I ain't much of a spell-slinger, really."

I could indeed prep calm animals or charm animal in my one spell slot, but my save DC on that is gonna be low as I'm not usually offensive casting. Still, it seems like it could be awesome if it works, so I'll swap heightened awareness for calm animals when we rest.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr would also have been fine turning him over to the authorities, sorry for my silence

Zephyr listens to all this talk of bloodied, and arenas, and whatnot, a slow grin spreading on her face.

"...well what are we waitin' for! Let's go have blood on the sands an' show 'em what for, heyo!" She punches her fist into her palm for emphasis.

"We can challenge them, that's what ya gettin' at, right, Smine?"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"This fight keeps sailin' away on me," Zephyr grouses good-naturedly to no one in particular, and darts after the others until she can see the enemy captain.

"Should just surrender, skipper, we got someone with us who can gum ya in water good as a mass of seaweed."

Single move, fire

PBS, bardic, cover: 1d20 + 9 + 1 + 1 - 4 ⇒ (17) + 9 + 1 + 1 - 4 = 24
Damage: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11

She calls out loudly to Daffy, back in the other room: "Hey, Daffy-- he might be about to drop through to some water below!"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr runs into the room and hops nimbly onto the table, striking a dramatic pose that it's likely nobody really appreciates, before sending an arrow whistling over Itra's shoulder into the next river rat.

Vs Black, PBS, bardic, cover: 1d20 + 9 + 2 - 4 ⇒ (13) + 9 + 2 - 4 = 20
Damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Well, make that the fella with the purple vest now, ha, ha," Zephyr deadpans as she takes an adjusting step and looses another arrow.

5-ft step, freebooter's bane on purple, and fire

PBS, bane, cover: 1d20 + 9 + 2 - 4 ⇒ (1) + 9 + 2 - 4 = 8

Her arrow thwacks off the door's lintel and Zephyr grimaces in embarrassment.

+1 to hit/damage on the purple, my gift to you all

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Woops, sorry, should have read more closely. I'll stick with the arrow, yeah.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Get tha one with tha red bandana first!" Zephyr hisses, and steps back while loosing an arrow.

5-ft step; move action for freebooter's bane on Red, untyped +1 to hit and damage for everyone

Vs Red, PBS, Bane, cover: 1d20 + 9 + 1 + 1 - 4 ⇒ (10) + 9 + 1 + 1 - 4 = 17
Damage: 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

LOL.

"...never mind!" Zephyr whispers via the message relay, in cheerful tones, as she tests the door near the gamblers and finds it isn't locked. She gestures at it, looks to the others, and shrugs in a 'what are we waiting for' cheerful fashion.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr circles her side, to meet up with Daffy.

Stealth if needed: 1d20 + 15 ⇒ (4) + 15 = 19

Through the message she whispers to Daffy. "Any of us good with a lock, or are we gonna have to bang the doors down? ...guess they might not be locked, haha. Din't exactly check, did we."

Is it possible to check whether the door(s) are locked without actually opening them? I.e., the equivalent of test-turning the knob on a modern door? If so, Zephyr will test the doors in that fashion.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr gives Daffy a clap on the shoulder. "Good job, mate! That was quick an' neat as threadin' a needle."

She hurries to take the rope thrown from the boat and help moor off the others.

"So! Hopefully we still got surprise on our side, shall Daffy an' me go do a sneak around tha rosie?"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr slogs forward through the swamp, trying to ensure that Daffy isn't up there all by himself-- the blue-skinned musician had come so close to dying earlier after all. After a few sucking strides, she looses another arrow at the nearer pirate.

PBS, vs Black: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Nah, mate, don't do that," Zephyr mutters under her breath at the one calling out for the alarm to be rung. "Here, let me help shut ya up-- Daffy, ya made that fancy water thing earlier, can ya jam that bell somehow!"

I'll assume that the marshy terrain might not allow for a 5-ft step? If she can take a 5'ft, she'll take a 5-ft step to be within 30 of Black, and will add another +1/+1 due to PBS.

Arrow vs Black: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Yeah, my plan is pretty much what Daffy said. I was not entirely processing the whole 'got to get off the boat' to make that happen (I mean, I knew we'd have to get off the boat, but it wasn't clicking that we weren't already off the boat). It is also not a super detailed plan, haha. If the notion is that the dock is under surveillance and we might be spotted as we get off, then Zephyr and Daffy could maybe jump or swim to shore quietly? We both have darkvision, so just theoretically trying to approach unseen. My notion is: we get out, do a circle of the manor to size up any resistance, relay that to team liar and then sneak back close to them so that we're hidden backup reinforcements if things go wrong, I guess. Daffy's message spell as a walkie talkie.

Swim is +7 here, Acro +5, if it's relevant

"So we'll do a loop da loop and Daffy's magic'll whisper back to ya what we see before ya approach, aye?" Zephyr says to the others as she prepares to disembark.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr winks at Daffy. "Alright mate, suits me. Now, I've seen ya're a dab hand with the singin' and all-- got any tricks ta help our friends hear us as we go a-peekin' an' sneakin'?"

Zephyr is willing to try and circle the mansion with Daffy, stealthily, and get a sense of the layout-- entrances, that sort of thing-- as well as any possible guards or the like-- such as that torchwaver, and if any others are around.

I'll use Shela's touch of law for a 26 on the initial stealth when it matters.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Works for me," Zephyr says cheerfully. "Ahh, I'll take any help ya got alright, ta, Shera!"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Busy few days here too!

Zephyr watches the interchange between Searlas and Itra with a wry look, chewing a piece of grass, and merely chuckles at Shera and Daffy's contribution.

"Eyyy, yah, rather a mate live than an enemy bite it," she says with a clap on the back to the undine. "Ya did right by my lights, Shera.

"Now, as for sneakin.... I'm a decent soft-step, but I don't mind goin' in together if ya like."

If we want to try to scout, Zephyr is at a +15 stealth and has a semi-useful 30' ranged 'message' type ability, but in PBP scouting can be tedious as it means everyone else sits around while the GM and scout player post at each other. Happy to just stick together.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephy reorients herself yet again and smoothly nocks and draws another arrow.

"Ahh, surrenderin' to ya river rats? I don't think so. Ya down next, mate, I still got plenty of arrows left. Then we'll see if the skipper wants more trouble."

Move action to freebooter's bane the remaining scalawag! +1 to hit, +1 to damage. Standard to fire

Vs Purple, bless-bane-bard-PBS and a partridge in a pear tree: 1d20 + 9 + 4 ⇒ (7) + 9 + 4 = 20 (If the enemy sailors are providing cover, then -4 to this)
Damage: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14

Zephyr draws another arrow and waves it at the captain before nocking it. "If you know what's good for ya, yah goin' to stay down, and not start no more magics, ayuh?"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Damn!" Zephyr calls as Daffy gets crocked and Searlas gets hit. "Shera, Erastil got any healing handy for ya all? We've gotta take out that crocodile before Daffy is taffy."

Move action to redirect freebooter's bane onto the crocodile, standard to fire

Vs Croc, bless, PBS, bardic, bane, cover: 1d20 + 9 + 4 - 4 ⇒ (8) + 9 + 4 - 4 = 17
Damage, PBS, bane, bardic: 1d8 + 3 + 3 ⇒ (6) + 3 + 3 = 12

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Yah, surrender'd be good," Zephyr says, while sighting along the shaft of another arrow and then sending it at the captain.

Bow at skipper, lotta buffs: 1d20 + 9 + 1 + 1 + 1 + 1 ⇒ (10) + 9 + 1 + 1 + 1 + 1 = 23
Damage: 1d8 + 3 + 3 ⇒ (5) + 3 + 3 = 11

"Because we got more arrows than ya got spells, see?"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Nice of ya to join us!" Zephyr shouts as the other ship crashes into theirs. Worried about whatever further spells the skipper has, she snaps an arrow into her from mere feet away. "Let's take the skipper out then see if there's fight left in 'em!"

Move action to put my freebooter's bane onto the captain since red is out of the fight, standard to fire.

Bow, PBS, bard, bless, bane: 1d20 + 9 + 1 + 1 + 1 + 1 ⇒ (4) + 9 + 1 + 1 + 1 + 1 = 17
Damage, PBS, bard, bane: 1d8 + 3 + 1 + 1 + 1 ⇒ (8) + 3 + 1 + 1 + 1 = 14

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8

Zephyr has no idea what is being cast by the halfling captain and is avoiding targeting her due to Savvy's words, so she takes a step closer on the deck and keeps arrows up on the same one she targeted earlier.

"Don't worry none," she says cheerfully to Itra. "Current'd bring us together even if they stopped rowin' now. Well, there's Daffy's water-thing too I guess."

Arrow vs red, f.bane, bless: 1d20 + 9 + 1 + 1 ⇒ (9) + 9 + 1 + 1 = 20
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

When the alert was given Zephyr had nodded brightly but made no particular moves other than making sure her bow was at hand. In a low voice she'd said, "Let's be sure ta leave one alive, can't track dead folk back to their hidey-hole eh?"

When the pirates appear a handful of seconds, Zephyr grins. "Ahoy there, you scalawags! First to board us eats an arrow. Eh... actually, why wait?

"Leave the skipper as Savvy said, lads and lasses, but let's bring down the nearest!"

Move action to activate freebooter's bane, giving an untyped +1 bonus on weapon attack and damage rolls vs a specific enemy. (This will stack with bard song, since it's untyped). Applies to all allies within 30' of me, which I'd hope would be everyone on our boat. Target will be one of the grappling hookers, whoever is closest to us on the enemy craft. Standard to attack.

Vs Nearest grapple-hooker, bane: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage, bane: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Grand Lodge

1 person marked this as a favorite.
Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Hehh..... yeah, mayhap ya could insult the warriors in their arena," Zephyr smirks at Searlas. "Tell 'em the city oughta be ruled by the smartest, not the biggest brute. I'm sure that'd make ya a lotta friends! Mayhap yah psykick powers'll get ya outta trouble."

The sylph winks, then considers how best to pose as a lubber and an easy mark. Much as the concept offends her. Well, she supposes she can manage to sound like someone who only thinks they're a sailor.... as long as she can avoid cringing at her own intentional misuse of nautical terms.

In the tavern, Zephyr loudly orders rounds for the house... of GROG, because, as she explains to the bartender, "that's what us REAL SAILORS drink!

"Ya know, when we're battening the jib to the mast! An' swashing the deck! An' furling the mizzlemast an' bilging the wheel! Eh, what do ya mean, have I even been on a boat before-- of course I have! Why, I've sailed on the.... coracles and the... jolly ships... so these are fine ships out here in the river ya have, anyway... almost as good as those ocean boats..."

As any true sailor can tell you, it's a criminal offence to mix up the distinction between a boat and a ship. Zephyr takes every opportunity to desecrate that sacred distinction through the next few rounds of the grog she's insisting on, despite scurvy only being a risk to ocean-bound sailors and not at all a problem in the River Kingdoms. In her heart of hearts, she quietly apologizes to Besmara for this charade.

Profession Sailor... to be an AWFUL sailor: 1d20 + 10 ⇒ (6) + 10 = 16

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Look like landlubbers!" Zephyr sputters. "Oh.... fine. Can I leave some of me dosh here then?" she says with a gesture at her big hat and fine velvet greatcoat.

***

When she makes her way to a tavern with the others, she's still muttering about the insult of having to pose as a lubber. But she shakes off her displeasure.

"Yah, thass smart, Daffy, we'll keep that in mind. So, I know Daffy here does a bit of strings, and Savvy's got his creepy bird, and Shera here has the god-whispering down... nice bow, by the way... so what do the rest of the crew bring to the ship, eh? Itra, ya look beefy, ya good with that big hacky staff?

"Me, I'm a fair hand with a bow myself, and I know me way around a ship. 'm not much good at glib-speakin' tho, me accent or somethin'. So if we're to spin clever tales in this pub, best someone else na' me takes the wheel there."

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr grins at the briefing, eating her apple with gusto. "Ahhh, an' this'll be a fine group to do just that! Slap a smile on ya face, Daffy, this'll be a nice little sailin'!"

Searlas's words make her arch a brow. "Ya think so? Well, well, I can think of worse things than a bit of steel to prove our point. Ha!

"So, Smine, do we got any clues at all who might be gunnin' for our colors? Think it's demon cultists things, mebbe? If they're stoppin' our shipments meant to fight demons, na?"

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Did the Pathfinders arrive by boat? Zephyr really wanted to arrive by boat. Regardless of her method of arrival, she strides into the Weaponworks like a woman out of a theatrical play set in the Shackles: she has on knee high leather boots folded over at the top in nautical style, leather breeches, a captain's elaborate greatcoat in rich purple velvet (under which the gleam of a mithral chain shirt can just be seen) with lace peeking out at the cuffs, an eyepatch, and an enormous captain's hat with a feather. It all sets off her powder-blue skin and white hair in striking, if garish, fashion.

"AHOY, MATES," she grins as she saunters in and leans against the wall of the room Smine has led them into. "How's tricks? Daffy, I'll take a sea shanty if ya've got one, an' I'm guessin' you do by the wet look of ya, ha! Name's Zephyr. Good to have music along, yah? Yah!"

Zephyr grabs an apple from the spread and starts peeling and eating it with a knife. "Ey, Savvy- what's wrong with ya bird, there? Looks creepy, no 'ffense."

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

dot? Ah, good, dot.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

YARRR!

Player Name: Dien
Character Name: Zephyr
PFS Number: 30341-19
Faction: Grand Lodge
Day job: Profession SAILOR: 1d20 + 10 ⇒ (8) + 10 = 18

Have fun in England, Rob! I need to get back there sometime.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Woops, my bad.
Zephyr: 30341-19, Grand Lodge

Sailing, sailing, jumping off the railing: 1d20 + 10 ⇒ (2) + 10 = 12

Lol, that was gross. Seeing as I never used my reroll:

Let's try that with STARS: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25 Better!

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

You did well! You kept us moving. Thanks for a great game everybody.

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr nods along with Hangust. "Yeh, no plank to walk her from, so I'll let the magistrates see to her. Everyone alright?"

She helps bind the bugbear leader and attempts to keep her from bleeding out.

Heal check DC 15: 1d20 + 2 ⇒ (15) + 2 = 17

Binding the leader, she helps search the chamber beyond, and whistles when she sees the papers. "Yeah, the magistrates are gonna wanna see these. Say, you think Sheila will stand us all a rounda drinks? This was thirsty work!

"But you're a good crew and I'll sail with ya anytime again, alla yah."

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

Zephyr takes a careful step back from the bugbear, smoothly continuing to nock and fire.

"That's the way, mates, one and two and buckle my shoe! On my mark, swing together!"

5ft step; move action for freebooter's bond (different than bane, stacks with it). Allies who are flanking a foe get an additional +2 to their rolls. So for Dismoon that'll be a net +5 (+2 from flank, +3 from me)

Arrow, pbs, bane: 1d20 + 11 ⇒ (13) + 11 = 24
Damage, pbs, bane: 1d8 + 5 ⇒ (2) + 5 = 7

eta Ninja'd by Dismoon, but the bonus wouldn't have let her hit. Oh well, those continue for the whole fight, so, next round. ;)

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Not your best choice, neh," Zephyr says calmly. "Alright crew! All together now!"

Freebooter's Bane: All allies get +1 to hit, +1 to damage

Arrow, PBS, bane: 1d20 + 11 ⇒ (10) + 11 = 21
Damage, PBS, bane: 1d8 + 5 ⇒ (4) + 5 = 9

Grand Lodge

Sylph Ranger 4 | AC 19-T13-FF14 (21 vs ranged) | HP 32/32 | F+5, R+8, W+3 | Per +9, darkvision; Init +4

"Should have actually surrendered, lady," Zephyr calls as she closes the distance again, another arrow drawn and loosed.

Vs bugbear, pbs: 1d20 + 10 ⇒ (20) + 10 = 30 ...again? okay not complaining
Confirm?: 1d20 + 10 ⇒ (4) + 10 = 14 (Lol. same crappy roll to confirm too)
damage, pbs: 1d8 + 4 ⇒ (1) + 4 = 5

extra damage if a 14 somehow hits which I doubt: 2d8 + 8 ⇒ (2, 3) + 8 = 13

1 to 50 of 134 << first < prev | 1 | 2 | 3 | next > last >>