Ruins of Pathfinder: The Shattered Star (Inactive)

Game Master Crustypeanut

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Natalya's Map of the Crow


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Ah, Radyx and Ferit had already rolled. Well, the end result is unchanged, as they did enough damage between them to end the rats regardless. Radyx, your shield does SLASHING only, btw, since spiked shields only do piercing, not piercing and bludgeoning. And you can't ready a full attack. However, both of you still got your AoOs from the rats moving past you, and did 30 damage between ya. Ze rats couldn't handle that.


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

"Heh, they should call us the rat slayers! Let's go find the rest of the rat-girls and handle them too," Ferit says, chuckling and flinging the rat goop off his mace.


Male Human (Chelaxian) Witch 2 [HP 12/12 | AC 13 (12 T, 11 FF) | F: 1 R: 2 W: 1 (+1 v Charm/Compulsion) | Per: -2 (-2 Sight +2 Familiar) | SM -4 (+2 Familiar)]
Skills:
Craft tattoo +12 Know: arcana +10 dungeon +6 engineering +6 geography +6 history +9 local +6 nature +9 nobility +6 planes +10 Ling +11 Perception -2(-2 Sight, +2 familiar) SM -4(+2 Familiar) Spellcraft +10 Swim +4 UMD +6
Spells and Hexes:
(CL 2; conc +7): 1st (DC 16)-command, command, mage armor, snowball | 0-detect magic, message, read magic, stabilize | Hexes: Evil Eye (DC:16), Misfortune (DC 16), Cackle, Flight (Feather Fall at will)

"Rats to squish and rats to bite, plenty of rats to kill tonight!" Alexin sings (horridly off key) to himself, over and over.


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

The small giant puts his alchemist fire back in his pocket.


As the group recollect themselves, shake off any bloody rat bits flung around by Radyx and Ferit, and organize themselves back into position, they again begin to move forward cautiously and carefully. After a short distance, they come across another room; this one looks curiously empty, save for a staircase leading down, across from where they are.


M Drow Card Caster & Spire Defender 1 / 4 Wind Monk 1

Remiandiv steps over some squished rat bits as they group continues down the hallway. Well, they may be completely insane but they certainly are effective. As if to accentuate his thought, it is at this moment that Alexin begins his singing. The drow can do nothing but shake his head in disbelief.

His curiosity is piqued by the next room. The last thing he expected were stairs leading down, but without having spent any time exploring and clearing the lower levels he should not be surprised.

"Our rat-girl friends must have come this way after they fed their little pets....maybe we can search for the traps this time instead of just blindly charging ahead and setting them off?"

Having no training in this area himself he waits for the others to locate the hazards, either through skill or stupidity.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24 checking the hallway leading to the room for secret doors etc.


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Ferit takes a look around (for traps), and then crosses to the stairs.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Radyx moves alongside Ferit, keeping an eye out for traps himself as he maintains his defensive posture.
__________
Total Defense as described before.
Perception: 1d20 + 2 ⇒ (8) + 2 = 10


Male Human (Chelaxian) Witch 2 [HP 12/12 | AC 13 (12 T, 11 FF) | F: 1 R: 2 W: 1 (+1 v Charm/Compulsion) | Per: -2 (-2 Sight +2 Familiar) | SM -4 (+2 Familiar)]
Skills:
Craft tattoo +12 Know: arcana +10 dungeon +6 engineering +6 geography +6 history +9 local +6 nature +9 nobility +6 planes +10 Ling +11 Perception -2(-2 Sight, +2 familiar) SM -4(+2 Familiar) Spellcraft +10 Swim +4 UMD +6
Spells and Hexes:
(CL 2; conc +7): 1st (DC 16)-command, command, mage armor, snowball | 0-detect magic, message, read magic, stabilize | Hexes: Evil Eye (DC:16), Misfortune (DC 16), Cackle, Flight (Feather Fall at will)

Alexin skips along behind the group.


With nothing of interest in this room, Radyx and Ferit move the group along and down the stairs. After a short descent, they find themselves seeing light coming from further on in the staircase. The group find themselves at the entrance to a large, well-lit room - a room that also looks to have been heavily fortified in case of an assault.

Numerous crates sit together, providing a defensive wall with only a single opening. Strewn about in front of the crates is a veritable horde of caltrops. The room is well-lit by numerous hooded lanterns hung about on pitons hammered into the walls and ceiling.

<< Encounter: "Its a Trap!!" | Surprise Round | Hazards: Caltrops | Encounter Map: Roll20 The Crow, Level 3 >>

Just a second after Ferit and Radyx reach the bottom step, however, Valko yells ”Its a trap!” although it was largely unnecessary, as everyone except Ferit - who felt a sneeze coming on - and Tarrana spotted the two tower girls who, by an odd happenstance, who weren’t crouching low enough so that the tops of their heads were visible.

Just as Valko yells, one of the tower girls yells as well. ”NOW!”

______________________________________________

Tower Girls’ Initiative: 10d20 + 7 + 7 + 7 + 7 + 7 + 7 + 7 + 7 + 3 + 3 ⇒ (2, 14, 4, 7, 12, 7, 17, 12, 5, 4) + 7 + 7 + 7 + 7 + 7 + 7 + 7 + 7 + 3 + 3 = 146 14.6
Party’s Intiative: 9d20 + 8 + 1 + 2 + 4 + 3 + 5 + 12 + 3 + 3 ⇒ (12, 10, 15, 4, 13, 6, 11, 17, 20) + 8 + 1 + 2 + 4 + 3 + 5 + 12 + 3 + 3 = 149 16.5

Dice Rolls:

Valko’s Perception Check: 1d20 + 14 ⇒ (13) + 14 = 27 (Success)
Alexin’s Perception Check: 1d20 - 2 ⇒ (16) - 2 = 14 (Success)
Char’s Perception Check: 1d20 + 3 ⇒ (7) + 3 = 10 (Success)
Ferit’s Perception Check: 1d20 + 4 ⇒ (3) + 4 = 7 (Failure)
Hoosible’s Perception Check: 1d20 + 3 ⇒ (14) + 3 = 17 (Success)
Remi’s Perception Check: 1d20 + 8 ⇒ (5) + 8 = 13 (Success)
Radyx’s Perception Check: 1d20 + 2 ⇒ (20) + 2 = 22 (Success)
Tarr’s Perception Check: 1d20 + 6 ⇒ (2) + 6 = 8 (Failure)

Terisha’s Stealth Check: 1d20 + 12 ⇒ (10) + 12 = 22
Kerisa’s Stealth Check: 1d20 + 9 ⇒ (6) + 9 = 15
Tower Girl 1’s Stealth Check: 1d20 + 7 ⇒ (14) + 7 = 21
Tower Girl 2’s Stealth Check: 1d20 + 7 ⇒ (1) + 7 = 8
Tower Girl 3’s Stealth Check: 1d20 + 7 ⇒ (20) + 7 = 27
Tower Girl 4’s Stealth Check: 1d20 + 7 ⇒ (20) + 7 = 27
Tower Girl 5’s Stealth Check: 1d20 + 7 ⇒ (2) + 7 = 9
Tower Girl 6’s Stealth Check: 1d20 + 7 ⇒ (12) + 7 = 19
Tower Girl 7’s Stealth Check: 1d20 + 7 ⇒ (4) + 7 = 11
Tower Girl 8’s Stealth Check: 1d20 + 7 ⇒ (7) + 7 = 14

Everyone except Ferit and Tarrana is up! Those two failed their perception checks against even the two tower girls who rolled a 1 and 2. Do remember though that this is the surprise round, thus you may only take a standard or move action. And finally, all of the tower girls have total-cover, as they are hiding behind the crates.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Radyx smirks as he sees the poorly laid, obvious trap.

"Ladies, ladies. This ain't no way to greet the Champ! Come on out and give me some sugar!"

Keeping his shield held high, he steps towards the lower side of the room, planning to keep his back to the wall as he works on the right flank.
__________
Standard: Total Defense
5' Step as moved on roll20.


Trap!
Attack: 1d20 + 15 ⇒ (6) + 15 = 21 (Miss)


Male Gnome Orace 1

Hoosible extends a pale gnomish finger and his normally squeaky voice rumbles "धुके बँक फुटणे"

Where he points a bank of fog appears, atop the barricade.


Male Human (Chelaxian) Witch 2 [HP 12/12 | AC 13 (12 T, 11 FF) | F: 1 R: 2 W: 1 (+1 v Charm/Compulsion) | Per: -2 (-2 Sight +2 Familiar) | SM -4 (+2 Familiar)]
Skills:
Craft tattoo +12 Know: arcana +10 dungeon +6 engineering +6 geography +6 history +9 local +6 nature +9 nobility +6 planes +10 Ling +11 Perception -2(-2 Sight, +2 familiar) SM -4(+2 Familiar) Spellcraft +10 Swim +4 UMD +6
Spells and Hexes:
(CL 2; conc +7): 1st (DC 16)-command, command, mage armor, snowball | 0-detect magic, message, read magic, stabilize | Hexes: Evil Eye (DC:16), Misfortune (DC 16), Cackle, Flight (Feather Fall at will)

Alexin mumbles a few words of gibberish (unless you speak Aklo), then his form slightly distorts, as if seen through poorly made glass.

Mage Armor


M Drow Card Caster & Spire Defender 1 / 4 Wind Monk 1

Not getting a good enough glimpse at the hidden Tower Girls, Remiandiv gives up on the idea of trying to attack from here and instead prepares to engage them directly.

Cast Illusion of Calm

@ Crusty: how high are the crates (ie, whats the Acrobatics DC going to be like to run and jump up on them)? Also, do either of these give me an advantage dealing with the caltrops: Nimble Moves feat, or Drow Darklands Stalker racial trait

Darklands Stalker:
The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground.


Technically you guys are over 100 feet above sea-level and, as a result, aren't underground. Difficult Terrain underground would be uneven terrain, stumbles etc.

Plus, Caltrops don't count as difficult terrain. You can move at full-speed through caltrops-ridden squares. You just risk stepping on one. As a result, neither the feat nor trait work with caltrops.

If anyone moves through a caltrop-ridden square at full speed, or spends a standard action in one (Representing the fact you're fighting in such a square), then you must make an attack roll (+0 Attack) against yourself. Your armor, shield, and deflection bonuses do not apply, but if you're wearing shoes (I think everyone except Strawflower is), then you gain a +2 armor bonus against the caltrops. If it hits, you take 1 point of damage and have your movement speed halved until you recieve 1 point of magical healing or someone succeeds on a DC 15 Heal check against you. Treating Caltrops with a Heal check this way takes 10 minutes.

Strawflower is immune to the speed-slowing effect of stepping on a caltrop, since she's undead. She still takes damage though.

The crates are roughly table-sized. As a result, it is a DC 10 Acrobatics to 'Hop up' onto them, which costs 10 ft of movement. You can also jump 'over' them with a DC 10 Acrobatics. While standing on a crate, you gain a +1 to attack against targets on the ground due to high-ground advantage. Should you not wish to hop up on them, and instead climb them, you may do so as well with a DC 5 climb check which also costs 10 ft of movement. Unlike acrobatics, the climb check provokes an AoO.


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Surprise Round

"An ambush! Even an orc predicted this. We'll never hear the end of it." Charbonardent proclaims his disgust.

He prays to the divine fire of Zursvaater, which ignites his large greatsword illuminating the half-giant's gleaming eyes mad with murder.

standard action Fire Strike blessing round 1 of 10


Surprise Round Recap

Just a second after Ferit and Radyx reach the bottom step, however, Valko yells ”Its a trap!” although it was largely unnecessary, as everyone except Ferit - who felt a sneeze coming on - and Tarrana spotted the two tower girls who, by an odd happenstance, who weren’t crouching low enough so that the tops of their heads were visible.

Just as Valko yells, one of the tower girls yells as well. ”NOW!”

Radyx smirks as he sees the poorly laid, obvious trap.

"Ladies, ladies. This ain't no way to greet the Champ! Come on out and give me some sugar!"

Keeping his shield held high, he steps towards the lower side of the room, planning to keep his
back to the wall as he works on the right flank. As he steps forward, he trips a tripwire, but the crossbow bolt simply embeds itself into his raised shield, doing no harm.

Hoosible extends a pale gnomish finger and his normally squeaky voice rumbles "धुके बँक फुटणे" Where he points a bank of fog appears, atop the barricade.

Alexin mumbles a few words of gibberish in Aklo then his form slightly distorts, as if seen through poorly made glass.

Not getting a good enough glimpse at the hidden Tower Girls, Remiandiv gives up on the idea of trying to attack from here and instead prepares to engage them directly.

"An ambush! Even the orc predicted this. We'll never hear the end of it." Charbonardent proclaims his disgust. He prays to the divine fire of Zursvaater, which ignites his large greatsword illuminating the half-giant's gleaming eyes mad with murder.

”Welp, I’m not surprised with how much noise we’ve been making. I’m also not surprised they made a mess out of their own ambush. Hah!” Valko pulls out his crossbow just in case he is able to get a good shot off, but he knows for the most part he’ll be of little help.

”Hah yeah, I’ll come give you some sugar, you rune-scarred shoanti freak. Catch!” One of the were-rats jumps up from hiding behind the crate and throws a small glass vial at Radyx’s feet. It misses, however, and hits the wall near him, releasing a fine, green mist.

”Son of a-” One of the girls yells as the fog envelops her. The voice sounds exactly like the one the group encountered back with Natalya. Although the group can’t see her or the other girls in the fog, they can hear blades being drawn from their sheaths. Meanwhile, one of the girls fires her hand crossbow at Ferit, though it goes high and clanks against the wall, and a few of the visible girls ready their crossbows in case of approach.

Meanwhile, the group can hear what sounds like two more girls trying to move quiet down the hall to the right. It sounds like they’re moving away from the fight.

<< Encounter: "Its a Trap!!" | Round I | Hazards: Caltrops | Encounter Map: Roll20 The Crow, Level 3 >>

____________________________________________________________________

Karisa:
Free Action: Leave Total Cover
Standard Action: Throw Vial @ Radyx’s top-right corner (AC 5)
Throw: 1d20 + 6 - 6 ⇒ (3) + 6 - 6 = 3 (Miss)
Alchemical Weapon Landing Spot: 1d8 ⇒ 6

Tower Girl 1:
Free Action: Leave Total Cover
Standard action: Ready ?? Action

Tower Girls 2, 3, and 4:
Tower Girl 2’s Stealth Check: 1d20 + 7 ⇒ (12) + 7 = 19
Tower Girl 3’s Stealth Check: 1d20 + 7 ⇒ (7) + 7 = 14
Tower Girl 4’s Stealth Check: 1d20 + 7 ⇒ (1) + 7 = 8
Free Action: Leave Total Cover
Move Action: Draw Shortsword

Tower Girl 5:
Free Action: Leave Total Cover
Standard action: Ready ?? Action

Tower Girl 6:
Free Action: Leave Total Cover
Standard action: Shoot Hand Crossbow @ Ferit (Who is Flat Footed)
>Attack: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3 (Miss)

Tower Girls 7 & 8:
Tower Girl 7’s Stealth Check: 1d20 + 7 ⇒ (2) + 7 = 9
Tower Girl 8’s Stealth Check: 1d20 + 7 ⇒ (6) + 7 = 13
Move Action: Move down the southern corridor, away from the fight.

Terisha:
Terisha’s Stealth Check: 1d20 + 12 ⇒ (3) + 12 = 15
Free Action: Leave Total Cover
Move Action: Draw Shortsword

Valko’s Perception Check: 1d20 + 14 ⇒ (10) + 14 = 24
Alexin’s Perception Check: 1d20 - 2 ⇒ (8) - 2 = 6
Char’s Perception Check: 1d20 + 3 ⇒ (19) + 3 = 22
Ferit’s Perception Check: 1d20 + 4 ⇒ (1) + 4 = 5
Hoosible’s Perception Check: 1d20 + 3 ⇒ (1) + 3 = 4
Remi’s Perception Check: 1d20 + 8 ⇒ (7) + 8 = 15
Radyx’s Perception Check: 1d20 + 2 ⇒ (1) + 2 = 3
Tarr’s Perception Check: 1d20 + 6 ⇒ (7) + 6 = 13

The PCs are up! Do note that, anyone entering the green square either needs to hold their breath or automatically make a fortitude save when the enter it. If they choose to hold their breath, roll a 1d100; on a result of 1-50, you must make the fortitude save anyways, but on a 51-100 you’re fine.

Also note that all of the girls are in hybrid-form, and thus look like humanoid rats.

Buff/Effects Durations:
Hoosible’s Fog Bank: 20 Rounds Remaining
Alexin’s Mage Armor: 2000 Rounds Remaining
Remi’s Illusion of Calm: 20 Rounds Remaining
Char’s Fire Strike Blessing: 10 Rounds Remaining
----
Karisa’s Vial of Inhaled Poison: 10 Rounds Remaining


Just to clarify because I realize I didn't: All of the girls except Karisa are wielding hand-crossbows, represented by the little gun icon on their tokens. Those with the three-blade icons represent those with blades out. Karisa has a grenade, representing that she's carrying a vial in one of her hands. She had one in each hand when she rose and threw one. Tower Girl 6, with a yellow icon, means her crossbow is unloaded.

Using these icons to keep this crazy fight organized hah.


Machinesmith 12 | HP: 93 | AC: 27 (17 Touch, 23 Flatfooted) | CMD: 27 | Fort: +12, Reflex: +14, Will: +7 | Init: +13 | Perception: +18, Sense Motive: +1

Tarrana moves forward and chants a prayer to the air around them.

Casting bless. +1 morale bonus to attacks and saves against fear for 2 minutes


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Run into the cloud of mist, and do a running jump to try and clear the caltrops and land on the crates.
Acrobatics to leap over caltrops: 1d20 + 5 ⇒ (2) + 5 = 7
Caltrops attack roll: 1d20 ⇒ 10 Miss
Acrobatics to hop onto box: 1d20 + 5 ⇒ (10) + 5 = 15

Ferit bolts into the cloud of mist, loping like a charging gorilla. He tries to leap directly onto the line of crates, but misjudges the distance in the mist, and hops onto the caltrops instead. Luckily, he lands with his feet planted on bare ground. Growling in frustration he crouches down in place, and then hops gracefully up onto the crates. "BOO!" he screams in the rat girls' faces.


Male Human (Chelaxian) Witch 2 [HP 12/12 | AC 13 (12 T, 11 FF) | F: 1 R: 2 W: 1 (+1 v Charm/Compulsion) | Per: -2 (-2 Sight +2 Familiar) | SM -4 (+2 Familiar)]
Skills:
Craft tattoo +12 Know: arcana +10 dungeon +6 engineering +6 geography +6 history +9 local +6 nature +9 nobility +6 planes +10 Ling +11 Perception -2(-2 Sight, +2 familiar) SM -4(+2 Familiar) Spellcraft +10 Swim +4 UMD +6
Spells and Hexes:
(CL 2; conc +7): 1st (DC 16)-command, command, mage armor, snowball | 0-detect magic, message, read magic, stabilize | Hexes: Evil Eye (DC:16), Misfortune (DC 16), Cackle, Flight (Feather Fall at will)

Alexin scampers up the stairs, beginning to giggle. He fixes Karisa with a stare, unnerving her and piercing her defenses.

Evil Eye: Saves. Will DC 16 or -2 to saves for 8 rounds. On a successful save, saves -2 for 1 round.


You were slightly out of range where you moved yourself, Alexin, so I shifted you 5-ft to the north. Pretty certain you still had the move for it.

Karisa's Will Save: 1d20 + 2 ⇒ (14) + 2 = 16 (Success, 1 rd Duration)


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Round 1

Charbonardent moves forward and stops at the sight of the makeshift fortifications. He's disappointed that in can't get into melee, so he prays again to the divine fire of Zursvaater, which forms double image out of flickering firelight from his flaming greatsword. His god didn't recruit no fool.

move into the room. I moved the icon.
standard action Double blessing round 1 of 2
Fire Strike blessing round 2 of 10


Male Human (Chelaxian) Witch 2 [HP 12/12 | AC 13 (12 T, 11 FF) | F: 1 R: 2 W: 1 (+1 v Charm/Compulsion) | Per: -2 (-2 Sight +2 Familiar) | SM -4 (+2 Familiar)]
Skills:
Craft tattoo +12 Know: arcana +10 dungeon +6 engineering +6 geography +6 history +9 local +6 nature +9 nobility +6 planes +10 Ling +11 Perception -2(-2 Sight, +2 familiar) SM -4(+2 Familiar) Spellcraft +10 Swim +4 UMD +6
Spells and Hexes:
(CL 2; conc +7): 1st (DC 16)-command, command, mage armor, snowball | 0-detect magic, message, read magic, stabilize | Hexes: Evil Eye (DC:16), Misfortune (DC 16), Cackle, Flight (Feather Fall at will)

I moved in a straight line east before, so one square north costs no extra movement.


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Map won't load fully for me at work. Moving to southern end of line and climbing the box. If possible, will Challenge (Champion) that one and Attack. If not, will just wait until next round.
Climb: 1d20 + 4 - 5 ⇒ (16) + 4 - 5 = 15
Hold Breath: 1d100 ⇒ 49
Fort: 1d20 + 5 ⇒ (17) + 5 = 22
Caltrops: 1d20 ⇒ 17


Male Gnome Orace 1

Hoosible spurs Strawflower on to leap over the table, hoping to rip into the Tower Girls. Unfortunately, Strawflower isn't quite the jumper she used to be and her knees bang into the table and toss her back into the caltrops, though none manage to pierce her undead footpads.

Hoosible looks left and right, not thrilled to have stopped where he is but tries to make the best of it -- stabbing at the girl before him with his longspear.

Acrobatics: 1d20 + 3 ⇒ (3) + 3 = 6

Caltrops: 1d20 ⇒ 1

Longspear: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d6 ⇒ 4


M Drow Card Caster & Spire Defender 1 / 4 Wind Monk 1

For a brief instant Remiandiv considers a leaping charge to get over the caltrops and behind the barricade. Lucky for him a few of the Tower Girls pop their heads out and give him targets instead of requiring unnecessary heroics. The drow moves forward, with each step the card in his hand glowing brighter and brighter. As he comes up behind the zombie tiger he sends the card flying at the nearest Girl with a snap of his wrist.

Move Action: 30' forward, roll20 undated
Attack, TG #4: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d4 + 4 ⇒ (4) + 4 = 8


Round I Recap

Tarrana moves forward and chants a prayer to the air around them.

Ferit bolts into the cloud of mist, loping like a charging gorilla. He tries to leap directly onto the line of crates, but misjudges the distance in the mist, and hops onto the caltrops instead. Luckily, he lands with his feet planted on bare ground. Growling in frustration he crouches down in place, and then hops gracefully up onto the crates. "BOO!" he screams in the rat girls' faces.

Alexin scampers up the stairs, beginning to giggle. He fixes Karisa with a stare, unnerving her and piercing her defenses.

Charbonardent moves forward and stops at the sight of the makeshift fortifications. He's disappointed that in can't get into melee, so he prays again to the divine fire of Zursvaater, which forms double image out of flickering firelight from his flaming greatsword. His god didn't recruit no fool.

Hoosible spurs Strawflower on to leap over the table, hoping to rip into the Tower Girls. Unfortunately, Strawflower isn't quite the jumper she used to be and her knees bang into the table and toss her back into the caltrops, though none manage to pierce her undead footpads.
Hoosible looks left and right, not thrilled to have stopped where he is but tries to make the best of it -- stabbing at the girl before him with his longspear. Before, that, however, the tower girl he stabbed at had been waiting for such a good shot; she shoots her readied hand crossbow at the duo, but finds her shot instead going over the gnome’s shoulder, missing.

For a brief instant Remiandiv considers a leaping charge to get over the caltrops and behind the barricade. Lucky for him a few of the Tower Girls pop their heads out and give him targets instead of requiring unnecessary heroics. The drow moves forward, with each step the card in his hand glowing brighter and brighter. As he comes up behind the zombie tiger he sends the card flying at the nearest Girl with a snap of his wrist. He finds his card thunking into one of the crates, however.

Radyx, meanwhile, follows the right-most wall, going through the poison cloud with his breath held, stepping through the caltrops without a care in the world. As he rounds the fog cloud, he finds one of the girls has her hand crossbow readied for such an approach. She fires her crossbow with a twang, but her bolt simply embeds itself in Radyx’s shield, allowing him to move in and hop on the crate in front of her.

Valko moves forward, crossbow in hand, and aims it at Karisa. He fires the crossbow at the were-rat, but misses, his bolt embedding itself in the crate next to Remi’s card.

”Yeah I remember you, Orc. This is for the other day!” Terisha swings her shortsword, slashing Ferit in the leg and tries to bite him, though her teeth fail to pierce his boot, and Ferit kicks her off. ”Where’s Natalya at, eh? Didn’t bring her along, or is she hiding back there like the turncloak coward she is?”

Karisa throws the second vial she had at Charbonardent’s feet; The vial smashes and shatters, releasing a pale, green gas that quickly envelops Valko, Char, and Alexin. They cough and sputter, but thankfully the poison doesn’t take hold. As quickly as she threw that one, she pulls out a small sack of goop and flings it at Strawflower. However, it misses and instead lands beneath the large tiger, bursting open and catching on fire.

The rest of the girls move about and attack as well. The the right-most two gang up on Radyx standing upon his crate, but neither hit him. Two more girls assist Terisha, and one even has the audacity to jump up and bite Ferit in the arm with her ugly, rat-like teeth.

The two girls near Hoosible, meanwhile, retreat from his longspear’s reach and both fire a bolt at him. One hits the gnome in the shoulder, embedding itself within him.

<< Encounter: "Its a Trap!!" | Round II | Hazards: Caltrops | Encounter Map: Roll20 The Crow, Level 3 >>

______________________________________

Tower Girl 5 Readied Action:
Standard: Attack Strawflower w/ Hand Crossbow
>Attack: 1d20 + 3 ⇒ (6) + 3 = 9 (Miss)

Tower Girl 1 Readied Action:
Standard: Attack Radyx w/ Hand Crossbow
>Attack: 1d20 + 3 ⇒ (9) + 3 = 12 (Miss)

Valko DMPC’d:
Move Action: Move Forward
Standard Action: Fire Crossbow @ Karisa
>Attack: 1d20 + 4 - 4 - 4 ⇒ (12) + 4 - 4 - 4 = 8 (Miss)

NPC Actions:

Terisha:
Full Round Action: Full Attack vs Ferit
>Shortsword: 1d20 + 5 ⇒ (16) + 5 = 21 (Hit)
>>Concealment: 1d100 ⇒ 48 (Hit)
>>>Damage: 1d6 + 2 ⇒ (6) + 2 = 8
>Bite: 1d20 - 1 ⇒ (3) - 1 = 2

Karisa:
Full Round Action: Full Attack Rapid Shot
>Hoosible’s AoO: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4 (Miss)
>>Thrown Vial @ Char’s Feet: 1d20 + 6 - 6 - 2 ⇒ (10) + 6 - 6 - 2 = 8 (Success)
>>>Charbonardent’s Fort: 1d20 + 5 ⇒ (11) + 5 = 16 (Success)
>>>Valko’s Fort: 1d20 + 2 ⇒ (9) + 2 = 11 (Success)
>>>Alexin’s Fort: 1d20 + 1 ⇒ (11) + 1 = 12 (Success)
Free Action: Draw Alchemical Item
>>Thrown Item @ Strawflower: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 (Miss)
Free Action: Draw Shortsword

Tower Girl 1:
Move Action: Draw Shortsword
Standard: Attack Radyx
>Attack: 1d20 + 3 ⇒ (9) + 3 = 12 (Miss)

Tower Girl 2:
Move Action: Move to Radyx
Standard: Attack Radyx
>Attack: 1d20 + 3 ⇒ (2) + 3 = 5 (Miss)

Tower Girl 3:
Full Round: Full Attack Ferit
>Shortsword: 1d20 + 3 ⇒ (8) + 3 = 11 (Miss)
>Bite: 1d20 - 2 ⇒ (19) - 2 = 17 (Hit)
>>Concealment: 1d100 ⇒ 43 (Hit)
>>>Damage: 1d4 + 1 ⇒ (3) + 1 = 4
>>>>Ferit’s Fort: 1d20 + 3 ⇒ (10) + 3 = 13

Tower Girl 4:
Free Action: 5 ft Step
Full Round: Full Attack Ferit
>Shortsword: 1d20 + 3 ⇒ (9) + 3 = 12 (Miss)
>Bite: 1d20 - 2 ⇒ (4) - 2 = 2 (Miss)

Tower Girl 5:
Free Action: 5 ft Step
Move Action: Reload
Standard Action: Fire @ Hoosible
>Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4 (Miss)

Tower Girl 6:
Free Action: 5 ft Step
Move Action: Reload
Standard Action: Fire @ Hoosible
>Crossbow: 1d20 + 3 ⇒ (20) + 3 = 23 (Hit, Critical Threat)
>>Critical Confirmation: 1d20 + 3 ⇒ (6) + 3 = 9 (Miss)
>>>Damage: 1d4 ⇒ 4

Tower Girls 7 & 8:
Full Round Action: Leave Combat

The PCs are up! Do note that, anyone entering either green square either needs to hold their breath or automatically make a fortitude save when the enter it. If they choose to hold their breath, roll a 1d100; on a result of 1-50, you must make the fortitude save anyways, but on a 51-100 you’re fine.

Buff/Effects Durations:
Hoosible’s Fog Bank: 19 Rounds Remaining
Alexin’s Mage Armor: 1999 Rounds Remaining
Remi’s Illusion of Calm: 19 Rounds Remaining
Char’s Fire Strike Blessing: 9 Rounds Remaining
Char’s Double: 2 Rounds Remaining
Tarrana’s Bless: 20 Rounds Remaining
----
Karisa’s Vial of Inhaled Poison: 9 Rounds Remaining
Karisa’s 2nd Vial of Inhaled Poison: 10 Rounds Remaining


Do note, Valko, Charbonardent, and Alexin, you'll need to make your fortitude saves at the beginning of your turn since you're in the poison cloud. As usual, you may hold your breath for a 50% chance to not have to make the save.


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Round 2

Both Charbonardent and his double hold their breath, put their shoulders down, and hustle through the gap in the tables... stepping hard down on a caltrop causing them to howl in pain. They continue to limp forward to face one of the tower girls.

hold breath: 1d100 ⇒ 46
fortitude vs poison: 1d20 + 6 ⇒ (18) + 6 = 24
full move on diagonal then two to tower girl 6
caltrops attack vs AC 12: 1d20 ⇒ 18
caltrop does 1 damage and half movement
Double blessing round 2 of 2
Fire Strike blessing round 3 of 10


@Char: You couldn't have moved where you moved on the roll20. You stepped on the first caltop square, halving your move; Then the second diagonal you moved took an extra 5 ft of movement since it was the 2nd diagonal you took.

Also, you provoked an AoO from Tower Girl 4
TG4's AoO: 1d20 + 3 ⇒ (12) + 3 = 15 (Miss)


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

Radyx spins around on the crate, using his momentum to build up force with his shield, and then brings his axe down hard into the woman.
_________
Full Attack.
Heavy Bladed Shield Attack: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Handaxe Attack: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Shield Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Axe Damage: 1d6 + 5 ⇒ (4) + 5 = 9


Half-giant Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4
Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

Char, went right through Hoosible stepping on the caltops on his 4th square of move. No AOO unless she has a reach weapon, even it missed.


Ah, alright, I see it now.


Male Human (Chelaxian) Witch 2 [HP 12/12 | AC 13 (12 T, 11 FF) | F: 1 R: 2 W: 1 (+1 v Charm/Compulsion) | Per: -2 (-2 Sight +2 Familiar) | SM -4 (+2 Familiar)]
Skills:
Craft tattoo +12 Know: arcana +10 dungeon +6 engineering +6 geography +6 history +9 local +6 nature +9 nobility +6 planes +10 Ling +11 Perception -2(-2 Sight, +2 familiar) SM -4(+2 Familiar) Spellcraft +10 Swim +4 UMD +6
Spells and Hexes:
(CL 2; conc +7): 1st (DC 16)-command, command, mage armor, snowball | 0-detect magic, message, read magic, stabilize | Hexes: Evil Eye (DC:16), Misfortune (DC 16), Cackle, Flight (Feather Fall at will)

Hold Breath: 1d100 ⇒ 73

As the poison envelops him, Alexin reflexively holds his breath, then skips around the corner, insane rage in his eyes for one that would dare attack him. He mumbles a bit of gibberish, contorting his hand in painful looking ways, then points at Karisa and says "Sit, little rat. SIT!"

Casting Command: Fall. DC 16 or fall prone on her next turn. She can otherwise act normally, but must stay prone and take all associated penalties.


Karisa's Will Save: 1d20 + 2 ⇒ (16) + 2 = 18 (Success)


Stats:
AC 16, T 12, FF 14; Fort +3, Ref +5, Will -1; CMD 17
HP:3/19

Ferit screams as the rat whores bite him. "Ye'll pay fer 'hat missy!" he snarls, swinging his mace like Babe Ruth at Terisha's head. There's a sickening crunch as the silver weapon impacts with the tower girl's skull, whipping it to the side. Unless a 19 misses...in which case..poo. He then hops nimbly out of reach of one of the three.

Attack on Terisha (higher ground): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
5' step south.


Male Gnome Orace 1

Hoosible once again encourages his cat to leap over the table and this time it succeeds, if only barely. As they fly toward the retreating Tower Girl, Hoosible stabs ineffectually at her with his longspear.

Strawflower on the other hand takes a massive bit, catching half her chest and arm in her maw and then shaking her about.

Hoosible pats her on her neck. [b]"Good kitty. Hunt those rats."[/ooc]

___________________

Attack TG #5

Acrobatics: 1d20 + 3 ⇒ (8) + 3 = 11

Longspear: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12

Bite: 1d20 + 12 ⇒ (20) + 12 = 32
Confirm?: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 2d8 + 14 ⇒ (6, 1) + 14 = 21

Grab: 1d20 + 18 ⇒ (12) + 18 = 30


Hoos: Strawflower knocked her unconscious (Despite DR), though the two are still grappled as the tiger is holding her in her mouth.

Also, using the AoO I rolled for Char against Strawflower, since it was the same girl and Char didn't actually provoke. She missed.


M Drow Card Caster & Spire Defender 1 / 4 Wind Monk 1

As the battle flows around him Remindiv finds himself facing off against an opponent across a field of caltrops. He gets a much closer look at her, her wererat nature obvious, and reaches for a silver shuriken instead of another card.

Calling on his arcane powers he imbues the star with some power of its own before throwing it. At the same time the nimble drow is chanting and making gestures with his other hand before sending out a thin beam of white energy. Clearly it has been too long since he has been in battle, his muscle memory failing him at the worst time....

Swift Action: Arcane pool to enhance shurikens (10 rounds)
Full Round Action: Spell combat, throw and cast Ray of Frost

Throw, enhanced and bless: 1d20 + 6 + 1 + 1 - 2 ⇒ (1) + 6 + 1 + 1 - 2 = 7
Damage: 1d2 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Ray ranged touch attack: 1d20 + 5 + 1 - 2 ⇒ (17) + 5 + 1 - 2 = 21
Damage: 1d3 ⇒ 1


Machinesmith 12 | HP: 93 | AC: 27 (17 Touch, 23 Flatfooted) | CMD: 27 | Fort: +12, Reflex: +14, Will: +7 | Init: +13 | Perception: +18, Sense Motive: +1

Moving forward Tarrana senses the air around her and with a simple plea Terisha suddenly lights up in the fog.

Terisha must make a DC16 Will save or suffer a sparking aura. Though this does not harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. Furthermore, while the aura lasts, whenever the target is hit with a metal melee weapon, it also takes an amount of electricity damage equal to +1. The sparking aura lasts a 1 round. Once the aura ends, the creature cannot be the target of this hex again for 24 hours.


Round II Recap

Both Charbonardent and his double hold their breath, put their shoulders down, and hustle through the gap in the tables... stepping hard down on a caltrop causing them to howl in pain. They continue to limp forward to face one of the tower girls.

Radyx spins around on the crate, using his momentum to build up force with his shield, and then brings his axe down hard into the woman, cutting a gash in her face, but not nearly as deep as he had expected it to bed.

As the poison envelops him, Alexin reflexively holds his breath, then skips around the corner, insane rage in his eyes for one that would dare attack him. He mumbles a bit of gibberish, contorting his hand in painful looking ways, then points at Karisa and says "Sit, little rat. SIT!"

The woman meets Alexin’s eyes, but succeeds in resisting his spell, and remains standing.

Ferit screams as the rat whores bite him. "Ye'll pay fer 'hat missy!" he snarls, swinging his mace like Babe Ruth at Terisha's head. There's a sickening crunch as the silver weapon impacts with the tower girl's skull, whipping it to the side. He then hops nimbly out of reach of one of the three.

Hoosible once again encourages his cat to leap over the table and this time it succeeds, if only barely.

As they fly toward the retreating Tower Girl, Hoosible stabs ineffectually at her with his longspear.
Strawflower on the other hand takes a massive bit, catching half her chest and arm in her maw and then shaking her about, knocking her unconscious. Her limp body remains in Strawflower’s jaws.

Hoosible pats her on her neck. "Good kitty. Hunt those rats."

As the battle flows around him Remindiv finds himself facing off against an opponent across a field of caltrops. He gets a much closer look at her, her wererat nature obvious, and reaches for a silver shuriken instead of another card.

Calling on his arcane powers he imbues the star with some power of its own before throwing it. At the same time the nimble drow is chanting and making gestures with his other hand before sending out a thin beam of white energy. Clearly it has been too long since he has been in battle, his muscle memory failing him at the worst time.... The shuriken misses the girl, though the ray of frost hits her, causing minor frostbite.

Moving forward Tarrana senses the air around her and with a simple plea Terisha suddenly lights up in the fog.

Valko, standing in the poison cloud, accidently sputters and inhales some of it. He begins to cough as the poison takes its effect on his body, damaging his vital organs. He steps out of the cloud, continuing to cough, and reloads his crossbow. He fires it at Karisa, but misses, hitting the wall behind her instead.

One of the two girls near Radyx attacks him with sword and fang, but neither find purchase in his heavily-armored form. After her failed attack, the girl steps back away from him just as her buddy does the same. The second tower girl then draws a pouch of goop from her bandolier and throws it at Radyx, who gets entangled in the goop and glued to the crate he’s standing on.

Terisha and one of her girls, meanwhile, both try to bite and stab Ferit, but both fail to hit him, even though his challenge was interrupted by Tarrana’s hex.

”S~++, s@$% s!+~!” One of the tower girls finds herself next to a large, undead tiger. Desperately, she stabs at it and tries to bite it, but somehow fails. She then steps away from it.

”Kill the damn tiger!” Karisa yells as various things fly by her head. ”Damnit, stop throwing things at me you f++~ers!” she then draws a pouch and throws it at Remi. The pouch lands just in front of his feet and explodes in a blinding flash of light, causing him, Tarrana, and Valko to become blinded momentarily. She then draws a flask of acid from her bandolier and chucks it at the now-blinded Remi, though it falls short and shatters, splashing him and Tarrana with acid.

Meanwhile, one more girl throws a tanglefoot bag at Strawflower, but misses.

<< Encounter: "Its a Trap!!" | Round III | Hazards: Caltrops | Encounter Map: Roll20 The Crow, Level 3 >>

_____________________________________

Since Tarrana made no mention of holding her breath as she passed through the poison gas cloud..
Tarrana’s Fort Save: 1d20 + 1 ⇒ (19) + 1 = 20 (Success)
Terisha’s Will Save: 1d20 + 2 ⇒ (4) + 2 = 6 (Failure, Aura of Sparking 1 rd)

Valko:
Free Action: Hold Breath
Inhale Poison?: 1d100 ⇒ 11 (Inhaled it)
>Valko’s Fort: 1d20 + 2 ⇒ (8) + 2 = 10 (Failure)
>>Con Damage: 1d2 ⇒ 1
Free Action: 5 ft Step
Move Action: Reload
Standard Action: Fire @ Karisa
>Attack: 1d20 + 4 - 4 - 4 ⇒ (18) + 4 - 4 - 4 = 14 (Miss)

NPC Actions:

Tower Girl 1:
Standard: Attack Radyx
>Attack: 1d20 + 3 ⇒ (18) + 3 = 21 (Miss)
Free Action: 5 ft Step Away from Radyx

Tower Girl 2:
Free Action: 5 ft Step Away from Radyx
Free Action: Drop Hand Crossbow
Move Action: Draw Tanglefoot Bag
Standard Action: Throw Tanglefoot Bag @ Radyx
>Throw Touch: 1d20 + 3 ⇒ (20) + 3 = 23 (Hit)
>>Duration: 2d4 ⇒ (1, 3) = 4
>>>Radyx’s Reflex: 1d20 + 2 ⇒ (4) + 2 = 6 (Failure)

Tower Girl 3:
Full Round: Full Attack Ferit
>Shortsword: 1d20 + 3 ⇒ (18) + 3 = 21 (Hit)
>>Concealment: 1d100 ⇒ 10 (Miss)
>Bite: 1d20 - 2 ⇒ (1) - 2 = -1 (Miss)

Tower Girl 4:
Full Round: Full Attack Strawflower
>Shortsword: 1d20 + 3 ⇒ (10) + 3 = 13 (Miss)
>Bite: 1d20 - 2 ⇒ (18) - 2 = 16 (Miss)

Tower Girl 6:
Move Action: Draw Tanglefoot Bag
Standard Action: Throw Tanglefoot Bag @ Strawflower
>Throw Touch: 1d20 + 3 ⇒ (4) + 3 = 7 (Miss)

Terisha:
Full Round Action: Full Attack vs Ferit
>Shortsword: 1d20 + 5 ⇒ (7) + 5 = 12 (Miss)
>Bite: 1d20 - 1 ⇒ (5) - 1 = 4

Karisa:
Full Round Action: Full Attack Rapid Shot
>>Thrown Vial 5 ft north of Remi: 1d20 + 6 - 2 - 2 ⇒ (16) + 6 - 2 - 2 = 18 (Success)
>>>Remi’s Fort: 1d20 + 4 ⇒ (6) + 4 = 10 (Failure)
>>>Valko’s Fort: 1d20 - 1 ⇒ (2) - 1 = 1 ( Failure)
>>>Alexin’s Fort: 1d20 + 1 ⇒ (12) + 1 = 13 (Success)
>>>Tarrana’s Fort: 1d20 + 1 ⇒ (5) + 1 = 6 (Failure)
Free Action: Draw Alchemical Item
>>Thrown Item @ Remi: 1d20 + 6 - 2 - 2 ⇒ (5) + 6 - 2 - 2 = 7 (Miss)
>>>Alchemical Weapon Landing: 1d8 ⇒ 2
Remi and Tarrana take 3 Acid Damage

The PCs are up! Do note that, anyone entering either green square either needs to hold their breath or automatically make a fortitude save when the enter it. If they choose to hold their breath, roll a 1d100; on a result of 1-50, you must make the fortitude save anyways, but on a 51-100 you’re fine.

Buff/Effects Durations:
Hoosible’s Fog Bank: 18 Rounds Remaining
Alexin’s Mage Armor: 1998 Rounds Remaining
Remi’s Illusion of Calm: 18 Rounds Remaining
Char’s Fire Strike Blessing: 8 Rounds Remaining
Char’s Double: 1 Rounds Remaining
Tarrana’s Bless: 19 Rounds Remaining
----
Radyx’s Entanglement: 4 Rounds Remaining
Radyx’s Stuck-to-the-Floorness: 15 Hp Left
Remi’s Blindness: 1 Round Remaining
Tarrana’s Blindness: 1 Round Remaining
Valko’s Blindness: 1 Round Remaining
Valko’s Poison: 6 Rounds Remaining
----
Karisa’s Vial of Inhaled Poison: 8 Rounds Remaining
Karisa’s 2nd Vial of Inhaled Poison: 9 Rounds Remaining
----
Terisha’s Aura of Sparking: 1 Round Remaining (No Concealment, 1 Electricity Damage if damaged by a metal weapon)

During that round, Remi and Tarrana took 3 Acid Damage, but no one else took any damage, although Radyx is not only entangled, but he’s glued to the floor(crate). Tarrana, Remi, and Valko are all blinded for a round.


Also, Ferit, your challenge was interrupted by Tarrana, so you have a -2 to AC and attack for this round.


Machinesmith 12 | HP: 93 | AC: 27 (17 Touch, 23 Flatfooted) | CMD: 27 | Fort: +12, Reflex: +14, Will: +7 | Init: +13 | Perception: +18, Sense Motive: +1

Whoops, I was actually unaware that was a thing. :(


No one told you OOC or IC, so it ain't your fault. Their fault for not telling ye :P


Male Gnome Orace 1

Hoosible stabs at Terisha, piercing her shoulder ever so slightly and causing a small zap of electricity due to Taranna's hex.

Meanwhile Strawflower advances into the mist and tries to maul her with tooth and claw...but the rat nimbly avoids the undead cat.

_____________________

longspear: 1d20 + 2 ⇒ (20) + 2 = 22
confirm: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d6 + 1 - 5 ⇒ (6) + 1 - 5 = 2

bite: 1d20 + 12 ⇒ (1) + 12 = 13
claw: 1d20 + 12 ⇒ (4) + 12 = 16
claw: 1d20 + 12 ⇒ (6) + 12 = 18


Male Human Fighter 2 | HP:22/22 | AC: 21 (FF: 19, Touch: 12) | Fort: +5, Ref: +2, Will: +0 | Per: +2 | Init: +2(+3)

"Damnit," Radyx says as the goop binds him to the top of the crate. He uses his weapons to cut each of his feet free, then moves closer to his quarry.

"Nice try, c#$@s. But it's gonna take more than that to stop the Champ."
__________
Full Attack the goo, then 5' step towards them.
Cut Free: 1d6 + 5 ⇒ (6) + 5 = 11
Cut Free: 1d6 + 5 ⇒ (2) + 5 = 7


Male Human (Chelaxian) Witch 2 [HP 12/12 | AC 13 (12 T, 11 FF) | F: 1 R: 2 W: 1 (+1 v Charm/Compulsion) | Per: -2 (-2 Sight +2 Familiar) | SM -4 (+2 Familiar)]
Skills:
Craft tattoo +12 Know: arcana +10 dungeon +6 engineering +6 geography +6 history +9 local +6 nature +9 nobility +6 planes +10 Ling +11 Perception -2(-2 Sight, +2 familiar) SM -4(+2 Familiar) Spellcraft +10 Swim +4 UMD +6
Spells and Hexes:
(CL 2; conc +7): 1st (DC 16)-command, command, mage armor, snowball | 0-detect magic, message, read magic, stabilize | Hexes: Evil Eye (DC:16), Misfortune (DC 16), Cackle, Flight (Feather Fall at will)

Alexin let's loose with his most powerful hex on Karisa, one that can change fate itself. No longer pressed by poison or the need to move, Alexin lets his madness take over, and begins to giggle incessantly, the unnerving sound strengthening his hexes.

DC 16 Will or Misfortune on Karisa. Cackling has begun.


M Drow Card Caster & Spire Defender 1 / 4 Wind Monk 1

Remiandiv brings his arm up to protect his eyes from the flash but it does no good. Doing his best to position himself with his back to his allies and facing the enemy blockade, he moves his arms into a guard position and strains to use his other senses to identify threats.

Total Defense (assuming that has any benefit at all while blind).
Perception: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 to 'listen' for trouble

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