Daurros Erdai |
Sorry the last time it surfaced it was 80 feet from the boat and tried to disspell your flight, I was oh so very close on that one. Most folks have stopped rowing yes, so you are about where you where, maybe ten feet closer and the boat will drift.
So did it seem like it could see me through my greater invisibility?
Daurros is going to move away from his present position, taking a full move to a different spot while still invisible, looking for signs of the caster as he moves.
perception 1d20 + 10 ⇒ (1) + 10 = 11
Not seeing a thing, he readies a standard action to cast telekinesis to grapple the thing the next time it surfaces.
grapple check with telekinesis 1d20 + 15 ⇒ (19) + 15 = 34
Keeper of Forbidden Lore |
Guard and Daurros readies for the thing to surface, and it time it does, near a hundred feet from the boat. The thing seems to struggle in Daurroes invisable grasp, but something seem to pull at Ardanto as well Give me a will save Ardanto
Round three
Guard = 6 (Readied action)
Round 4:
Daurros= 25(Readied action)
Snem=23
Ardanto = 17(Not sure)
Unknown=16 {went}
Karkalla = 12
Toxim = 9
Finn = 8
Sharks = 8
Guard = 6
Karkalla |
Karakalla opens up on whatever Daurros seems to have grabbed
Repeater attack 1 (+1 hit damagw within 30ft)
1d20 + 13 ⇒ (14) + 13 = 27
Repeater attack 2
1d20 + 13 ⇒ (12) + 13 = 25
Repeater attack 3
1d20 + 8 ⇒ (17) + 8 = 25
Damage
Repeater damage 1
1d12 + 1 ⇒ (11) + 1 = 12
Repeater damage 2
1d12 + 1 ⇒ (8) + 1 = 9
Repeater damage 3
1d12 + 1 ⇒ (4) + 1 = 5
Sneak attack 1
5d6 ⇒ (6, 4, 6, 1, 6) = 23
Sneak attack 2
5d6 ⇒ (5, 1, 2, 1, 6) = 15
Sneak attack 3
5d6 ⇒ (3, 6, 6, 2, 4) = 21
Keeper of Forbidden Lore |
Karkalla opens fire upon the thing, which looks to be some type of squid, she hits it three times as Finn dives into the water with a smooth splash and Toxim keeps rowing
The thing is more then 30' away, the Sneak attack will not work. Also rolling Ardantos saves
1d20 + 6 ⇒ (20) + 6 = 26
Round 4
Guard = 6
Round 5
Daurros= 25
Snem=23
Ardanto = 17
Unknown=16
Karkalla = 12
Toxim = 9
Finn = 8
Guard = 6
Daurros Erdai |
Daurros redoubles his efforts, using his telekinesis spell to attempt to put the creature into a pin. (+5 circmstance bonus since the creature is already grappled.) 1d20 + 15 + 5 ⇒ (18) + 15 + 5 = 38
Boo-ya!
Just a friendly reminder that any spells or spell-like abilities it casts require a concentration check; in this case DC 25 + spell level.
Keeper of Forbidden Lore |
The thing is not close enough for Guard to hit,but Daurros manages to pin it with his spell. The thing thrashing and tries to dive, but the spell holds firm and it bobs in the sea like a fish in a net. Ardanto shacks off what ever it tried to do and rows the boat closer to shore as Karkalla reloads.
Round 5
Daurros= 25[went]
Snem=23
Ardanto = 17{holding..rowing?]
Unknown=16 {went]
Karkalla = 12[ reloading]
Toxim = 9
Finn = 8
Guard = 6
Keeper of Forbidden Lore |
New round then. It is bad I sing "row, row, row your boat " as I typed this.
With the thing seemingly pinned well off from the boat and Karkalla reloading as Finn invisibly swims closer to it. Guard and toxim row the boat ever so creepily closer to the shore.
Round 6
Daurros= 25
Snem=23
Ardanto = 17
Unknown=16
Karkalla = 12
Toxim = 9
Finn = 8
Guard = 6
Keeper of Forbidden Lore |
In the water the thing thrashing and struggles, unable to break free, finn is closing on the thing as Karkalla reloads and Daurros holds it from escaping.
Finn, you are 40' from it or 8 squares, which ever ya like
Round 6
Daurros= 25[went]
Snem=23
Ardanto = 17{rowing?}
Unknown=16{went}
Karkalla = 12
Toxim = 9
Finn = 8
Guard = 6
Finn Killshrike |
Just a note, unless they change direction, the boat is not getting closer to the thing, but closer to the shore
See Toxim's post above: "Toxim will put away his bow, sit down and begin rowing to the ship."
Finn keeps swimming towards the spellcasting creature.
Swim: 1d20 + 8 ⇒ (4) + 8 = 12
Daurros Erdai |
Not sure, actually. There's no mention that I saw in the pfrd that says you can move a pinned creature, and moving something versus using a Combat Maneuver are separate actions in the spell description. So, I guess I'll leave that up to Seeker, but maintaining the pin is my primary goal.
pin 1d20 + 21 ⇒ (2) + 21 = 23
uh oh. Let's hope he rolls low too.
Keeper of Forbidden Lore |
Arrrr, th' dice gods not being a with ye today..natch 20.....
The thing seems to break free from the pinning imposed by the spell. Lighting once more slams into the boatI forgot for a few rounds...opps Karkalla 8 damage, unless you make a DC 16 Above the water a blade of pure flame appears and the thing vanishes below the waves.
Round 7
Daurros= 25[went]
Snem=23
Ardanto = 17{rowing?}
Unknown=16{went}
Karkalla = 12
Toxim = 9
Finn = 8
Guard = 6
Finn is closer now, the boat will be at round end, Perception check to spot the thing now well under the waves.
Keeper of Forbidden Lore |
Sorry, I am so unreliable of late...
You see the thing, which does look like a large squid, it is roughly 40 feet below you and ten feet away from you. It also seems to be headed away from the boat
No sign of the attacker can be seen, although the dead sharks do bob in the water as the rowboat is brought ever so much closer to the ship.