The Forgotten God (Table 4) (Inactive)

Game Master Rednal

Heksfazia, the Thousand Forms

Ravenmoor
Kriegler Manor
Chenowitz Place


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(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |
GM Rednal wrote:
Yes, you can take the five-foot step and cast without provoking an AoO (unless the opponent has reach... which, in this case, they don't. Not as such, anyway). As usual for the game, you can take your round of actions before they respond. That seems to be the intent of the rules, anyway. XD

That works. In which case, while continuing to 5 ft. step away, she goes with her first plan. The full-round withdraw was in case the 5 ft. withdraw didn't work long enough to get buffs in place one at a time. So...

- round 1: 5 ft. step and DS(IS) sanctuary (followed by the dwarf - I'd imagine - stepping up and attacking)
- round 2: 5 ft. step and DS(IS) shield of faith (... probably followed by the dwarf still stepping up and attacking?)
- round 3: 5 ft. step and feint (as I'd still be in melee, and he would not; thus I don't provoke for doing so, but can still feint
- round 4: 5 ft. step and attack
- round 5+: repeat rounds 3-4, using the rolls made above

... that should be more than enough.

She totally holds onto that contract, however. It's way too valuable to let go of! :D


Let's see, DC to overcome Sanctuary should be... 15, I believe. Please note those when casting - it'll make things easier. XD

Will Save (Sanctuary: Round 1/3): 1d20 + 6 ⇒ (9) + 6 = 15

With a bellow, the dwarf pushes through the Sanctuary and swings his axe after a short step forward, aiming for a sharp, heavy cleave.

Lots of Combat:
Rage: Round 2

Attack Roll: 1d20 + 7 ⇒ (17) + 7 = 24 for Damage: 1d10 + 4 ⇒ (3) + 4 = 7

It's a solid blow, though not a critical one... even if it does shave off a hefty chunk of your knowledge. 75/100.

The Shield of Faith comes into existence a moment later as an additional barrier to help thwart the dwarf's attacks.

Rage: Round 3. Sanctuary: Round 2/3. Shield of Faith: 1/30 (Your AC: 25).

Will Save: 1d20 + 6 ⇒ (13) + 6 = 19

The Sanctuary appears to be having a very difficult time holding the dwarf back, as he swings his axe with all of his might!

Attack Roll: 1d20 + 7 ⇒ (20) + 7 = 27 for Damage: 1d10 + 4 ⇒ (9) + 4 = 13
Critical Confirm: 1d20 + 7 ⇒ (11) + 7 = 18 Nope.
Critical COnfirm: 1d20 + 7 ⇒ (9) + 7 = 16 Nope.

It doesn't seem to have done any extra damage... but it was a truly punishing below regardless. 62/100.

This probably was a good time to start feinting and drawing him away... Feint DC: 14. The first feint is an easy success, though the dwarf continues his mad advance...

Rage: Round 4. Sanctuary: Round 3/3. Shield of Faith: 2/30 (Your AC: 25).

Will Save: 1d20 + 6 ⇒ (16) + 6 = 22

...and breaks through the Sanctuary without ever having been slowed down by it, much less stopped.

Attack Roll: 1d20 + 7 ⇒ (19) + 7 = 26 for Damage: 1d10 + 4 ⇒ (5) + 4 = 9 Wow, these dice... o wo; Not a critical, though! 51/100.

Your own return attack is, sadly, not enough to penetrate his armor. AC 16 while Feinted. The dwarf grimly pushes forward, a juggernaut of iron and anger as he hammers at you through your protection.

Rage: Round 5. Shield of Faith: 3/30 (Your AC: 25).
Attack Roll: 1d20 + 7 ⇒ (8) + 7 = 15 for Damage: 1d10 + 4 ⇒ (2) + 4 = 6

Almost mercifully, however, your barrier shunts him aside and gives you the opportunity for another (successful) feint.

Rage: Round 6. Shield of Faith: 4/30 (Your AC: 25).
Attack Roll: 1d20 + 7 ⇒ (15) + 7 = 22 for Damage: 1d10 + 4 ⇒ (6) + 4 = 10

Your response finally manages to strike him, sinking deep into his body, with an added bonus from your sneak attack. 16/28 HP. The dwarf has come too far to stop now, though...

Rage: Round 7. Shield of Faith: 5/30 (Your AC: 25).
Attack Roll: 1d20 + 7 ⇒ (18) + 7 = 25 for Damage: 1d10 + 4 ⇒ (5) + 4 = 9

...and he just barely manages to hammer home with his fearsome blow. 42/100.

He is, however, surprisingly easy to feint - perhaps because he's attacking more with rage than with skill. Three times in a row, you've successfully feinted against him.

Rage: Round 8. Shield of Faith: 6/30 (Your AC: 25).
Attack Roll: 1d20 + 7 ⇒ (12) + 7 = 19 for Damage: 1d10 + 4 ⇒ (9) + 4 = 13

Rage can only last for so long, though - and his next swing (another terrifyingly heavy one) is pushed to the side by the shield of your faith, and your weapon strikes home to deal significant damage to him. In fact, it's enough to drop him - and just before he disappears, you can see the dwarf's rage ending... had the battle continued, he may have been quite weakened from what he had endured.

The beam of light crashes down to bring forth the fourth foe - but perhaps it's better this way. After all, waiting too long could result in the loss of your magic shield. However, as the light vanishes, it takes a few moments to spot your foe...

Initiative (Enemy): 1d20 + 4 ⇒ (9) + 4 = 13 vs Initiative (You): 1d20 ⇒ 4

...who's already buzzing towards your face. They're a tiny little thing (Knowledge (Nature) to identify), but they are swinging what looks like a truly vicious pair of pliers, aiming right for your face.

Attack Roll (Vs. Flat-Footed, SoF applies): 1d20 + 10 ⇒ (16) + 10 = 26 for Damage: 1d4 ⇒ 2

And it's not nearly as painful as what the dwarf did to you, but it's undeniably a hit. 40/100.

Whew! Imagine what would happen if we had to do this one round at a time. XD Yeah, this method is probably better...


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

I'm glad we're doing this way, too! Also, I did write the DC,... but it was on the previous page! Sorry, I would have added it again, had I noted that it was no longer here.

Knowledge (nature)/INT: 1d20 + 3 ⇒ (18) + 3 = 21 maximum DC 10

"... no rest for the weary." Hexy sighs. With surprise... she realized she really was starting to get weary. Hm. Mortality sucked. She needed to fix that asap.

Flinching from the sting of... of... pliers?!... she spins back and, trying something new, decides to disarm the little cretin.

CMB: 1d20 + 3 ⇒ (7) + 3 = 10
Thanks, Paizo Dice Roller: always there for me.
>.<
:D

Being thoroughly unsuccessful, she... takes a step back.

How Combat should (not) be done!:

Round 2: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (2) + 9 = 11
Round 3: 5 ft. step, and Disarm!
CMB: 1d20 + 3 ⇒ (1) + 3 = 4
Round 4: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (1) + 9 = 10
Round 5: 5 ft. step, and Disarm!
CMB: 1d20 + 3 ⇒ (20) + 3 = 23
Round 6: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (19) + 9 = 28
Round 7: 5 ft. step, and Disarm!
CMB: 1d20 + 3 ⇒ (5) + 3 = 8
Round 8: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (9) + 9 = 18
Round 9: 5 ft. step, and Disarm!
CMB: 1d20 + 3 ⇒ (6) + 3 = 9
Round 10: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (8) + 9 = 17
Round 11: 5 ft. step, and Disarm!
CMB: 1d20 + 3 ⇒ (12) + 3 = 15
Round 12: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (2) + 9 = 11
Round 13: 5 ft. step, and Disarm!
CMB: 1d20 + 3 ⇒ (3) + 3 = 6
Round 14: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (16) + 9 = 25
Round 15: 5 ft. step, and Disarm!
CMB: 1d20 + 3 ⇒ (11) + 3 = 14

[ooc]If I ever finally disarm the daggum thing, my CMBs to Disarm stop: instead, I replace them with attacks, still with Lucy:
Attack: 1d20 + 3 ⇒ (9) + 3 = 12; Damage: 1d12 + 3 ⇒ (2) + 3 = 5; Sneak Attack: 1d6 ⇒ 4

Round 3: Attack: 1d20 + 3 ⇒ (9) + 3 = 12; Damage: 1d12 + 3 ⇒ (3) + 3 = 6; Sneak Attack: 1d6 ⇒ 4

Round 5: Attack: 1d20 + 3 ⇒ (12) + 3 = 15; Damage: 1d12 + 3 ⇒ (9) + 3 = 12; Sneak Attack: 1d6 ⇒ 4

Round 7: Attack: 1d20 + 3 ⇒ (10) + 3 = 13; Damage: 1d12 + 3 ⇒ (3) + 3 = 6; Sneak Attack: 1d6 ⇒ 1

Round 9: Attack: 1d20 + 3 ⇒ (16) + 3 = 19; Damage: 1d12 + 3 ⇒ (4) + 3 = 7; Sneak Attack: 1d6 ⇒ 5

Round 11: Attack: 1d20 + 3 ⇒ (8) + 3 = 11; Damage: 1d12 + 3 ⇒ (2) + 3 = 5; Sneak Attack: 1d6 ⇒ 6

Round 13: Attack: 1d20 + 3 ⇒ (9) + 3 = 12; Damage: 1d12 + 3 ⇒ (8) + 3 = 11; Sneak Attack: 1d6 ⇒ 3

Round 15: Attack: 1d20 + 3 ⇒ (17) + 3 = 20; Damage: 1d12 + 3 ⇒ (8) + 3 = 11; Sneak Attack: 1d6 ⇒ 2


As your disarm maneuver comes in, the little creature whips the pliers at your arm, trying to bash it away.

Shield of Faith: 7/30
Attack of Opportunity: 1d20 + 10 ⇒ (13) + 10 = 23

It was a pretty good strike in general, but your magical aura is just enough to shunt it to the side - and your blow is enough to knock the pliers from the small creature's hands. It looks slightly dazed as you perform a quick feint, but it isn't fooled - though you do get an attack in before it recovers. Shield of Faith: 8/30 Unfortunately, it still manages to avoid the blow before darting forward and lashing out with its teeth.

Combat:
Shield of Faith: 9/30
Attack Roll: 1d20 + 9 ⇒ (18) + 9 = 27 for Damage: 1d4 - 1 ⇒ (1) - 1 = 0

The bite doesn't actually harm you... but it does sink an injection of paralyzing venom into your system. Fortitude Save: 1d20 + 8 ⇒ (5) + 8 = 13 ...And despite your general resilience, you're barely able to avoid being paralyzed by the blow.

Your next feint fails, and the creature noms again, trying to get its venom into your system.

Shield of Faith: 10/30
Attack Roll: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d4 - 1 ⇒ (1) - 1 = 0

A complete failure - and while it's clearly resilient to distraction, your talents in *Ahem* getting people's attention finally catch hold. Before you can hit it, though, the creature bites again.

Shield of Faith: 11/30
Attack Roll: 1d20 + 9 ⇒ (8) + 9 = 17 for Damage: 1d4 - 1 ⇒ (1) - 1 = 0 ...Wow. I think the dice roller likes you. XD

Unfortunately, the little bugger is quite agile, and avoids the blow before darting back in with another bite.

Shield of Faith: 12/30
Attack Roll: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d4 - 1 ⇒ (4) - 1 = 3

The next feint fails...

Shield of Faith: 13/30
Attack Roll: 1d20 + 9 ⇒ (19) + 9 = 28 for Damage: 1d4 - 1 ⇒ (3) - 1 = 2 Fortitude Save: 1d20 + 8 ⇒ (7) + 8 = 15

And the creature finally connects with a blow, ripping out a bit more of your hide - though its venom again fails to infect you. 38/100.

Your counterattack, though solid, fails to strike the creature. It's exceptionally agile, and a truly solid blow seems necessary to strike it - that, or successfully feinting it.

Shield of Faith: 14/30
Attack Roll: 1d20 + 9 ⇒ (1) + 9 = 10 for Damage: 1d4 - 1 ⇒ (4) - 1 = 3

Which is a problem, because your next feint fails...

Shield of Faith: 15/30
Attack Roll: 1d20 + 9 ⇒ (10) + 9 = 19 for Damage: 1d4 - 1 ⇒ (4) - 1 = 3

...As does your attack...

Shield of Faith: 16/30
Attack Roll: 1d20 + 9 ⇒ (16) + 9 = 25 for Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Fortitude Save: 1d20 + 8 ⇒ (17) + 8 = 25

...and the creature noms you once more, though you easily throw off the venom this time. 37/100

Another failure in feinting...

Shield of Faith: 17/30
Attack Roll: 1d20 + 9 ⇒ (6) + 9 = 15 for Damage: 1d4 - 1 ⇒ (2) - 1 = 1

...And your attack comes nowhere close to hitting.

Shield of Faith: 18/30
Attack Roll: 1d20 + 9 ⇒ (18) + 9 = 27 for Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Fortitude Save: 1d20 + 8 ⇒ (2) + 8 = 10

36/100

And after all of these blows, you suddenly feel the creature's venom starting to take hold... Unless you do something quick, like use your Surge ability, you might be dropped to the ground while the creature retrieves its weapon...


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

They... have... a... bite... that... paralyzes...? O.o
O-kay, then.
Mythic Power: 2 temporary becomes 1 temporary
>:( Lousy use of power! Use 1 to add 1d6 ⇒ 4 to fortitude save. :)
EDIT: Sigh. Fine. I'll use the last of my power.

Hexy uses her last current mythic power granted by these combats in order assault the little fey.

Attack (v. flat-footed AC): 1d20 + 4 ⇒ (2) + 4 = 6 Damage (ignore DR): 1d12 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11

EDIT: ... I... I... I'm going to die... again... to a freakish tiny fairy... with a paralysis bite... because I missed an attack roll on my last use of epic power. I am so great at this game, you guys. Just, like, the best.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Right! I forgot!

"You know, Fireshorts, I was planning on signing this thing. You didn't have to force it." she gives a tongue in his general direction (probably somewhere to the left) and presses her thumb onto the document. After all, it might not be an opposed deity. She... doesn't know if any of the other gods aren't out to get her now, actually, now that she thinks about it. Oh good! She can't go 'down' from here!


Oh, I'm sure you'll hit it eventually... XD But yes, the bite can paralyze. Ailments are pretty nasty when you're solo, huh?

Also, you have acquired the [Temptations] Mythic Ability. Please refer to the rules text on Page 1 for what to add to your profile.

The small flying creature let out a rapid burst of speech - though not in a language you recognize. At a guess, though, it was probably horrifyingly rude... the creature may be small, but it doesn't seem stupid, and its gestures seem to be leaning in the direction of improbably obscene as it spits out some of your essence.

Shield of Faith: 19/30
Attack Roll: 1d20 + 9 ⇒ (3) + 9 = 12 for Damage: 1d4 - 1 ⇒ (3) - 1 = 2

The shield of your faith remains very strong, however, easily pushing the small creature back as it attempts to chomp down. You remain at 36/100.


Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant

So... Does she know which spells she has?


At the moment, no. As noted in the text of the ability, spells can either be told ahead of time or right when you have an opportunity to cast them. ^^ I'll usually be going with the latter - tempting you when you need help the most fits with the flavor of the ability.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Sigh. :P :D

"Really? You give me nothing? Ugh, laaaaaaaaaame." she tells the host of non-present patrons.

"Fine, bug-face, let's continue like savages. The one creature to speak to me, and you can only gibber in incoherent language." she shakes her head.

The Combat of Forever:
Round 20: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (1) + 9 = 10
Round 21: 5 ft. step, and Attack!
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d12 + 2 ⇒ (6) + 2 = 8 Sneak Attack: 1d6 ⇒ 5
Round 22: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (6) + 9 = 15
Round 23: 5 ft. step, and Attack!
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d12 + 2 ⇒ (11) + 2 = 13 Sneak Attack: 1d6 ⇒ 1
Round 24: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (12) + 9 = 21
Round 25: 5 ft. step, and Attack!
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d12 + 2 ⇒ (5) + 2 = 7 Sneak Attack: 1d6 ⇒ 6
Round 26: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (14) + 9 = 23
Round 27: 5 ft. step, and Attack!
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d12 + 2 ⇒ (5) + 2 = 7 Sneak Attack: 1d6 ⇒ 3
Round 28: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (20) + 9 = 29
Round 29: 5 ft. step, and Attack!
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d12 + 2 ⇒ (11) + 2 = 13 Sneak Attack: 1d6 ⇒ 3
Round 30: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (14) + 9 = 23
Round 31: 5 ft. step, and Attack!
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d12 + 2 ⇒ (10) + 2 = 12 Sneak Attack: 1d6 ⇒ 5
Round 32: 5 ft. step, and Feint!
Bluff/Feint: 1d20 + 9 ⇒ (1) + 9 = 10
Round 33: 5 ft. step, and Attack!
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d12 + 2 ⇒ (3) + 2 = 5 Sneak Attack: 1d6 ⇒ 2


The small creature merely gestured rudely after completely ignoring the feint...

Much Combat:
Shield of Faith: 20/30
Attack Roll: 1d20 + 9 ⇒ (6) + 9 = 15 for Damage: 1d4 - 1 ⇒ (3) - 1 = 2

...and promptly swooping around the weapon as well.

Shield of Faith: 21/30
Attack Roll: 1d20 + 9 ⇒ (14) + 9 = 23 for Damage: 1d4 - 1 ⇒ (2) - 1 = 1

Neither of those was quite accurate as a blow, though, and the next attempts to strike it were equally unsuccessful. As for its own blows...

Shield of Faith: 22/30
Attack Roll: 1d20 + 9 ⇒ (10) + 9 = 19 for Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Shield of Faith: 23/30
Attack Roll: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d4 - 1 ⇒ (4) - 1 = 3

They were just as unimpressive. The next feint was successful, but with a poor followup.

Shield of Faith: 24/30
Attack Roll: 1d20 + 9 ⇒ (14) + 9 = 23 for Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Shield of Faith: 25/30
Attack Roll: 1d20 + 9 ⇒ (11) + 9 = 20 for Damage: 1d4 - 1 ⇒ (1) - 1 = 0

...And once again the creature managed to remain just out of reach.

Shield of Faith: 26/30
Attack Roll: 1d20 + 9 ⇒ (10) + 9 = 19 for Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Shield of Faith: 27/30
Attack Roll: 1d20 + 9 ⇒ (4) + 9 = 13 for Damage: 1d4 - 1 ⇒ (4) - 1 = 3

However, the feint after that one was phenomenally successful, even if the little creature did let out one last bite.

Shield of Faith: 28/30
Attack Roll: 1d20 + 9 ⇒ (8) + 9 = 17 for Damage: 1d4 - 1 ⇒ (4) - 1 = 3

And a hit finally connected with the creature, sending it soaring backwards. As it began to disappear, though, it raised one hand and began speaking in surprisingly good Common, though its voice was so high-pitched it could barely be understood. "And you can shove a cob of corn up your mother's [BLEEP], you [BLEEP]ing spawn of a drunken donkey!" It completely vanished a moment later.

Congratulations, you defeated a Tooth Fairy!

For what you know is the last time, the pillar of light crashes down... and what strides out of it is very different from the foes you've fought before. Vines seem to have pulled out of the ground, supporting a giant orange gourd surrounded by blazing fires. The creature tilts its head slightly... then shoots forward almost impossibly quickly, laughter echoing out of its mouth as it pushes forward.

Initiative (Enemy): 1d20 + 9 ⇒ (18) + 9 = 27 vs Initiative (Yours): 1d20 ⇒ 11

And as it gets close, it rears back, then spews out a massive cone of fire.

Fire Damage: 1d10 ⇒ 6 DC 14, Reflex halves

Meanwhile, knowledge floats up in your mind... a magic that could at least help even things out a little. Abadar offers you use of a [Quickened Slow] spell...


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

I... defeated... a tooth fairy. I'm stealing those daggum pliers, later. And where are all my quarters?!?! *shakes fist at the vanished fairy* :D

.

Reflex: 1d20 + 6 ⇒ (14) + 6 = 20 Success! I take 3 damage.

"You know what? No. No, I don't care anymore. I was gone once. Out. Caput. Dead. If I go back to nonexistence: oh well. And now, of course, I've got a ****in' plant on fire. Why? I don't know. I'm just having a very bad day, and I'm tired. **** this, and **** you." she says to the plant.

Hexy takes a 5 ft. step back, drinks her strength mutagen, and then, at the start of the next round, expends her newly acquired mythic power to make another Surprise Strike.
Attack (v. Flat-footed AC): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d12 + 4 ⇒ (7) + 4 = 11
Sneak Attack: 1d6 ⇒ 1

EDIT: oh, good. Just what I wanted. :/


33/100.

The plant monster cheerfully advances, reaching out with jaws before simply slamming forward.

Shield of Faith: 29/30
Attack Roll (Bite): 1d20 + 4 ⇒ (5) + 4 = 9 for Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Attack Roll (Slam): 1d20 + 4 ⇒ (8) + 4 = 12 for Damage: 1d8 + 4 ⇒ (2) + 4 = 6 + Ensnare

Your weapon connects with a surprisingly solid thunk, bashing directly into the gourd-monster's face. Of course, it was a fairly large creature to begin with... and the creature unleashes one more combination before your shield flickers and goes out.

Attack Roll (Bite): 1d20 + 4 ⇒ (16) + 4 = 20 for Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Attack Roll (Slam): 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d8 + 4 ⇒ (5) + 4 = 9 + Ensnare

These blows were much closer than the ones from before - the plant-like monster might just be getting used to this type of combat...


(Fe)male Mutagenically altered half-elf (for now) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 21 | AC: 18/20/18, T: 12/14/12, FF: 18/18/18 | Fort: 9/9/11, Reflex: 7/9/7, Will: 7/5/7 | CMB: +6/+4/+4, CMD: 20/20/18 | Init: +0/+2/+0, Perception: +7/5/7 |

I forgot to mention, my attack in my last post bypasses any DR the creature might have.

EDIT: Also, despite Hexy's general frustration, I'm just letting you know that, ultimately, I'm fine. :D I could do with a bit of re-tooling of the dice roller, mind, but other than that... :)

Attacks of the Beast:

Attack: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 2 of 100 rnds
Attack: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 3 of 100 rnds
Attack: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 4 of 100 rnds
Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d12 + 4 ⇒ (7) + 4 = 11 5 of 100 rnds
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 6 of 100 rnds
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d12 + 4 ⇒ (7) + 4 = 11 7 of 100 rnds
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (11) + 4 = 15 8 of 100 rnds
Attack: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 9 of 100 rnds
Attack: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d12 + 4 ⇒ (4) + 4 = 8 10 of 100 rnds
Attack: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d12 + 4 ⇒ (10) + 4 = 14 11 of 100 rnds
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d12 + 4 ⇒ (2) + 4 = 6 12 of 100 rnds
Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d12 + 4 ⇒ (6) + 4 = 10 13 of 100 rnds
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 14 of 100 rnds
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d12 + 4 ⇒ (7) + 4 = 11 15 of 100 rnds
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 16 of 100 rnds
Attack: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d12 + 4 ⇒ (7) + 4 = 11 17 of 100 rnds
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d12 + 4 ⇒ (3) + 4 = 7 18 of 100 rnds
Attack: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 19 of 100 rnds
Attack: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d12 + 4 ⇒ (4) + 4 = 8 20 of 100 rnds
Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 21 of 100 rnds
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d12 + 4 ⇒ (6) + 4 = 10 22 of 100 rnds
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d12 + 4 ⇒ (4) + 4 = 8 23 of 100 rnds
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d12 + 4 ⇒ (1) + 4 = 5 24 of 100 rnds
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 25 of 100 rnds
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 26 of 100 rnds
Attack: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 27 of 100 rnds
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d12 + 4 ⇒ (7) + 4 = 11 28 of 100 rnds
Attack: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 29 of 100 rnds
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d12 + 4 ⇒ (4) + 4 = 8 30 of 100 rnds
Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d12 + 4 ⇒ (11) + 4 = 15 31 of 100 rnds
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d12 + 4 ⇒ (1) + 4 = 5 32 of 100 rnds
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d12 + 4 ⇒ (3) + 4 = 7 33 of 100 rnds
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 34 of 100 rnds
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 35 of 100 rnds
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d12 + 4 ⇒ (11) + 4 = 15 36 of 100 rnds
Attack: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 37 of 100 rnds
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d12 + 4 ⇒ (1) + 4 = 5 38 of 100 rnds
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d12 + 4 ⇒ (2) + 4 = 6 39 of 100 rnds
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d12 + 4 ⇒ (4) + 4 = 8 40 of 100 rnds
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d12 + 4 ⇒ (7) + 4 = 11 41 of 100 rnds
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 42 of 100 rnds
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d12 + 4 ⇒ (2) + 4 = 6 43 of 100 rnds
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d12 + 4 ⇒ (10) + 4 = 14 44 of 100 rnds
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 45 of 100 rnds
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d12 + 4 ⇒ (4) + 4 = 8 46 of 100 rnds
Attack: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d12 + 4 ⇒ (11) + 4 = 15 47 of 100 rnds
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d12 + 4 ⇒ (3) + 4 = 7 48 of 100 rnds
Attack: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 49 of 100 rnds
Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 50 of 100 rnds
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 51 of 100 rnds
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 52 of 100 rnds
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d12 + 4 ⇒ (1) + 4 = 5 53 of 100 rnds
Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d12 + 4 ⇒ (6) + 4 = 10 54 of 100 rnds
Attack: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 55 of 100 rnds
Attack: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d12 + 4 ⇒ (1) + 4 = 5 56 of 100 rnds
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d12 + 4 ⇒ (4) + 4 = 8 57 of 100 rnds
Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d12 + 4 ⇒ (2) + 4 = 6 58 of 100 rnds
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Damage: 1d12 + 4 ⇒ (7) + 4 = 11 59 of 100 rnds
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 60 of 100 rnds
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d12 + 4 ⇒ (6) + 4 = 10 61 of 100 rnds
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d12 + 4 ⇒ (1) + 4 = 5 62 of 100 rnds
Attack: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 63 of 100 rnds
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d12 + 4 ⇒ (11) + 4 = 15 64 of 100 rnds
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 65 of 100 rnds
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d12 + 4 ⇒ (1) + 4 = 5 66 of 100 rnds
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d12 + 4 ⇒ (10) + 4 = 14 67 of 100 rnds
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d12 + 4 ⇒ (10) + 4 = 14 68 of 100 rnds
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 69 of 100 rnds
Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d12 + 4 ⇒ (3) + 4 = 7 70 of 100 rnds
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 71 of 100 rnds
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d12 + 4 ⇒ (6) + 4 = 10 72 of 100 rnds
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 73 of 100 rnds
Attack: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 74 of 100 rnds
Attack: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d12 + 4 ⇒ (11) + 4 = 15 75 of 100 rnds
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 76 of 100 rnds
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d12 + 4 ⇒ (4) + 4 = 8 77 of 100 rnds
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 78 of 100 rnds
Attack: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 79 of 100 rnds
Attack: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d12 + 4 ⇒ (10) + 4 = 14 80 of 100 rnds
Attack: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 81 of 100 rnds
Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d12 + 4 ⇒ (10) + 4 = 14 82 of 100 rnds
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (2) + 4 = 6 83 of 100 rnds
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 84 of 100 rnds
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d12 + 4 ⇒ (6) + 4 = 10 85 of 100 rnds
Attack: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 86 of 100 rnds
Attack: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d12 + 4 ⇒ (5) + 4 = 9 87 of 100 rnds
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d12 + 4 ⇒ (7) + 4 = 11 88 of 100 rnds
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 89 of 100 rnds
Attack: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 90 of 100 rnds
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d12 + 4 ⇒ (2) + 4 = 6 91 of 100 rnds
Attack: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d12 + 4 ⇒ (3) + 4 = 7 92 of 100 rnds
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d12 + 4 ⇒ (10) + 4 = 14 93 of 100 rnds
Attack: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d12 + 4 ⇒ (10) + 4 = 14 94 of 100 rnds
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 95 of 100 rnds
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 96 of 100 rnds
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d12 + 4 ⇒ (9) + 4 = 13 97 of 100 rnds
Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d12 + 4 ⇒ (12) + 4 = 16 98 of 100 rnds
Attack: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d12 + 4 ⇒ (3) + 4 = 7 99 of 100 rnds
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d12 + 4 ⇒ (8) + 4 = 12 100 of 100 rnds

Welp, 10 minutes of combat should either see Hexy dead, or the creature dead. Either way, this form ends at that time. She takes 5 ft. steps each round to keep using her lucerne hammer.

Her Current Stats:

Strength Mutagen
Str 18, Dex 10, Con 14, Int 14, Wis 10, Cha 18
AC 25, touch 18, flat-footed 18 (+4 armor, +4 Dex Cha, +2 shield, +2 divine, +2 nAC)
HP 18
Fort +8, Ref +6, Will +6
Defensive Abilities Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Knife, Switchblade +5 (1d4+4/19-20 P or S <can look like something else>); Blade Boot +5 (1d4+4 P); Tonfa +5 (1d4+4 B, blocking); Flail +5 (1d8+4 B, disarm, trip); Hammer, Lucerne +5 (1d12+4 B or P, brace, reach, +2 sunder medium or heavy armor)
Ranged Knife, Switchblade (thrown, 10 ft.) +1 (1d4+4/19-20 P)
CMB +5; CMD 19

Let's see how this thing susses out! :D


Attacks:
Attack Roll (Bite): 1d20 + 4 ⇒ (12) + 4 = 16 for Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Attack Roll (Slam): 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d6 + 4 ⇒ (1) + 4 = 5 + Strangle

Attack Roll (Bite): 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Attack Roll (Slam): 1d20 + 4 ⇒ (8) + 4 = 12 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6 + Strangle

Attack Roll (Bite): 1d20 + 4 ⇒ (4) + 4 = 8 for Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Attack Roll (Slam): 1d20 + 4 ⇒ (6) + 4 = 10 for Damage: 1d6 + 4 ⇒ (2) + 4 = 6 + Strangle

Attack Roll (Bite): 1d20 + 4 ⇒ (13) + 4 = 17 for Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Attack Roll (Slam): 1d20 + 4 ⇒ (17) + 4 = 21 for Damage: 1d6 + 4 ⇒ (6) + 4 = 10 + Strangle

Critical Confirm: 1d20 + 4 ⇒ (1) + 4 = 5 Hahahahaha no.

It takes several exchanges to finally strike the creature, during which it manages to land a very solid blow, ripping out your knowledge... indeed, your very existence. 23/100

You're able to land another blow on the beast before it finally goes down, though... and a good thing, too, with how close some of its blows came to striking you regardless of other details. As the pumpkin juices splatter across the field, flames spread across the rest of the creature's body, turning it to ashes...

And Death is simply there, beside you, lightly applauding. "Not bad, not bad at all." she said with a smile. "As promised, then, you may return to a mortal form. And do think about what you've learned, hmm?" She gestured to the side of the arena, where a tall portal appeared - evidently, the way home.

You defeated all five foes with 23% of your knowledge remaining. From your start of 650 XP, this reduces you to 150 XP as your essence is pulled away. However, fighting foes in this land also has its rewards... From your first foe, the Kasatha Monk, you earned 200 XP. The second foe, a Baric, was worth 400 XP. The dwarven barbarian was also worth 400 XP... and the Advanced Tooth Fairy was only worth 135. The Jack O' Lantern, which had both the Giant and Quickling templates, was actually worth 800 XP total. Tallying it all together... you have a total of 2085 experience points, which is enough to take you to the next level with a little left over! After entering the portal back to the Material Plane, level up and post your changes in the discussion thread. Once they're approved, you'll reappear outside the dungeon where you died in your new, stronger form.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

You've certainly stretched my ooc-knowledge, with this! :D

Grabbing up the pliers she disarmed from the creepy fairy (You never know when these might prove useful... she thinks), Hexy gives Death a sweeping bow, and then heads through the portal to try once more...


The pliers of a dead tooth fairy rapidly vanish, along with their bodies. XD

This journey through space seems much quicker than the last - and as you move through the portal, you step out onto a desolate piece of land that looks rather familiar to you... indeed, it's the entrance to the cave complex where your previous body perished. Full of newfound vigor, you might actually be able to accomplish your task this time - and it doesn't seem like much time has passed on the Material Plane, either, so it won't take long to reach where you were if you decide to re-enter the complex. Assuming, of course, that you can break through that fallen ceiling... it's probably still sitting on the floor and blocking the way through.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Maaaaaaaaaaaan! That tooth fairy left me with nothin'! XD

Hexy quickly steps back into the stupid **** **** ****in' **** dungeon, and heads - carefully - back to where she was before.

She looks at her old body, frustrated... and then she smiles.

She carefully starts removing the rock and other detritus out of the way, and taking what's left of her previous flesh and putting it aside for later. It could be very useful.

She continues beyond that as well, seeking to dig through as quickly - and carefully - as possible.


The journey back is relatively straightforward, and you're able to eventually reach where the ceiling had previously slammed down. With a little bit of encouragement from your weapon, you're eventually able to clear a path to the door (and your body), leaving the rest of the debris strewn around the room.

You are, however, immediately presented with another problem. Namely, the door in question is a solid, sturdy one - and thoroughly locked. In fact, this might be the real entrance to the complex, with the trap out front serving as a way of keeping out unwanted visitors. Picking the lock here would require a lot of skill (DC 40), though brute force (DC 25) might suffice to smash it open. The door is relatively resistant to damage, though... (Hard 5, 20 HP) These people really don't like having visitors.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

I'm not even going to roll. She has no resources except hit points and equipment. Finesse is failed. Time for more straightforward options. She takes her time to explain, kindly, to the door, that it needs to open. She explains this kindly by repeatedly using Lucy against it. (Lucy is what she has just named her lucerne hammer.) It takes about 5 rounds, on average: 1d12+3 damage per round -5 ~ (9.5-5)/rnd ~ 4.5/rnd; 20/4.5 ~ 5 rnds.


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Sometimes, a woman's gentle touch is all that's needed to solve a problem - and by the time Lucy is finished helping with the explanation, it's very clear that the door will no longer be getting in your way. With that done and settled, the way ahead of you is clear, and you're easily able to advance some ways through without incident. As you turn a corner, however, you do see a door about ten feet up ahead - another strong wooden one, it seems, and visibly stuck in place.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Strength check to open the door. STR: 1d20 + 2 ⇒ (14) + 2 = 16


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A low thrumming sound is your only warning as an arrow flies out of the wall, aimed squarely towards your back.

Attack Roll (Ranged Touch): 1d20 + 2 ⇒ (15) + 2 = 17 for Acid Damage: 2d4 ⇒ (2, 3) = 5 for 4 rounds

Had it been a normal arrow, your defenses would have sufficed to avoid damage... but acid is not quite so easy to overcome, and the door remains fixed and rigid in its frame. (DC 23 to break; hardness 5, 20 HP)

Incidentally, your new body began with full health and powers, including Mythic power.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

She narrows her eyes.

Inflict Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

"Trap, OH WAIT NEVERMIND" she writes for herself in Abyssal.

She goes back, thoroughly searching every nook and cranny in this corridor taking 20 for 27, before returning to the door.

"Fine. Meet Lucy." she says. She introduces them. Thoroughly.

Five more rounds ~ breakthrough.


Remaining Acid Damage: 6d4 ⇒ (3, 3, 3, 3, 1, 2) = 15
I believe you're at 21 HP.

The corridor is a very long one - though there seems to be nothing else of interest except a demonic idol with ruby eyes, set into an alcove part of the way down. The closer door along the hallway is a simple wooden one, but unlocked - while the further door is a locked strong wooden door (Open Lock DC 40, break DC 25; hard 5, 20 hp) that continues to bar the way.

Back at the door by the acid trap, though, it doesn't take too long to properly bash things in-

Initiative (Enemy): 1d20 - 1 ⇒ (17) - 1 = 16 vs Initiative (Yours): 1d20 ⇒ 6

-and as you smash open the door, a javelin comes hurtling out of it and straight towards your chest!

Attack Roll (vs Flat Footed): 1d20 ⇒ 8 for Damage: 1d6 ⇒ 3

Unfortunately for the thrower, it was a poor toss... but the rubble of the door has cleared enough for you to see a reptilian creature within the chamber.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

EDIT: Ah, okay, I just took the 5 damage four times. I'll adjust hp accordingly.

"So, who are you," she asks, "and can we talk, or is it straight-up combat?"

She cycles through all of her languages.
EDIT: Common, Elven; Abyssal, Aklo, Celestial

Full Defense; +4 to AC while she talks.
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28 or +10 for 29...
Edit: Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16
Edit: Bluff: 1d20 + 9 ⇒ (13) + 9 = 22 (to look completely unprepared for combat)
Attack of Opportunity (if it attacks and comes within reach): 1d20 - 0 ⇒ (3) - 0 = 3
Edit: Damage: 1d12 + 2 ⇒ (4) + 2 = 6
She only attacks if it's clear that its going to attack her and it comes within melee range, thus provoking. She has reach with Lucy. She otherwise does not plan to attack it. Otherwise, she just blocks the door.
EDIT 2: Dang it, I messed up all the dice rolls by retroactively inserting Sense Motive and Bluff. How do you want me to handle this?
EDIT 3: Yeah, okay, so the "original" attack roll was the one that is now Sense Motive (11 on a d20), before editing the two skills in. Feel free to arrange to taste. Also, looks like the attack roll is kind of irrelevant... I guess it wasn't much of a bluff at all!


If anything has been made apparent during your time in a fleshy body, it's that hostile creatures aren't so interested in listening to nice words. Diplomacy is a powerful tool indeed, but not always enough to give creatures pause - especially if they're both violent and evil to start with. It would take considerably greater persuasive arts to overcome such a hurdle, and persuasion in general may be difficult as long as you're in this place... at least, until you reach the end. Were you in a realm with entities more naturally disposed to good (or at least staying out of things), Diplomacy could remain a much greater tool.

Speaking of tools, the lizard-man promptly picked up one of his own - a large, heavy club that he wasted no time in swinging straight for your skull.

Attack Roll: 1d20 + 2 ⇒ (13) + 2 = 15 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Though not a terrible swing in and of itself, it's not quite enough to actually hit you.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Jya sighs. She tried.

Dropping Lucy - Sorry, Lucy! she thinks - Jya whips out her flail and begins laying into the idiotic creature with both hands, though still defensively -4 attack, +2 AC.

Battle 'Bot:
Flail Attack: 1d20 ⇒ 17 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Flail Attack: 1d20 ⇒ 14Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Flail Attack: 1d20 ⇒ 1Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flail Attack: 1d20 ⇒ 2Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Flail Attack: 1d20 ⇒ 17Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flail Attack: 1d20 ⇒ 13Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flail Attack: 1d20 ⇒ 9Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flail Attack: 1d20 ⇒ 4Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Flail Attack: 1d20 ⇒ 16Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Flail Attack: 1d20 ⇒ 4Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Flail Attack: 1d20 ⇒ 20Damage: 1d8 + 3 ⇒ (1) + 3 = 4
If, after a full minute of fighting, she doesn't get any traction, she takes it up a notch, and drops the defensive. Her AC is normal again.
Flail Attack: 1d20 + 4 ⇒ (15) + 4 = 19Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flail Attack: 1d20 + 4 ⇒ (6) + 4 = 10Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Flail Attack: 1d20 + 4 ⇒ (19) + 4 = 23Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Flail Attack: 1d20 + 4 ⇒ (16) + 4 = 20Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Flail Attack: 1d20 + 4 ⇒ (6) + 4 = 10Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flail Attack: 1d20 + 4 ⇒ (20) + 4 = 24Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Flail Attack: 1d20 + 4 ⇒ (9) + 4 = 13Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Flail Attack: 1d20 + 4 ⇒ (8) + 4 = 12Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Flail Attack: 1d20 + 4 ⇒ (4) + 4 = 8Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Flail Attack: 1d20 + 4 ⇒ (2) + 4 = 6Damage: 1d8 + 3 ⇒ (2) + 3 = 5

EDIT: to add Jya in for "she" in a couple of places - we both know who "she" is, but I think it reads a little better this way. EDIT 2: to fix the ooc tags. >.>


Your first blow is a solid hit, though the lizard is far from down and quickly responds...

Attack Roll: 1d20 + 2 ⇒ (19) + 2 = 21 for Damage: 1d6 + 1 ⇒ (6) + 1 = 7

...with a very powerful blow that gets through your guard despite your defensive fighting. Your next blow flies clear of the creature...

Attack Roll: 1d20 + 2 ⇒ (18) + 2 = 20 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6

...though its response also connects quite solidly, demonstrating a surprising level of expertise from the monster. 3 HP left... would you like to perform healing or another action at this point?


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Actually, 8 hp left; my apologies - I didn't update my hp, based off of what you'd said before. And no, I'll stick with what I've got, for now. If I drop below 7 hp, I'll take one action to heal before returning to the fray as noted above. Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7
EDIT: If I need to twice, Cure Light Wounds: 1d8 + 2 ⇒ (3) + 2 = 5


Attack Roll: 1d20 + 2 ⇒ (16) + 2 = 18 for Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Attack Roll: 1d20 + 2 ⇒ (9) + 2 = 11 for Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Your next two swings miss, though so do the strikes from your opponent - and you manage to land another hit after that, sharply bashing the creature upside the head.

Attack Roll: 1d20 + 2 ⇒ (3) + 2 = 5 for Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Attack Roll: 1d20 + 2 ⇒ (4) + 2 = 6 for Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Attack Roll: 1d20 + 2 ⇒ (10) + 2 = 12 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Attack Roll: 1d20 + 2 ⇒ (11) + 2 = 13 for Damage: 1d6 + 1 ⇒ (1) + 1 = 2

The exchange continues for a few tense moments as you fight back and forth, but the lizard-man's earlier luck seems to have run a bit dry, and a particularly heavy blow finally brings the beast down and allows you access to the room within - where it seems to have been guarding some very shiny objects. Sitting on a table is 16 GP and 180 SP, alongside several bottles that contain colorful fluids. Without much trouble, you're able to identify them as potions of Cure Light Wounds, Reduce Person, and Remove Fear, respectively - worth 50 GP each, though potentially more useful as they are instead of what they could sell for.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

If the lizardman isn't dead, she kicks him in the head once, hard, but then stabilizes the poor beast, or at least tries. Heal: 1d20 + 5 ⇒ (17) + 5 = 22

She collects the useful items and elements, and heads back to the statue, and thoroughly examines the room, making minor notes along the way. She thoroughly examines it DC 27 Perception and attempts to sense and identify any magic and religious or historical significance.
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge (history): 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge (religion): 1d20 + 7 ⇒ (15) + 7 = 22

If she gets nothing, and finds no traps or magical auras, she'll take the rubies by prying them out from the eyes, if at all possible. Heh. Classic last words. If she finds anything else, we'll cover that more. If she pries the rubies out - or, for some reason, cannot acquire them through one means or another - and has no real significant information, she will likely leave the statue behind with the intent to continue exploring the hallway.


As you pry out the gems, you notice that they're not the highest-quality stones, though a serious appraisal will be necessary to determine their actual value. On the bright side, the statue doesn't seem to be trapped - and if it's relevant, it's probably something personal to whoever created this place. Goodness knows that dungeons don't make a lot of sense anyway...

You have acquired two [Flawed Rubies].

Past the idol, however, you return to a junction - there's a door immediately north of you, as well as one farther to the east (that you recall was locked - while the north one seems ready to be opened).


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Shrugging, and feeling more and more annoyed at this sense-... -less... oh. Oh, ye gods of Faerun*, Eberron**, and Golarion***... she's... she's becoming... orderly.

Jya shudders, briefly, in disgust.

Then she dives for the door ready to be opened. No time like the present, eh? she thinks, desperately to herself. I'm weird and anarchic, too! she tries to convince herself as she heads through the door.

One probably-unfortunate-realization later - after she opens the door - and she'll likely go through a minor recollection of the fact that she was once substantially more logical, even if she was anarchic at the same time. Ah, brief identity crises. >.<

* (wherever that is)
** (gazuntite)
*** (she's guessing this one's that mortal realm?)


Boy, it sure would be awful if there was some horrible trap on the door, just waiting to be sprung on anybody who approached it without checking to be sure!

Fortunately, this door is not one of those nasty trapped ones, and it smoothly opens with no problems... revealing a surprisingly big animal, nearly as big as you are, that clearly heard you coming... and got into position to wait.

Initiative (Enemy): 1d20 + 2 ⇒ (5) + 2 = 7 vs Initiative: 1d20 ⇒ 2

Without hesitation, the animal's jaws snap out in a vicious bite before you're even able to react!

Attack Roll (Bite vs FF): 1d20 + 2 ⇒ (1) + 2 = 3 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7

...And while it was a powerful chomp, the dog-like animal somehow managed to bite the door instead of you.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

"D'hooooooooooo~!" she croons at the large canine-like thing. "You are adorable~!" she says, as it viciously bites the door next to her.

"Speak, puppy! Speak!" she tries in a few languages, taking a total defense action.

Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14

If it responds well, great. I'm pretty sure it won't, and, as a player, am okay with that. Jya would try, however. It's her thing. :D

If it works, ignore everything below this...

If it doesn't work and/or the dog continues to attack her...

Canine Training:

"Bad! Bad! Down!" she says.

Round 1: Attack: 1d20 + 4 ⇒ (3) + 4 = 7, Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Round 2: Attack: 1d20 + 4 ⇒ (9) + 4 = 13, Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Round 3: Attack: 1d20 + 4 ⇒ (14) + 4 = 18, Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Round 4: Attack: 1d20 + 4 ⇒ (3) + 4 = 7, Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Round 5: Attack: 1d20 + 4 ⇒ (1) + 4 = 5, Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Round 6: Attack: 1d20 + 4 ⇒ (18) + 4 = 22, Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Round 7: Attack: 1d20 + 4 ⇒ (4) + 4 = 8, Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Round 8: Attack: 1d20 + 4 ⇒ (14) + 4 = 18, Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Round 9: Attack: 1d20 + 4 ⇒ (18) + 4 = 22, Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Round 10: Attack: 1d20 + 4 ⇒ (5) + 4 = 9, Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Round 11: Attack: 1d20 + 4 ⇒ (6) + 4 = 10, Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Round 12: Attack: 1d20 + 4 ⇒ (19) + 4 = 23, Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Round 13: Attack: 1d20 + 4 ⇒ (4) + 4 = 8, Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Round 14: Attack: 1d20 + 4 ⇒ (13) + 4 = 17, Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Round 15: Attack: 1d20 + 4 ⇒ (5) + 4 = 9, Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Round 16: Attack: 1d20 + 4 ⇒ (3) + 4 = 7, Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Round 17: Attack: 1d20 + 4 ⇒ (5) + 4 = 9, Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Round 18: Attack: 1d20 + 4 ⇒ (7) + 4 = 11, Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Round 19: Attack: 1d20 + 4 ⇒ (1) + 4 = 5, Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Round 20: Attack: 1d20 + 4 ⇒ (7) + 4 = 11, Damage: 1d8 + 3 ⇒ (8) + 3 = 11

If at any point the canine both stops attacking and tries to converse, she will stop attacking (still taking the total defense action) and try diplomacy. If not, she hits it until it drops, at which point she makes a Heal check to stabilize it.

Heal: 1d20 + 5 ⇒ (12) + 5 = 17

If she drops below 8 hit points, she'll use one of her spells to heal herself for 1 round, delaying all future attacks by 1 round.


One thing animals aren't known for is the ability to converse... at least, not when they haven't been struck by some kind of magical energy, enough to raise their intelligence enough to truly comprehend a language. Even tone doesn't seem to do much for a creature like this one, and it snaps at you despite your honeyed words, and again after you begin attacking it.

Attack Roll (Bite): 1d20 + 2 ⇒ (5) + 2 = 7 for Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Attack Roll (Bite): 1d20 + 2 ⇒ (15) + 2 = 17 for Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack Roll (Bite): 1d20 + 2 ⇒ (16) + 2 = 18 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Attack Roll (Bite): 1d20 + 2 ⇒ (12) + 2 = 14 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Attack Roll (Bite): 1d20 + 2 ⇒ (1) + 2 = 3 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Attack Roll (Bite): 1d20 + 2 ⇒ (15) + 2 = 17 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7

One of its bites actually sinks in...

Fortitude: 1d20 + 9 ⇒ (13) + 9 = 22

...though you easily throw off whatever was added to the bite. You do take 7 damage, though.

The dog eventually falls, and begins to bleed out, though some quick first aid manages to stop it from outright dying. It's still unconscious, however, giving you the opportunity to look around a little. The northern door of the room is a locked simple wooden door (Open Lock DC 25, break DC 15; hard 5, 10 hp), and doesn't seem to be trapped... though the rest of the chamber is quite plain, and there's nothing of value to be found.

Except for the 200 XP you earned.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

STR: 1d20 + 2 ⇒ (6) + 2 = 8
STR: 1d20 + 2 ⇒ (1) + 2 = 3
STR: 1d20 + 2 ⇒ (6) + 2 = 8
STR: 1d20 + 2 ⇒ (8) + 2 = 10
STR: 1d20 + 2 ⇒ (6) + 2 = 8

Jya would try - five different times! - to open the door through sheer strength alone, being frustrated that not only did it not seem to be working, but she seemed to be off her game. Sighing, she takes up Lucy and begins to hammer a rhythm and song of some sort. Ancient. Anarchic. Gibberish. Qlippoth. Entirely unrecognizable as a song to most ears.


Ah, the joys of breaking down doors - it's certainly one way to get around, though it'll be most inconvenient if a door too hard to break shows up sometime. You are, however, eventually able to get through and see... a large pile of broken stone, filling the far side of the short corridor. An old collapse or cave-in, perhaps... though at least it hadn't fallen on top of you! That would've been most inconvenient...


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

She would test the cave-in, thoroughly, hoping that it's just an illusion.

Detect Magic plus poking it with her hammer from reach, and then actually testing it by moving some of the rocks.

Presuming it seems real to all tests:
Grumbling a bit, Jya heads back out, writes what she needs to, as normal, and continues cautiously down the hallway.
Take 20 Perception for a total of 27.

She would explore to the right branch when she comes across it, and if she finds nothing, then test the door. If it's locked (and not trapped), she wouldn't hesitate to bash it down with Lucy, as Lucy grants her reach and, hopefully, a modicum of safety.

If she finds traps, she'll work on circumventing them.

Disable Device: 1d20 ⇒ 17

Presuming it seems to be an illusion, or she's not sure:
Jya would focus her will Will save: 1d20 + 7 ⇒ (11) + 7 = 18 to attempt to overcome the spell.

If she does, or if she can pass through it, she would carefully search for traps before finding a door.

If she cannot, she tries a few more times, before heading out, grumbling, leaving a caltrop trap.

It's really amazing how being an lone character limits your options, despite having all this power. Impressive, really! :)

EDIT: Also, I'm sorry it took me so long to respond today. Busy days plus trouble finding the link to the map. Oops! Got it now. xD


The rubble is undoubtedly real - as you see when the rocks shift after being touched by your hammer. On the bright side, you're able to explore the hallway to the right without issues - though there's another locked wooden door barring the way, and your ability to pick locks isn't even remotely close to good enough. (Open Lock DC 40, break DC 25; hard 5, 20 hp) Also on the bright side, your careful attempts to perceive anything wrong mean you don't hear anything dangerous on the other side of the door, and you're able to bash through and ultimately enter the chamber.

This chamber is a little brighter than the others. Lit candles have been spread across the floor, which was designed as a labyrinth of tiles - to no apparent purpose, since it doesn't react at all as you move through it. Perhaps it's for a ritual or something. To the north is a locked good wooden door, somewhat less impressive than the one you just broke down (Open Lock DC 25, break DC 18; hard 5, 15 hp), while the south exit is barred by a lowered wooden portcullis (Lift DC 25, break DC 28; hard 5, 30 hp).


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Knowledge (dungeoneering): 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge (history): 1d20 + 7 ⇒ (2) + 7 = 9
Knowledge (religion): 1d20 + 7 ⇒ (13) + 7 = 20

She carefully sprinkles caltrops in the ruins of the doorway she passed through to get to this room, taking a few moments to disguise them in the rubble of the door.

She sighs. Having made a habit of going right, and smashing barriers, she introduces the portcullis to Lucy, thoroughly, before checking every inch of the hallway beyond.

"I'm coming iiiiin~!" she calls, friendly-like as she does so.

Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17 or +10


You're able to proceed through the hallway with no difficulties - there don't seem to be any traps or features of note here, and the entrance to the next room is - thank goodness - a simple, unblocked archway. A ladder ascends to a wooden platform in the south side of the room, A
large table and tin urn sit in the north-west corner of the room, and a demonic face has been carved into the far west wall. Luckily, all of this can be seen from the hallway just outside the room.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

"Hm." Jya says softly to herself. "A big empty room. Not suspicious in this place at all."

She's had plenty of opportunity to acquire rocks and wood chips from the various archways and doors she's hammered through.

She flings a few rocks and woodchips into the room at the face.

If nothing happens, she'll do the same to the table.

If nothing happens, she'll slam Lucy around the corner to her right, and then left, as, presumably, anything waiting or lurking there would be an ambush.

If nothing happens, she'll run to the table as fast as possible, and duck underneath it for partial cover. Acrobatics: 1d20 - 4 ⇒ (5) - 4 = 1 ... and wang her head on the table as she does so.

If nothing happens, and no one is there, she'll then take 20 to explore the room.

If she finds something, she'll probably keep it (detect magic to identify).
Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19


Well, nobody ever said the room was entirely empty...

Initiative (Enemy): 1d20 + 6 ⇒ (14) + 6 = 20 vs Initiative (Yours): 1d20 ⇒ 15

And as you crawl out from under the table, a creature drops from high above without you even noticing and slams downward.

Attack Roll vs FF: 1d20 + 3 ⇒ (3) + 3 = 6 for Damage: 1d4 + 4 ⇒ (1) + 4 = 5

It does not, however, actually come close to hitting you. Some creatures certainly have better aim than others do...


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Worth Noting: I've used 3/5 1st level spells today.

Jya scrambles backwards a step, and gets Lucy to kindly explain...

... it's rude to drop in unannounced!:

Attack: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d12 + 2 ⇒ (12) + 2 = 14
Attack: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d12 + 2 ⇒ (12) + 2 = 14
Attack: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d12 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d12 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d12 + 2 ⇒ (12) + 2 = 14
Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d12 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d12 + 2 ⇒ (3) + 2 = 5
Attack: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d12 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d12 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d12 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d12 + 2 ⇒ (10) + 2 = 12
Attack: 1d20 + 4 ⇒ (6) + 4 = 10 Damage: 1d12 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d12 + 2 ⇒ (5) + 2 = 7
Attack: 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d12 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d12 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d12 + 2 ⇒ (1) + 2 = 3
Attack: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d12 + 2 ⇒ (10) + 2 = 12
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d12 + 2 ⇒ (5) + 2 = 7
Attack: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d12 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d12 + 2 ⇒ (12) + 2 = 14
---- If the creature is too close for Lucy, she uses her flail ----
Attack: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 4 ⇒ (9) + 4 = 13 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Attack: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d8 + 3 ⇒ (3) + 3 = 6

After all, Jya had announced herself well in advance. So rude.
(She giggles a little.)


The creature relentlessly presses forward, staying too close for the long hammer to be a workable tool - and your first two blows actually connect quite solidly, though they're not enough to drop it. That doesn't happen until some time later, and in the meantime...

Attack Roll (Slam): 1d20 + 3 ⇒ (6) + 3 = 9 for Damage: 1d4 ⇒ 3 + Grab
Attack Roll (Slam): 1d20 + 3 ⇒ (11) + 3 = 14 for Damage: 1d4 ⇒ 2 + Grab
Attack Roll (Slam): 1d20 + 3 ⇒ (13) + 3 = 16 for Damage: 1d4 ⇒ 2 + Grab
Attack Roll (Slam): 1d20 + 3 ⇒ (17) + 3 = 20 for Damage: 1d4 ⇒ 2 + Grab
Attack Roll (Slam): 1d20 + 3 ⇒ (10) + 3 = 13 for Damage: 1d4 ⇒ 4 + Grab

Start a Grapple: 1d20 + 5 ⇒ (1) + 5 = 6 Vs 18. Aaaaaand nope.

The creature manages to deal two points of damage to you, but you escape in mostly good health after crushing it with the flail. With that done, you finally have the opportunity to explore the room properly - and it's a good thing you did, as you uncover a secret door hidden behind the mouth of the face carved into the wall. Though it's stuck, a few good slams are enough to get it open, and you're able to take a moment and consider where you are.

...

Right on the other side of the locked door from before. Seriously, who designs these places? Sadly, there was no treasure alongside that creature or within the room, meaning you can only advance forward. Ahead in the hallway, there's a stuck good wooden door (break DC 18; hard 5, 15 hp) to the south and an open archway to the north - no sign of traps.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

She nods, marks the secret door, and places some caltrops where they will be both concealed and exceedingly painful to any creatures who come through.

She would also take a few clips of whatever it was that she just killed, several fragmented pieces of door, and sets a fire. She quickly, but thoroughly cooks whatever it is, and munches it.

Heal: 1d20 + 5 ⇒ (20) + 5 = 25

She decides to let Lucy make the introductions between herself and the stuck door.

She is exceedingly ready for something to attack, and prepares to attack it instead.

Initiative: 1d20 ⇒ 14

She's learning. Sort of.


Eating food, by itself, isn't enough to heal you... but you seem to have cooked it well enough to avoid any diseases that might have plagued you otherwise. The door easily gives way, opening into a mostly-empty chamber. The sound of horns can be heard in the center of the room, while a pile of six empty flasks lies in the south side of the room. While not especially valuable, they do look usable if you ever find something to put inside of them.

Also, you did get 100 XP for that fight.


(Fe)male Half-Elf (currently) Alchemist (Vivisectionist) 2 / Oracle 2 / Ranger 2 | HP: 36/36 | AC: 18, T: 12, FF: 18 | Fort: 9, Reflex: 7, Will: 7 | CMB: +4, CMD: 18 | Init: +0 | Perception: +7 (lowlight vision, darkvision 30) | Sense Motive: +5 | MP 2/5 |

Sorry - the Heal was for keeping it clean and not for actually healing myself.

She cautiously checks the room, thoroughly.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
EDIT: Very thoroughly!

She checks out the horn-sounds and flasks.

Heal: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge: 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge: 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge: 1d20 + 7 ⇒ (16) + 7 = 23
Spellcraft: 1d20 + 7 ⇒ (12) + 7 = 19

Eventually, presuming no attacks and no obvious traps or poison, she acquires the vials and heads back to the next door, taking 20 down the hallway and through the archway, ready for danger.

Initiative: 1d20 ⇒ 20
EDIT: VERY ready!

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