|
|||||||||||||||||||||||
|
Posts
Reflex save-1d20 3=10, 1d6=3 used action point for 13 total, still not enough, 3d6=14damage.
Pharasma wrote:
Trying to use that now to get Calebra to use his AoO for the round (or one of them at least). Yeah, I like that idea. Good call. So you are ruling for a partial round(move or attack), full round, partial round(the other from the first). I like that. OK, that works out.
Aref moves through the doorway and yells Liviok!. A vaguely bird-shaped form of energy leaps from Aref's outstretched hand and slams into Calebra's shoulder.
Meanwhile the Hawk strikes at Calebra with it's talons. 1d20 6=23+2 for flanking for 25, 1d4-1=1 using his smite ability for 1 extra damage.
(With rapid summoning, he shows up for a standard action on the first round, then on the second round he can do full actions. Does he disappear after the 2nd round or does he stay for 2 full-rounds from his conjuring? If he does he is around for a standard action next round, but that seems a bit powerful to have him able to get off 3 attacks in 2 full rounds. I leave the ruling for the DM. Let me know when the summons should disappear.) Aref yells, "Calebra approaches I vill hold him off as long as I can!"
Spoiler:
Hit Dice: 1d8 2=6 Initiative: +3 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/CMB: +0/–9 Attack: Talons +5 melee (1d4–1)+1 smite, Full Attack: Talons +5 melee (1d4–1)+1 smite Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, darkvision 60, resist cold acid electric 5, SR6 Saves: Fort +4, Ref +5, Will +2 Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4 Skills: Listen +16, Move Silently +17, Spot +8* Feats: Alertness, Weapon FinesseB BTW- Kruel, here is a link to a Hawk image if you wanna use it for an icon. Red-tailed hawk. Pharasma wrote:
Alrighty then, Pulsifer, we need to see who gets the magician's armor. See ya in the discussion thread. What is the stats for light leather armor? Does it have a spell failure chance? What is the AC bonus, and Max dex? I need to beef up my AC so I wouldn't mind using it if the spell failure % is low enough. I don't think I got any aura idea from it, did I?
Spoiler:
Also does my PC know the spoiler info from the ring or is that just my own knowledge so we don't have to have ongoing adjustments?
My essence is my weapon. I have no need of others. However, I would like to try one of those rings. Shillot!
I think we need to either fortify our position in the hospice or check de other two doors by the northern pool. If we aren't preparing an ambush I would like to at least find a good place to secure against the beast. I don't consider the hospice to be one with a crypt below it. The dead sometimes don't rest as well as the should and I would hate to be caught between a crazed sphinx and a legion of undead. Pharasma wrote:
Not sure with Pathfinder. If so here are my rolls---1d20 5=6, 1d20 5=6, 1d20 5=7, 1d20 5=18, 1d20 5=12, 1d20 5=16, 1d20 5=25, 1d20 5=22, 1d20 5=23, 1d20 5=23 For ease I placed them in order. Arrows- 6,6,7,18 longswords- 12,16 claymore- 25 Half-plate- 22 Light Leather- 23 dagger- 23 Wetsands wrote: "No escape bad-bad." If we need to escape then we are already dead. We can't make a 500 foot climb with a flying beast attacking us. We are already no escape bad-bad. If we make Calebra fight on our terms then we have an advantage. It dies or we die, there is no escape. I can blast him without error and summon de beasts of the heavens to my call to serve in battle against him. The others here all look to be capable battlers also, especially the Half-Humans. We will win because we must.Perhaps we could look like we are fleeing the beast from the main chamber when it shows up by running into it's lair. We leave a couple of Wetsands people hidden in the main chamber, to spring out after Calebra enters the lair and close the door to trap the beast with us. Calebra cannot escape and his wings would be much less effective in this place than out in the main chamber.
We need to stop this ridiculous looting! Calebra will return and we shall be caught unprepared! We must plan and be ready for the beast's return, search the chambers that may hold danger for us so we don't get attacked by it's minion or minions and figure out how we wish to slay this creature.
Hmmm. That dome is interesting. I would like to be checking that out.
Your meal won't be of us you vile bugs! Aref spits on his hands and concentrating he draws caustic energy into being, hurling the acidic blob at one of the wasps(#1), trying to distract it from his injured companion. 1d20 4=22 Ranged touch, 1d6 1=7 damage. Aref fires off a bolt of Acid at one of the wasps, but misses. 1d20 4=8, 1d6 1=3 at the one in P-Q/13-14
There! De wasps!!
Ryor Saar'Narlok wrote: "So tell me about these lands Aref while we climb." .............and when in an oasis, beware for many are the beasts that come for the water, and some live in the water. Take the Maaj for instance, in their mature form, a big mouth with tentacles that likes pools of water in the northern desert. They like to grab thirsty prey from beneath the waves and drag them down below the water as a snack. That is why I have a Water Noose to gather waters from a distance. The more typical desert creatures that may be problematic are Jackels, scorpions, vipers, and the dreaded Jackalope. Part Dire Hare, part dire antelope they be able to disembowel a man with with their antlers after hopping 30 feet to surprise the fellow. Always beware the Jackalope!Wetsands wrote:
Thank you, gracious one. *stamp, stamp, stamp* I agree! When should we go?Wetsands wrote:
Hmmm... 'flying lion ugly face'.... Knowledge check (I have arcana, dungeoneering and nature, take your pick)1d20 9=16 do I have a clue what Calebra is?Wetsands, if you would help us to protect the children that would be a most welcome bit of assistance. I know the Bhuka are brave and strong but perhaps Calebra is too powerful. I don't want your courageous warriors to die. Perhaps a couple of your strongest could come with us to help find the dangers that may be within the tower? I have heard stories of this tower, although I thought it a manmade tower and not one of natural stone. I would like to proceed within but I will be needing people to go also, as my arcane focus leaves me vulnerable to physical attacks and there is safety in numbers.
Wetsands wrote:
Ha-haaa! Sometimes size does matter, my friend! I thank you for your wonderful pipe, but I must be saying no more. I believe the extra eyes you are sprouting is telling me that I have hit my limit. Do the Bhuka know of the temple of Aroden? I would like to find where it lies. I need to grow in my art and the power that is reputed to lie within would be of great assistance in my growth. Any information you can give would be greatly appreciated, my friend. Having trouble deciphering the Bhukan responses, He may have already given me much info that went over my head.Wetsands wrote:
I lived in an oasis to the west for 2 handsful of seasons. I came to find a lost temple, buried in time with only stories remaining to let people know about it. It bears the name 'Aroden'. Perhaps your people have heard some story of this place? 1d20 4=12 Perception, 1d20 9=16 Nature, 1d20 4=8 Local, 1d20 2=14 Fortitude.
Perception-1d20 4=23
Drenith Malcorm is a Male Human Adept who's profession is Mortician. He prepares the dead for burial and sometimes does the final blessings at the funeral proceedings(when the person is not of significent stature to be buried by a full priest). He has some alchemical skills due to needing to know how to prepare the body for return to the Mother. He has some knowledge of the healing arts which comes from study and close work with human bodies to prepare them for interment. What town are we from? What are stats of the town and any major things I should know that may help for background?
|
|||||||||||||||||||||||||||||||||||||||||||||
|
