AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
*limp, drag, limp*
Kast limps by the “Some Pig” sign that someone had put up over Pachemu’s new sty. Half-memorial, half tribute, Kast enjoyed walking by the pig’s new place in Sandpoint. It would stand as long as Kast would be around, and Pachemu was free to do what it chose, but Kast would remember both the Pig and Boy regardless.
*limp, drag, limp*
Kast limps on.
People would let the memorial stand. After all, Kast was a big fancy hero now, and so was Izo. They had legends and story to back them up. Kast was even going to work with Brodert Quink to get the story down and get it right. It would take some time. He would work on it.
*limp, drag, limp*
He pauses by the Sandpoint Cathedral, where most of the madness started all those month ago. Seems like a lifetime ago when the town guard stood back to back with the local town minstrel, a boy walking his pig, and a traveling wine connoisseur to beat back a horde of lost goblins. He smiles at the simple memory.
Kast limps on.
*limp, drag, limp*
He pauses before his last destination, looking down to make sure his fancy armor is sparkling, and the Iron Quill’s red bow still festoon’s the shaft. He wants to look perfect. This has to be perfect.
He takes a deep breath, trying to find the needed courage to do what he has to do. Entering, he admires the various jewels and gems, pendants and jewelry, diamonds and gold. He knows that they all have value, but after what he’s seen of Karzoug’s greed, how much are these stones really worth? He pauses again, letting the ringing entry bell’s clanging fade. He fixes his gaze on the only thing of value in the shop.
”Hi. I’m…I’m Kast. Can we….uh…can we…talk?” Heart thudding, Kast stammers at the most valuable thing in the shop.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Kast is ready to go. He thinks the party should return to the skulks on the way out and explain what happened in case they need it for their tribal lores and histories.
He will do that. It's important, especially if Izo does magically come back and someone should be looking out for him.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Kast isn't in a rush to go, and certainly wouldn't go without putting in a lot of effort to make sure there is nothing to be done or gained before he decides to leave.
When that is all done, he will, sadly, be ready to depart.
"Got any ideas on what happened, Pachemu? Anything at all?" Kast asks, trying for a last gasp.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
1d20 + 10 ⇒ (18) + 10 = 28 Fort
Kast manages to shield his eyes from the unfun burning light that fills the chamber, and does not yet show any sign of relaxing. He will cast Detect Magic and (air) stomp around with his True Seeing sight to make sure there are no traces left of the Runejerk.
”Are we sure he’s gone? We should toss any pieces left of him into the molten gold. We don’t want those recovered, ever.”
PreExploration:Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Think Really Hard: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (9) + 18 = 27 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (20) + 10 = 30 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
PreExploration:Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Think Really Hard: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (8) + 18 = 26 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (14) + 10 = 24 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Round 9
Kast finally notes that now might be the time to smite some Prunelord. He does smite the Prunelord, and smite him with perfect, holy vengeance. BoF for the extra attack.
PreExploration:Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Think Really Hard: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (1) + 18 = 19 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (11) + 10 = 21 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Round 4
BoF for movement.
Kast continues to run faster than he's run before. He does a long loopy droopy loop to get into position to attack Karzoug. He's made his will save.
Magics:
PreExploration:Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Think Really Hard: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (7) + 18 = 25 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (2) + 10 = 12 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bazsil's Deep Song of Wrath:
Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.
[ dice]1d20+14[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
[ dice]1d20+9[/dice] to hit;
[ dice]1d8+9[/dice] piercing damage.
HP: 168/168 - 51
DR 1/—
AC: 33 w/animated buckler otherwise 29 (9 armor, 4 dex, 3 nat, 3 def) +2 AC vs. gobbos.
L1: 0/6 used (CLW*0, Ident*0, FF*0, Grease*0, Vanish*0, LibCom*0)
L2: 2/6 used (Invis*0, Gallant*0, Heroism*2, Blister*0, BDash*0)
L3: 2/6 used (GHope*1,Haste*1,InvisSpher*0,JJ*0,SeeInv*0)
L4: 3/5 used (DDoor*1,Echo*1,FoM*0,GrInv*1)
L5: 1/4 used (MassClw*0,DefSong*1,GDisMag*0,JoyRapt)
L6: 0/2 used (Brill Inspire*0,WavesEct*0)
Bazsil will magic up before moving on: Ext Heroism (himself & Faolan), Echolocation.
Good Hope: Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
[spoiler=Ferverous Blessing Round 1/17]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Kenning: 0/2 used
Words: 2/37 used
Battlecries: 0/3 used (+1 morale to hit;+4 morale to fear saves 1 minute)
Ironfangedness: 0/1 used
Extend Lesser: 2/6 used
Dbane Arrows: 0/3 used
HuBane Arrows: 0/3 used
Defiant Luck: 0/1 used
Inexplicable Luck: 0/1 used
Nice boots of Flyin': 1/3 used
Smite: not used
Grit: not used
Panache: are you kidding me?
Ki: not used
Rage: maybe later
[spoiler=Bazsil's Deep Song of Wrath] Bazsil has activated his bard like song. You can opt in or opt out. Your choice...but you get all or none of the below. Bazsil will be opting in because that's what he does. You get:
1) +4 morale bonus to Strength and Constitution
2) +4 morale bonus on Will saving throws
3) +1 to dodge AC (+2 for guarded stance,-1 for song)
4) You cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or use any ability that requires concentration.
5) +1 insight AC vs Outsiders and Aberrations
6) +1d6 damage vs. evil outsiders and considered good-aligned
7) Weapons gain good/evil/chaotic/lawful for overcoming DR
8) +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration while raging
9) +Once per song, as a swift action that costs 2 rounds of rage, the user can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.[ /spoiler]
[spoiler=Battle Cry (+1 morale to hit, +4 vs. fear)]
Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.
If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry’s effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it’s lower. Each ally can use this effect only once per use of this feat.
[/ spoiler]
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Round 3
Rarely has Kast run, but he runs here, trying to gain as much ground as he can to surmount the sparklewall. BoF to movement.
Magics:
PreExploration:Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Think Really Hard: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (9) + 18 = 27 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (17) + 10 = 27 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
PreExploration:Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.
hp: 161/161 - 26 -43
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Think Really Hard: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (16) + 18 = 34 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (5) + 10 = 15 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Declining Teleportation at this time. BoF to movement.
Round 1
Kast double moves to engage the rune giants and lord, sweeping his True Seeing sight from side to side to see if he can discover the Karzie did during the time lapse.
Battle Magics:
PreExploration:Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.
hp: 161/161 - 26
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (10) + 18 = 28 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (8) + 10 = 18 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
GM Euan - Rise wrote:
”No wait! I see what’s happening now! We are, were, dominated! Whatever you did to me just now, do to Harold!” He frees a hand and points to the other storm giant. ”I’ll fight for you! Release me!”
1d20 + 23 ⇒ (4) + 23 = 27 Know (Arcana)
”Do it! Believe him!” Kast cries, hoping that his take is correct.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
With the party agreeing to roll now, Kast begins his final preparations.
Kast's Preexisting Protections:
Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.
He ends up casting: Communal Resist Energy (Acid and Electricities, Resist 30 - 30 minutes), FoMovement (16 minutes), True Seeing (16 minutes), Bestow Grace of the Champion (16 rounds), followed by Blessing of Fervor (16 rounds) and then extended Divine Favor (20 rounds).
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Kast is anxious and good to go, even with some magics to spread around, as needed. Seems like Kazroug has used a bit of spells so far today (including some very dangerous spells that tend to disintegrate half-orcs) so would prefer to keep on as to not allow him to recoup.
Anyone need a hit of the wand of Barkskin? Gotta a lot of charges to blow.
Kast plans on casting four spells before going through, with the last two being Blessing of Fervor and then extended Divine Favor. The other two are yet to be decided.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
GM Euan - Rise wrote:
(Legend lore anyone? How about vision?)
Kast, being so obviously perfect, can offer either, as needed. Kast pauses to think upon things.
”One moment…I need time to prepare some magics, and confer with Izo…” Kast says, trying to figure out more of the magics.
Is it possible for the party to destroy or disrupt the sphere of fiery b&!!+@$+? What is powering it? Would an anti-magic shell nullify it? What else might work?
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
While others are undumbing themselves, Kast goes over to examine, with Detect Magic the sphere and pillar. He takes his time to truly try to figure out what-in-the-Irori is going on with it.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Kast yells a loud, and completely unheard, scream of triumph as the lamia falls. He will try to dismiss (or wait out) his own wall of blades before casting Detect Magic and looking around for things of interest.
”Well, that was a lot,” Kast says to ‘Mus while not knowing exactly where the town minstrel might be. ”I got to think that Karzoug is nearby, right?”
Do you have a solution for the Wis damage, Val? Need help?
Iron Quill, two handed: pot crit:1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 to hit; (GMW)
flame burst extra:1d10 + 26 + 1d10 ⇒ (9) + 26 + (1) = 36 magic cold iron/fire/holy damage
Kasternations:
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 4/7 left
7: 5/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (16) + 18 = 34 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (11) + 10 = 21 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 4/7 left
7: 5/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (16) + 18 = 34 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (10) + 10 = 20 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
GM Euan - Rise wrote:
”Would you stop that you perfect bastard!”
Kast looks up, astonished.
You think I’m perfect!? Kast might have said if he could have heard the taunt in the field of silence. I can’t believe she thinks I’m perfect! Ha! I’m still trying!
He ignores the fact that she knows that he cannot hear her, nor read lips.
Iron Quill, two handed: pot crit:1d20 + 10 + 2 + 2 ⇒ (20) + 10 + 2 + 2 = 34 to hit; (GMW)
1d10 + 26 ⇒ (2) + 26 = 28 magic cold iron/fire/holy damage
Kasternations:
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 4/7 left
7: 5/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (2) + 18 = 20 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (14) + 10 = 24 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 4/7 left
7: 5/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (9) + 18 = 27 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (10) + 10 = 20 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Iron Quill, two handed: Pot Crit:1d20 + 24 + 2 ⇒ (16) + 24 + 2 = 42 to hit; (GMW,Eagle)
1d10 + 26 ⇒ (3) + 26 = 29 magic cold iron/fire/holy damage
Kasternations:
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 4/7 left
7: 5/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (18) + 18 = 36 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (7) + 10 = 17 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Round 1
Kast casts his own Blade Barrier in response, targeting the four foes. It's circular and should create fun for those giants that wish to stand near the door.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 4/7 left
7: 5/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (4) + 18 = 22 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (19) + 10 = 29 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
”Oh yeah, we’re gunna beat it and beat it good,” Kast will help beat it after renewing any of his magics that need renewing. He won’t tire himself out while doing it, giving others plenty of time to either help out or recover before entering the reliquary.
Facing an evil outsider, a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Kasternations]
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (13) + 18 = 31 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (14) + 10 = 24 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Facing an evil outsider, a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Kasternations]
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (20) + 18 = 38 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (6) + 10 = 16 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Facing an evil outsider, a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
Kasternations:
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (7) + 18 = 25 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (19) + 10 = 29 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
Kast fails, but then really thinks about it, and tries to identify the demon thing. DRs? Special attacks? Weaknesses? Songs sung by ‘Mus that it truly hates?
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Kast takes his time with his small form, hoping that it will end and in no rush to proceed until it does.
He takes the time to cast Detect Magic and examine the bodies of the fallen for things of interest. Maybe he'll find something to take his mind off his small size.
And he will heal himself with a wand before Rastaf wastes any more out of combat channels.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Round 8
Little Kastie offers a high pitched squeaky battle cry as he uses his BoF fueled movement to get into position to lunge down at Karzjerk.
Iron Quill, two handed: 1d20 + 24 + 2 - 2 ⇒ (18) + 24 + 2 - 2 = 42 to hit; (GMW,BoF)
Kasternations:
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (8) + 18 = 26 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (19) + 10 = 29 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Normally a 22 would delightfully hit, but since someone buffed Kast with smaller size, that extra +1 to AC makes it a miss, I believe.
Round 7
Little Kastie thinks to charge at Karzoug, but that sort of involves running so that usually isn't the best plan. Instead, he turns to help with the wizard who seems to be a jerk.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (1) + 18 = 19 to hit; (GMW)
1d10 + 18 ⇒ (1) + 18 = 19 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (19) + 10 = 29 to hit; (GMW)
1d10 + 18 ⇒ (6) + 18 = 24 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
hp: 161/161
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used: Pathfinder Carry: 0/0
Think Really Hard: 7/7 left
1: 6/8 left
2: 6/8 left
3: 6/8 left
4: 5/8 left
5: 2/7 left
6: 6/7 left
7: 6/6 left
8: 3/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed: 1d20 + 18 ⇒ (6) + 18 = 24 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage
Iron Quill, two handed: 1d20 + 10 ⇒ (3) + 10 = 13 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
1d20 + 12 ⇒ (10) + 12 = 22 Fort
Now that he can true see, Kast points out the bony devil that is about. His voice was never that deep, and comes out much more squeaky than before now that he is diminished.