| Illes Elandru |
Illes races ahead and slaps the wand against his leg trying to knock some sense into it. It lies dormant in his hand. It could just as well be a nicely carved stick with some decorative runes for all he knows at this point. "Useless piece of junk! That vendor ripped me off!"
Fuming he jogs ahead.
UMD Enlarge Alwyn: 1d20 + 14 ⇒ (5) + 14 = 19 vs DC 20
Cursed I tell you.
Move to AK 16
| Aubrey the Demented/Malformed |
Black Magga's AoO on a dolphin: 1d20 + 22 ⇒ (5) + 22 = 27, damage 2d6 + 6 ⇒ (1, 4) + 6 = 11
Black Magga's attacks on the remaining dolphins in her turn:
Tentacle 1: 1d20 + 22 ⇒ (2) + 22 = 24, damage 2d6 + 6 ⇒ (4, 6) + 6 = 16
Tentacle 2: 1d20 + 22 ⇒ (17) + 22 = 39, damage 2d6 + 6 ⇒ (1, 1) + 6 = 8
Tentacle 3: 1d20 + 22 ⇒ (11) + 22 = 33, damage 2d6 + 6 ⇒ (2, 2) + 6 = 10
Tentacle 4: 1d20 + 22 ⇒ (11) + 22 = 33, damage 2d6 + 6 ⇒ (3, 1) + 6 = 10
Bite: 1d20 + 24 ⇒ (1) + 24 = 25, damage 2d8 + 11 ⇒ (7, 5) + 11 = 23
The dolphins bravely charge in. One is killed as it approaches but the other all survive to make an attack. But they barely make any impression on the monstrisity at all. Black Magga turns her fury upon them and in a few seconds of churning water and thrashing limbs the dolphins are gone, brutally despatched back to their home plane. Only one remains, and its prospects look poor.
After the brief distraction, Black Magga returns her attention to the temple and its inhabitants.
| Dravite Schorl |
Dravite pumps his short legs harder, trying desperately to keep his barrel-like body above his magic-enhanced feet, and upon seeing Vethran floating in mid-air with nothing but space between himself and the Tentacled Monstrosity, decides to help occupy some of said space to give Vethran a blocker in case the beast turns it's attention to him.
Run-on sentence much?....Dravite double moves to AC15 and prepares to pepper the beastie with pointy, fly-y, death.
| Aubrey the Demented/Malformed |
Alwyn.
Map updated. For reference, there is only one map which gets over-written when things change. I just re-post the link for convenience, not version control.
| Alwyn Agnarrson |
Alwyn runs towards the monstrous thing while yelling at the local to do the exact opposite. "Get away from the water!! Everybody run away from shore!"
We seem a bit out of our depth here; I'd argue that we should limit ourselves to distracting the beast while the local run to safety. Defeating this thing should be saved for another time.
Double move to AF 14. Spiritual weapon attack against the thing from the depths: 14+10(BAB+WIS)=AC 24, damage 4=2=6.
| Elisile Starbrow |
With an acolyte’s hand held in each of hers, Elisile turns and runs down the twisting stair, dragging the pair in her wake. Double move down the tower and into the main body of the church, heading towards the back door. If she makes it to the ground floor she’ll call for the priest to flee with them.
| Aubrey the Demented/Malformed |
You can't make someone move faster than their speed if they aren't affected by the spell just by holding their hand. Decide if you want to stay with them after their double move or if you are going on ahead. They wind up 10' above ground level on the stairs, you can get as far as row 13 if you wish.
| Elisile Starbrow |
You can't make someone move faster than their speed if they aren't affected by the spell just by holding their hand. Decide if you want to stay with them after their double move or if you are going on ahead. They wind up 10' above ground level on the stairs, you can get as far as row 13 if you wish.
Understood, Elisile will stay with them, being restricted to their speed.
| Vethran Tallomane |
Hovering above the scene, Vethran steels himself. "Here goes nothing..."
With an arcane flourish, he unleashes a barrage of white-hot bolts at the monstrosity. "HEY! OVER HERE!"
Empowered scorching ray. #1: 1d20 + 6 ⇒ (15) + 6 = 21 vs. touch AC, dealing 6d6 + 3 ⇒ (5, 5, 5, 3, 1, 5) + 3 = 27 fire damage. Ray #2: 1d20 + 6 ⇒ (10) + 6 = 16 vs. touch AC, dealing 6d6 ⇒ (4, 4, 6, 5, 5, 4) = 28 fire damage.
After unleashing his spell, Vethran floats further away from the creature in fear of drawing it's ire. Move to AD-8, still 30' up.
| Elisile Starbrow |
Climb the wall of the church; -5 to move 30 feet.
1d20+13-5
don't know how tall the church is; I'm moving for the tower; maybe catch somebody who'd like to jump(?)
Hudak probably won’t know this, but Elisile etc. are trying to get back down to the ground level. Also, the tower probably isn’t going to stand much more battering, it’ll likely fall soon.
| Aubrey the Demented/Malformed |
Climb the wall of the church; -5 to move 30 feet.
1d20+13-5
don't know how tall the church is; I'm moving for the tower; maybe catch somebody who'd like to jump(?)
The church is about 20' feet tall here so you can climb on to the roof, and it's rough stone.
Like the titanic ape of legend that lurked on the Isle of Skulls before being brought to the great cicus in Absalom, a giant Hudak clambers on to the roof of the temple with grim purpose. But instead of a screaming maid he clutches in his hand Nualia's Tongue, ready to deal vengeance to the abomination that has risen from the brown waters.
Camlo, Illes.
| Aubrey the Demented/Malformed |
| Illes Elandru |
"Sweet Desna let this wand work and guide our hands as we drive away this abomination!" Illes give the wand one more thwack and then stops. The bard concentrates on a deep resonance and when he can feel it begins to externalize it, drawing on his own power to enhance whatever blessing Desna might impart in her grace.
5' to AJ 15
SA: Enlarge Alwyn UMD 1d20 + 14 ⇒ (6) + 14 = 20 vs DC 20 (YAY!)
Swift: Inspirational Boost (+1 morale to inspire courage)
MA: Inspire Courage Combined effect +4 attack/damage (competence) +5 charm fear (morale)
Immediate: Badge of Valor (+1 the bonus types of inspire courage)
Inspire Round's per day: 1/24
Aubrey- do you want to weigh in on inspirational boost here to nail it down? The wording is this:
While this spell is in effect, the morale
Since inspire courage changed with PF to competence (attacks and damage) and morale (fear/charm) inspirational boost is going to only boost fear and charm saves yes? The only other way to look at it is that the weapon/damage portion has a +0 morale which bumps up to +1 with the spell.
ithuriel
|
Also I had forgotten that Captivating Melody (my perform check to gain +2 DC on Enchantment/Illusion) was written to cost one daily use of bardic music. With the switch to rounds in PF how many do you think that would cost? Most bards will start with 6-7 rounds at 1st level and gain 2 more every level.
| Aubrey the Demented/Malformed |
Aubrey- do you want to weigh in on inspirational boost here to nail it down? The wording is this:
Spell Compendium wrote:Since inspire courage changed with PF to competence (attacks and damage) and morale (fear/charm) inspirational boost is going to only boost fear and charm saves yes? The only other way to look at it is that the weapon/damage portion has a +0 morale which bumps up to +1 with the spell.While this spell is in effect, the morale
bonus granted by your inspire courage bardic music increases by 1.
I shall indeed weigh in. My understanding is that the reason that they changed the bonus to competence was so it stacked with more stuff, and the bardic bonuses were (a) more useful and (b) could be less easily replicated. I don't think it was done specifically to nerf Inspirational Boost. So I suggest we save on the bookkeeping and and simply assume that Inspirational Boost will affect both the competence and morale aspect of the Inspire Courage power, and we can make the wording instead (for PF purposes):
While this spell is in effect, the bonus granted by your Inspire Courage bardic music increases by 1.
While I'm in the mood for a few rulings, we will also assume that a use of bardic music/day under 3.5 equals two rounds under PF.
Also, I think your Enlarge Person takes a round, even from a wand?
| Aubrey the Demented/Malformed |
Perception:
1d20
Hudak:
| Illes Elandru |
"Alwyn! Hold on! I think it's doing something!" The wand slowly begins to warm tot he touch and vibrate as the power builds.
Sweet! So that means +5 attack/damage (competence) / +5 charm/fear (morale)
And yes, it is still a 1 round casting time which I remembered as far as applying it to Alwyn, but forgot concerning my own actions. So Illes does ONLY the wand activation and 5' this round. Alwyn will want to ready an action to move once the growth kicks in just before my init count. My range is only 30 feet I think.
All bardic bonuses will begin NEXT ROUND
| Aubrey the Demented/Malformed |
OK, I'm breaking to spoilers now, just to make life more complicated.
Outside:
In the tower:
Dravite.
| Elisile Starbrow |
Aubrey:
| Elisile Starbrow |
Aubrey:
Elisile gasps as the acolyte is snatched from her grasp – she does not have the strength to hold him without being carried along herself. How did it do that? Know, Arcana: 1d20 + 13 ⇒ (2) + 13 = 15, Know, Dungeoneering: 1d20 + 8 ⇒ (1) + 8 = 9
| Dravite Schorl |
Sorry.
Dravite fires a volley at the Creature.
First shot, two arrows-1d20 + 10 ⇒ (11) + 10 = 212d8 + 20 ⇒ (1, 1) + 20 = 22
Second shot-1d20 + 5 ⇒ (20) + 5 = 251d8 + 10 ⇒ (7) + 10 = 17
so first shot is 21ac for 22 damage, 2nd is 25ac for 17 damage.
2nd shot crit confirmation-1d20 + 5 ⇒ (2) + 5 = 72d8 + 20 ⇒ (5, 8) + 20 = 33
So ac-7 probably isn't gonna do it for the confirmation...
| Alwyn Agnarrson |
Reposting initiatives:
Elisile: initiative 23
Vethran: initiative 18+
Hudak: initiative 18
Camlo: initiative 17
Illes: initiative 16
Black Magga: initiative 11
Dravite: initiative 9
Alwyn: initiative 5
Alwyn moves further up the beach before casting another spell at the unnatural horror threshing around in the shallows.
Move to Z13 before casting Searing light. Attack roll 12+5=touch AC 17, damage 3d8=16, SR check 17+6=23. Attack roll for the Spiritual weapon: 8+9=AC 17, damage 4+2=6.
| Elisile Starbrow |
Aubrey:
Reaching the main hall of the church, she does not slow, but continues pushing the acolyte ahead of her to the extent of the acolyte’s double move, should be about T13. “Stay up that end,” Elisile calls to Father Sheed as she dashes past, “or get outside through that door.” She points to the north end of the church and the vestry door. “The creature’s tentacles can phase through stone. Your other acolyte is gone.”
She is calling over her shoulder by the time she finishes, having pushed past the slowing and panting acolyte and continuing to dash forward herself, buoyed onwards by her magic. Continues her full double move of 120 feet due to expeditious retreat towards the vestry door. I’m not sure what square this is, but she will move to the door, and attempt to open it – a move action? Or free? If she still has any movement left she’ll try to get as close as she can to square U8.
Vethran’s turn.
| Vethran Tallomane |
Against his better judgment, the Varisian wizard flies forward into range to attempt another volley of spellfire.
Moving back up to AC-14, still 30' high. Caster vs. SR: 1d20 + 10 ⇒ (11) + 10 = 21
Same spell as before. #1: 1d20 + 6 ⇒ (14) + 6 = 20 vs. touch AC. 6d6 + 3 ⇒ (5, 4, 3, 3, 6, 3) + 3 = 27 fire damage on hit. #2: 1d20 + 6 ⇒ (3) + 6 = 9 vs. touch AC. 6d6 ⇒ (3, 6, 6, 4, 5, 5) = 29 fire damage on hit.
| Aubrey the Demented/Malformed |
We can go off spoiler again - I did it mainly for the different view points inside and outside, and it seems a democratic decision has been made to ignore them.
El, I make it a double move to get to the vestry door (where you are now) and a move action to open it.
Both Vethran's and Alwyn's spells seem to splash harmlessly on the creature's hide and it ignores their sources. But one of Dravite's arrows makes an impression, and the beast's head swings in his direction.
Hudak / Camlo / Illes.
| Elisile Starbrow |
We can go off spoiler again - I did it mainly for the different view points inside and outside, and it seems a democratic decision has been made to ignore them.
The people have spoken. Or rather posted.
El, I make it a double move to get to the vestry door (where you are now) and a move action to open it.
Sounds fair.
| Hudak |
Move to rs 19-20.
Hudak'll try and push the buckling tower down on the beastly b%%~* of the slythly depths.
1d20 + 7 ⇒ (8) + 7 = 15
*gnnnnnng*
Hudak strains, and fears he may strain his descending colon out through his buttcheeks in that most horrifying of herniations.
| Elisile Starbrow |
Climb the hell back down then; that tower's had it!
Maybe we can push the tower onto the monster? Weapons and spells don't seem to be doing very much.
| Aubrey the Demented/Malformed |