| Corliss Blackboots |
Corliss spaces out briefly, perhaps communicating mentally with Besmara--or maybe even daydreaming a bit about Besmara's Bounteous Booty--but then he comes back to the present. Swapping out a couple of low-level spells (detect charm, touch of bloodletting; I obviously didn't update his spell list since Riddleport!), he and his goddess offer Kaul some belated healing.
Corliss Blackboots cure light wounds (trait bonus) (Kaul): 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Corliss Blackboots cure light wounds (trait bonus) (Kaul): 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Sorry; had lots of trouble trying to find the conversation the Cap'n and I had about Corliss's healing abilities/limitations. Turns out I was searching the earliest days when I'd joined the campaign, while the healing discussion occurred during the pandemic. I still haven't tracked down ALL the details, but it looks like Corliss can indeed use the spontaneous cure ability. I'll look into this more later, now that I know where to (hopefully) find some final answers.
| Cap'n Voodoo |
Beside the background of faint abjuration on the stones themselves to preserve them through the millennia, there is a moderate aura on the weapon in the statue's grasp and a faint aura on the pit.
The faint echoes of a noise like an angry muttering mob arise from the pit.
| Corliss Blackboots |
Corliss looks around a bit, absently rubbing the knot on his noggin. He casts detect magic himself and then chats a bit with the snake-mage, trying to help Dingus figure out what's what here. "Never heard o' a magic pit afore," the Besmaran comments aloud, still massaging the bump on his head. "At least I don't think I have."
Corliss Blackboots Perception Check: 1d20 + 3 ⇒ (8) + 3 = 11
Corliss Blackboots Knowledge (arcana) Check (Aid Another--Dingus): 1d20 + 6 ⇒ (8) + 6 = 14 SUCCESS! +2 to Dingus's Knowledge (arcana) check.
| Dingus Mack |
1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 Knowledge (Arcana)
1d20 + 3 ⇒ (5) + 3 = 8 Perception
"Well that Polearm is magical... makes things take extra damage, and that pit reeks magically of death Magic".
| "Keelhaul" Kaul |
Kaul's beadies shift around the room, and his flat nose wrinkles...
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
... before he pauses and tilts one of his battered ears pitward;
"Hur... Sounds like a bunch o' angry feckers down there. Furious like..."
The brute steels himself, resisting the temptation to jump in headlong and meet the fury with ire and iron...
"We got anything to chuck down on 'em? Oil or p1ss maybe?"
He emits a hacksaw chuckle at the notion of whatever was in the pit being even more angered at being soaked in the crew's brine.
| Cap'n Voodoo |
Dingus and Corliss not only sense the aura of evocation on the polearm but more specifically the influence of the Thassilonian Rune of Wrath. The magic used in the creation of the weapon included evil and torture.
As they are engrossed in their discussion, Kaul grows bored and is attracted to the noises emanating from the pit. As he peers inside, he doesn't see the source of the muttering he hears, but only a tangible darkness. The darkness gathers and pours upward from the pit like smoke from an inferno as the angry muttering Kaul heard grows to screams of outrage!
Madman Jim- 1d20 + 3 ⇒ (9) + 3 = 12
Dingus-1d20 + 3 ⇒ (6) + 3 = 9
Corliss-1d20 + 6 ⇒ (19) + 6 = 25
All- Will DC 14 or rage (+2 Str, -2 AC) and attack an ally!
Round 1
Corliss
Jim
Wrathful Wraiths
Dingus
Kaul
| Corliss Blackboots |
Not certain of the nature of the threat the crew faces here, the Besmaran invokes a copycat of his handsome self and--in the true spirit of D&D and other fantasy TTRPGS--attacks the darkness!
Corliss Blackboots Will Save: 1d20 + 8 ⇒ (13) + 8 = 21
Corliss Blackboots Knowledge (religion) Check (to ID the threat): 1d20 + 6 ⇒ (5) + 6 = 11
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (12) + 7 = 19 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 (18-20)
| Cap'n Voodoo |
Corliss shakes off the sensation of intense hatred and appears to split into two. His attack against the darkness has no effect and he thinks that whatever this is, it is more a resonance of the pain and torment experienced in this place than any specific entity.
Round 1
Jim (-2)
The Darkness
Dingus
Kaul (-14)
R2
Corliss
| Dingus Mack |
1d20 + 5 ⇒ (16) + 5 = 21 Will Save
"Step Away! What is this evil magic"!
Dingus attempts to dispel the magic emitting from the pit.
1d20 ⇒ 15 + Whatever my caster level is with this version of Pathfinder.
| "Keelhaul" Kaul |
DC14 Will Save: 1d20 + 2 ⇒ (11) + 2 = 13 Feck
Kaul reels and his eyes distort to the maelstrom beadies he exhibited when first called back from the dead...
Still can't access the mappage so no idea whose near or far... 1-2 Jim, 3-4 Ding & 5-6 Corliss 1d6 ⇒ 5 Sorry Blackboots :S
With murderous intent the bloody bosun advances on his shipmate (Move Action as required and swings his 'orrible 'atchet...
Melee (Lopper): 1d20 + 5 ⇒ (14) + 5 = 19
... but thankfully missing his shipmate!
| James "Madman Jim" Patterson |
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DC 14 Will save: 1d20 + 5 ⇒ (8) + 5 = 13
Oops.
Attack Darkness/Dingus/Kaul/Corliss: 1d4 ⇒ 3
Rapier PA: 1d20 + 12 ⇒ (3) + 12 = 15
Consumed with rage, Jim goes after the half-orc. The canny rogue, though, dodges aside at the last minute.
| Cap'n Voodoo |
The darkness permeates Jim, turning his eyes to lightless voids, he spins and lunges at Kaul with a furious yell, but the beefy brute has absorbed the rest of the shadow and has already charged the Corlisses.
Dingus wants none of this and casts an enchantment banishing spell 15+6=21 on Jim. It works and the shadow drains from Jim's eyes as he shakes his head clear. That still leaves Kaul who slashes through Corliss! Fortunately, the near miss only takes out his duplicate.
Round 2
Corliss
Jim (-2)
Dingus
Kaul (-14) (raging-new save attempt)
R3
| Corliss Blackboots |
Corliss steps away from Kaul and then casts a dispel magic spell on the brawling half-orc, hoping to match Dingus's effectiveness on Jim's enchantment.
Corliss Blackboots dispel magic (from magic pearl--on Kaul) Caster Level Check: 1d20 + 7 ⇒ (20) + 7 = 27
| "Keelhaul" Kaul |
Kaul mugs a jagged grin and matches Dingus' dramatic turn (just without the same panache)
"Hur. 'Ere that Lopps... Thats the sound o' meat comin' tae get chopped..."
The brute bosun readies claw and axe...
| Cap'n Voodoo |
The incoherent shouting grows louder and the light of the glowing goblin hand reveals movement at the end of the hall. Rushing around the corner come several horrible humanoids- they are the size of a tall human, nearly naked and hairless. Their feet and hands end in a pair of oversized clawed digits. The lower part of the face splits vertically into a fanged maw and thrashing tongue. They are armed with battered axes.
Madman Jim- 1d20 + 3 ⇒ (2) + 3 = 5
Dingus-1d20 + 3 ⇒ (8) + 3 = 11
Corliss-1d20 + 6 ⇒ (7) + 6 = 13
foe- 1d20 ⇒ 3
R1
Corliss
Dingus
Kaul
Jim
Spawn
| James "Madman Jim" Patterson |
"Let 'em come to us, mates!" Jim moves to one side of the doorway and readies an attack on the first one to pass through.
Rapier PA: 1d20 + 12 ⇒ (8) + 12 = 20
Raper PA damage, including shock: 1d6 + 12 + 1d6 ⇒ (3) + 12 + (3) = 18
| Corliss Blackboots |
Corliss readies an attack for the first creature to get withing stabbing range.
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (19) + 7 = 26 for magic, piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3 (18-20)
Corliss Blackboots +1 rapier (Confirm?): 1d20 + 7 ⇒ (14) + 7 = 21 for additional magic, piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
| "Keelhaul" Kaul |
Kaul too readies himself, axe and claw both to strike when the maw-men cometh;
Melee (Power Attack) - Lopper (+1 Keen Adamantine Ax): 1d20 + 7 ⇒ (11) + 7 = 18
PA Damage (Lopper): 1d10 + 9 ⇒ (10) + 9 = 19
| Cap'n Voodoo |
Dingus floats while the other mates close on the entrance and ready for the screaming raiders. As the first two angry freaks burst into the room, the crew unleash. Corliss wounds one and Lopper finishes it off. Jim Pierces another, gravely wounding it. A couple of the raging humanoids press forward trying to enter the room.
Corliss and Kaul get an AoO
R2
Corliss
Dingus
Kaul (-14)
Jim (-2)
Spawn
| Corliss Blackboots |
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Corliss is feeling stab-tastic and wields his rapier with more aplomb (and competency) than is usual.
Corliss Blackboots +1 rapier (AoO): 1d20 + 7 ⇒ (16) + 7 = 23 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 (18-20)
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (8) + 7 = 15 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20)
| "Keelhaul" Kaul |
As he fells one little freakoid, the brute gets a taste for it and makes a swing for another;
Lopportunity: 1d20 + 9 ⇒ (10) + 9 = 19
+1 Keen Adamantine Boarding Ax of Death, Destruction & Doom!: 1d10 + 5 ⇒ (10) + 5 = 15
Round 2
(Presuming that doesn't fell chuckles
Kaul follows up in the creatures wake (Move Action if necessary) and brings his barnacled an' burnished claw to bear;
The Red Claw (Treated as +1 Mace): 1d20 + 9 ⇒ (6) + 9 = 15
Damage (B): 1d8 + 5 ⇒ (7) + 5 = 12
| Dingus Mack |
Dingus slips his anchoring rod into his rhinestone laden belt floating near the ceiling and sends a couple of Vapor Vipers at the second beast in line.
"I hope there's not a lot more of these. My magical energies are waning".
Richard coils around the slight sorcerer and watches the action unfold.
Vapor Viper: 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10
| James "Madman Jim" Patterson |
Jim feints with his first attack (at least that's the way he tells the story) and strikes the creature on the followup.
Rapier PA: 1d20 + 12 ⇒ (1) + 12 = 13
Iterative Rapier PA: 1d20 + 7 ⇒ (12) + 7 = 19
PA damage, if applicable: 1d6 + 12 + 1d6 ⇒ (3) + 12 + (1) = 16
| Cap'n Voodoo |
Jim has a moments difficulty extracting his sword after driving it deeply in a frenzied attacker but quickly finishes off the mutant after getting his blade clear.
More of the creatures rush the entrance to the chamber. One slips past Corliss and he finds himself surrounded suffering a slash and a bite. Corliss-10 axe slash, 6 bite, will save DC 12 or sickened by thoughts of violently attacking your loved ones. Kaul and Jim defend themselves from the other attackers.
R3
Corliss (-16)
Dingus
Kaul (-14)
Jim (-2)
Spawn
| Corliss Blackboots |
Corliss grunts a few choice curses as he's wounded, but then takes a cautious (5-foot) step to his left and stabs at the monster between himself and Kaul. Finally, he attempts to call forth another handsome copycat of himself.
Corliss Blackboots Will Save: 1d20 + 8 ⇒ (13) + 8 = 21
Corliss Blackboots +1 rapier (flank): 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 for magic, piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5
Corliss Blackboots Concentration Check: 1d20 + 9 ⇒ (6) + 9 = 15
| "Keelhaul" Kaul |
Round 3
Kaul, clearly enjoying Lopping once again, sets about the nearest freakafoe...
Melee (Power Attack) - Lopper (+1 Keen Adamantine Ax): 1d20 + 7 ⇒ (1) + 7 = 8
... with too much relish
| Dingus Mack |
Dingus cheers his team on, and decides to bring a friend to help next round.
Cast Summon Monster I for an Eagle
Summoned Creature: Eagle (1/2)
N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +4, Will +2
SR 5
Celestial – Resist cold 5, acid 5, electricity 5
Fiendish – Resist cold 5, fire 5
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
Special Attacks smite evil/good
STATISTICS
Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
Base Atk +0; CMB -1 [+1]; CMD 11 [13]
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
| James "Madman Jim" Patterson |
"Save your magic, Ding! I think we've got this!" Jim lashes out with his crackling blade, stabbing at the oncoming creatures.
Rapier PA: 1d20 + 12 ⇒ (11) + 12 = 23
Iterative Rapier PA: 1d20 + 7 ⇒ (8) + 7 = 15
First attack damage: 1d6 + 12 + 1d6 ⇒ (1) + 12 + (3) = 16
Second attack damage, if applicable: 1d6 + 12 + 1d6 ⇒ (5) + 12 + (3) = 20
| Cap'n Voodoo |
Kaul is a bit overeager and brings the heavy axe down into the stone floor leaving a sizeable crack. Dingus begins calling to far realms. good or evil eagle or abort spell and keep it for later. Jim quickly kills two of the maddened creatures and steps forward to partially block the entrance, seeking to prevent them entering and encircling the crew.
The freakish raging creatures push through, opening themselves to Jim's attack Jim- one AoO They swarm around Kaul and Corliss, slashing with the battered axes and biting with the split maws. Corliss- 10 slash; Kaul- 12 slash, 4 bite (will save DC 12 or sickened by thoughts of chopping apart your mates) Jim easily fends off the remaining mutant in the hallway.
R4
Corliss (-26)
Dingus
Kaul (-30)
Jim (-2)
Spawn
| James "Madman Jim" Patterson |
Rapier PA AoO: 1d20 + 12 ⇒ (13) + 12 = 25
AoO damage: 1d6 + 12 + 1d6 ⇒ (1) + 12 + (1) = 14
The Taldan takes advantage of the creature's distraction and stabs it.
| Dingus Mack |
"Aye Captain. I'll just sit up here and practice throwing gobs of acid till you need me. Just holler if you need artillery support".
1d20 + 3 ⇒ (7) + 3 = 10 Acid Splash (Ranged Touch).
1d3 ⇒ 2 Acid damage
It's been so long since I played PF1e I don't remember if I add anything other than base attack bonus to this.
| Corliss Blackboots |
Corliss winces as he takes another hit that should have gone to his dashing-but-nonexistent copycat.
Alrighty...let's try somethin' different....
The Besmara tries summoning a copycat first and then stabbing at his opponent.
Corliss Blackboots Concentration Check: 1d20 + 6 ⇒ (8) + 6 = 14
Corliss Blackboots +1 rapier: 1d20 + 7 ⇒ (3) + 7 = 10 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 (18-20)
Sigh....
"Bessie, I invoke a rapier to help confound and defeat this foe!" To his opponent he snarls, "Taste my copycat's sting!"
"Uh, wait. That ain't right...."
| "Keelhaul" Kaul |
Will Save: 1d20 + 2 ⇒ (17) + 2 = 19
R4
As the gains a new set of scars, Kaul seems in his element. He wrenches Lopper free from the stone and aims a cruel swipe at the nearest of the split mawed freaks;
Melee (Power Attack) - Lopper (+1 Keen Adamantine Ax): 1d20 + 7 ⇒ (13) + 7 = 20
PA Damage (Lopper): 1d10 + 9 ⇒ (7) + 9 = 16
| Cap'n Voodoo |
Lopper sends a misshapen head flying and gives a metallic growl in response to the shrieking statue. The wrathful marauders join the cacophony with their incoherent shouts. One of them breaks away from Corliss and dashes to the statue. The others continue hacking and biting in between angry shouts. Corliss- 3 axe, 6 bite; Kaul- 5 bite. Both bites = will save DC 12 or sickened by thoughts of violently attacking your loved ones)
R5
Corliss (-35)
Dingus
Kaul (-35)
Jim (-2)
Spawn
| Corliss Blackboots |
Corliss fights off the strange compulsion and stabs again at the monster betwixt himself and Kaul. After again missing badly, the hapless priest tries once more to summon a copycat.
"Ha!" both of him say to the monsters. He stays where he is now that he actually has a body double, ensuring that the roguish Kaul gets to flank (and hopefully shank) the foe between them.
Corliss Blackboots Will Save: 1d20 + 8 ⇒ (10) + 8 = 18
Corliss Blackboots +1 rapier (flanking): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 for magic, piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8 (18-20)
Corliss Blackboots Concentration Check (copycat): 1d20 + 6 ⇒ (18) + 6 = 24
| "Keelhaul" Kaul |
R5
Will or Won't: 1d20 + 2 ⇒ (18) + 2 = 20
The normally bloodthirsty bosun resists temptation to attack his mates, instead focussing his ire on the wrathful wretches.
Flanking Melee (Power Attack) - Lopper (+1 Keen Adamantine Ax): 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
PA Damage (Lopper): 1d10 + 9 ⇒ (1) + 9 = 10
Flankin' Horrible: 3d6 + 1 ⇒ (4, 6, 6) + 1 = 17
| James "Madman Jim" Patterson |
Rapier PA: 1d20 + 12 ⇒ (14) + 12 = 26
Iterative rapier PA: 1d20 + 7 ⇒ (4) + 7 = 11
Rapier PA damage, first attack: 1d6 + 12 + 1d6 ⇒ (1) + 12 + (6) = 19
Jim recovers some of his composure and tags one of the peculiar enemies.
| Cap'n Voodoo |
Jim rams his crackling blade hilt-deep into the face of the creature at the entrance and it falls, gurgling blood as it hits the ground. Dingus drops acid (?!) from nearly directly above an injured creature and it falls flailing as its head burns.
Dingus' action? You add your dex to throwing the acid so you should be +6 to hit plus a +1 to hit bonus for striking from above so actually the last one was a hit.