HP: 23/23| AC: 19 FF: 18 Touch: 11 CMD: 17| Init: +1|Fort +5, Ref +1, Will +5| Perception +6; Aura, 10 ft.: +1 AC and Will (Morale)
Ptolem delays.
"You guys have this, right?"
Seriously though, what shitty encounter design. Hardness 5 at level 1 is a nearly insurmountable barrier to anyone but a big nasty 2H Barbarian or Fighter.
Given this, there is 100% guaranteed to be a Swarm before we level up, so hanging onto this Alchemist's Fire, and I have no other damage dealer that can get through that Hardness.
I'm like 90% sure your weapon doesn't have a x4 crit, unless you're reskinning a Scythe as an Axe.
Also you add your static damage to crits. So your critical (assuming it's a x3) should be 2d6+6 extra damage. So your total damage there comes out to 3d6+9, or 23 damage.
Human Warpriest 1 | HP 17/17 | AC 19, Touch 14, FF 15 | CMD 16 | Fort +5, Ref + 4, Will +5 | Init +4 | Perception +8 | Disable Device +9 | Sense Motive +2
OK, so how much am I gonna provoke if I run over to Kael and Cure Light Wounds on him? I can empower it as a swift action, might be enough to save him.
They're Tiny, so they don't threaten outside the squares they're in. And since this room is pretty small, you can easily 5-foot step to a square adjacent to Kael that is safe.
Kael also gets a Con check to Stailize BTW. So it may not be necessary.
Also, if they're Tiny, then they should be provoking an AoO every time they enter a square to attack one of us. Regardless of whether they 5 ft. step or not, according to the recent FAQ.
Human Warpriest 1 | HP 17/17 | AC 19, Touch 14, FF 15 | CMD 16 | Fort +5, Ref + 4, Will +5 | Init +4 | Perception +8 | Disable Device +9 | Sense Motive +2
He's still gonna need some healing, might as well help him out a bit.
Sneferka steps gingerly over to Kael and lays his hand on Kael's forehead, pulsing a Cure Spell as he does so. "It's not like I needed Shield of Faith today anyways...
Heal:1d8 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4
I'm empowering as a swift action, did I do it right?
Empower actually multiplies the RESULTS by 1.5. So 1d8+2 = 3 becomes 4. Same result in this case, but if you'd rolled higher it could have been different.
Ok, they moved while Talos and Laleh were flatfooted, so I'll give retroactive AoOs to the other two meleebros. Kael:1d20 + 1 ⇒ (19) + 1 = 20 Sneferka:1d20 + 4 ⇒ (9) + 4 = 13
Damage:1d8 + 1 ⇒ (1) + 1 = 2
Welp. Good try.
--MEANWHILE, IN THE PRESENT--
Kael's wounds heal slightly. He is still unconscious, but no longer bleeding to death.
Ptolem retreats to let his servants clean up this mess.
The dolls that were attacking Kael and Sneferka move to Laleh and Talos respectively, since they seem to be the biggest threats now. You all swat at them as they move...
the player's guide said that a lot of people in Osirion use shields instead of armor but I think I still F&++ed up in not getting some anyway ha ha ha.
It says they prefer LIGHT armor, in addition to shields. There is no reason for you to not be wearing armor. Clerics don't have to worry about spell failure chance on divine spells, and they are proficient with light and medium armor. More importantly you're pretty much f~$&ed without a halfway decent AC - you can't take hits like beefier classes, and even they still wear armor (almost always).
I think I have a way to rectify this, right after we finish this fight.
The three remaining fighters miss. The dolls keep attacking...
Ok, I'm gonna throw you guys some cheese. If you just keep 5 ft stepping every round, they will have to 5 ft step on their turn to keep attacking. And since they're Tiny, they'll provoke an AoO every time. That gives you each one extra attack per round, which improves your odds a bit.
We can also say that you always move into flanking positions for a +2 bonus, because why the f~%% not at this point?
Talos backs away from his doll, forcing it to divide its attention between him and Sneferka. With this distraction, the hunter is able to line up a solid hit with his axe, sending the doll sprawling across the floor!
Laleh stabs it through the neck, and it goes limp.
Against all odds, you've finally defeated the terrifying doll menace! Tales of this epic battle will be told for generations to come.
With that out of the way, you're free to examine the room in more detail. Aside from the diorama (now mostly ashes) on the north side of the room, there are three shields displayed on the east wall. The name "Akhentepi" is written beneath the light wooden shield on the right in Ancient Osiriani hieroglyphs. The light wooden shield on the left doesn't appear to be Osirian in design, but none of you know enough about geography to determine its exact origin.
The center shield is a light steel shield shaped like a scarab; it matches the one borne by Akhentepi in the engravings on the doors in the previous rooms. Anyone casting Detect Magic sees that it is magical.
To the south is a rack which holds a composite shortbow, a khopesh, and a spear. The khopesh and spear are masterwork quality, and likely belonged to Akhentepi himself. The shortbow is serviceable, but its string is deteriorated, and will need to be repaired before it can be used.
There are five small chests and a clay urn arrayed around the room.
You can heal always heal someone as long as they're alive, barring unusual circumstances. Kael is at -3 now.
The shield is a Scarab Shield.
Scarab Shield:
This +1 light steel shield is fashioned in the shape of a scarab beetle-a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.
Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage.
In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wield er's space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder's space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.