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Fort 1d20 + 6 ⇒ (6) + 6 = 12
Fort 1d20 + 6 ⇒ (10) + 6 = 16
The luck helps Percy out of a bind, "How horrible! They say beauty is only skin deep, but you have demonstrated that ugly runs all the way through!"
Percy channels a hex of healing on Marta, then moves out of sight.
Hex Heal 2d8 + 9 ⇒ (2, 2) + 9 = 13

DM Feral |

Mantis Fort: 1d20 + 9 ⇒ (10) + 9 = 19
Acrobatics: 1d20 ⇒ 12
One of the 'prisoners' handsprings into a better position and then slashes at Lord Dunc. Marta can take an AoO.
Slash vs Dunc: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Sneak: 3d6 ⇒ (4, 1, 1) = 6
1d4 ⇒ 4
Another throws back her hood revealing that she is also a medusa! She glares hard at Marta with her petrifying gaze.
Marta is up. You need to make three DC 16 fortitude saves vs petrifying gaze. ROLL THEM IN YOUR FIRST POST PLEASE.

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I would have thought the AOO would be the first roll, but your wish is my command!
fort save: 1d20 + 14 ⇒ (12) + 14 = 26
HA!

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Three fort saves, btw

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AOO power attack with longspear
+14/1d8+1d6+13 longspear: +7[BAB] +4[str] +1[enhancement] -2[pwa] +2[heroism] +2[judgment] / +4[str] +2[str2hd] +1[enhancement] +6[pwa] +1d6[corrosive]
AOO to hit: 1d20 + 14 ⇒ (4) + 14 = 18
AOO damage: 1d8 + 1d6 + 13 ⇒ (8) + (4) + 13 = 25

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Three? You want me to use that last roll as one of the fort saves?
Why three? Very confused.

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Idk, the GM said three fort saves, Last sentence of his last post.

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I think I see. Is it one fort save per attack? Do I make the fort save as the first roll as part of the attack? So it would fort save, attack roll, damage roll, intimidate roll? Then do that three times? Or three fort saves up front?

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By the way, I plan on using a stunning fist on the first attack. I don't like this thing much. Too many fort saves!

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I'd say it's three saves because 'that's what the GM asked for' - but my inner GM says the rationale is that you just ate two gaze attacks (two medusae) and if you got tagged you have some poison to deal with - sorry for breaking the wall and going all meta! So if the GM asks for three, usually best to roll 'em up and THEN ask for clarification, there can always be a retcon if needed, but half a dozen posts on the topic later is not when the rolls were needed...best just to take the hint :)

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I will follow the advice of our good Lord Percy and just make three rolls now...
Fort Save 1: 1d20 + 14 ⇒ (2) + 14 = 16
Fort Save 2: 1d20 + 14 ⇒ (8) + 14 = 22
Fort Save 3: 1d20 + 14 ⇒ (8) + 14 = 22

DM Feral |

I asked for three fort saves in your next post and you didn't make them. Now I will roll them for you.
Marta's other fort saves: 2d20 ⇒ (6, 5) = 11
Then I told you you were up. You posted five times but took no actions. I'm putting you in delay.
1d4 ⇒ 4
The first medusa gazes at Marta again. Marta needs to make another DC 16 fort save vs petrification.
Not following my directions counts as not reading my posts and that's one of my rules. If you continue to be a problem Marta, I will be blocking you from future games I run.
Fizz, Dunc, and Marta are up. BEFORE YOU POST ANYTHING ELSE MARTA, MAKE YOUR FORT SAVE.
Dunc, Fizz, and Beaky need to make two DC 16 fortitude saves vs petrification at the start of their turns. At the end of your turn you can determine if you want to keep your eyes open, avert your gaze, or close your eyes.

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Now for the fun stuff...
Marta definitely activates Bane on the Medusa. The first attack will be with stunning fist and no power attack. I really want that one to land. Tthe second attack and all attacks from then on until my next turn will be with power attack.
Fort ST breakdown: +14 = +1[con] +6[inquisitor] +2[monk] +3[cloak/resistance] +2[heroism/morale]
Reflex ST breakdown: +12 = +2[dex] +2[inquisitor] +2[monk] +1[deft dodger/trait] +3[cloak/resistance] +2[heroism/morale]
Will ST breakdown: +17 = +5[wis] +6[inquisitor] +0[monk] +1[indom faith/trait] +3[cloak/resistance] +2[heroism/morale]
Armor Class: 30 = 10 +5[monk AC/dodge] +2[dex/dodge] +4[mage armor/armor] +4[shield/shield] +2[Prot Judgment/sacred] +3[Shield of Faith/deflection]
First Attack Bonuses: +18 = +7[BAB] +4[strength] +1[bodywraps/enhancement] +2[Heroism/morale] +2[bane] +2[judgment/sacred]
First Attack Damage Bonuses: +11 = +8[strength+dragon fer] +1[bodywraps/enhancement] +1d6[merciful] +1d6[corrosive] +2d6+2
First attack, non-lethal, using stunning fist, +1 enhanced
attack roll: 1d20 + 18 ⇒ (14) + 18 = 32
damage: 2d6 + 1d6 + 2d6 + 11 ⇒ (3, 3) + (4) + (2, 1) + 11 = 24
intimidate: 1d20 + 25 ⇒ (10) + 25 = 35 (+2 added in from Halo under the assumption that it is evil)
DC 19 [10 + ½ level + Wis] Fort save or stunned from stunning fist.
----------------
Second Attack Bonuses: +16 = +7[BAB] +4[strength] -2[power attack/feat] +1[bodywraps/enhancement] +2[Heroism/morale] +2[bane] +2[judgment/sacred]
Second Attack Damage Bonuses: +13 = +6[strength+dragon fer] +4[power attack] +1[bodywraps/enhancement] +1d6[merciful] +1d6[corrosive] +2d6+2[Bane]
Second attack, non-lethal, +1 enhanced
attack roll: 1d20 + 16 ⇒ (16) + 16 = 32
damage: 2d6 + 1d6 + 2d6 + 13 ⇒ (6, 6) + (5) + (2, 3) + 13 = 35
intimidate: 1d20 + 25 ⇒ (19) + 25 = 44 (+2 added in from Halo under the assumption that it is evil)
----------------
Third Attack Bonuses: +10 = +2[BAB] +4[strength] -2[power attack/feat] +2[Heroism/morale] +2[bane] +2[judgment/sacred]
Third Attack Damage Bonuses: +12 = +6[strength+dragon fer] +4[power attack] +1d6[merciful] +1d6[corrosive] +2d6+2[Bane]
Third attack at -5 BAB, non-lethal, no enhancement from bodywraps
attack roll: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 2d6 + 1d6 + 2d6 + 12 ⇒ (6, 3) + (6) + (4, 5) + 12 = 36
intimidate: 1d20 + 25 ⇒ (6) + 25 = 31 (+2 added in from Halo under the assumption that it is evil)
If a hit connects and I make my intimidate check it will cause the opponent to be shaken for as many rounds as damage, provided non-lethal damage works on it because of the Enforcer feat. A second hit will cause it to be sickened due to the Cruel enchantment on her Amulet of Mighty Fists.

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Dang it. It took a long time to write up that attack and I missed your post. Please roll the fort save for me or shift everything or do whatever you see fit.

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Dunc, watching his companion turned to stone before his very eyes will scowl, roaring in anger at the Medusa's but not before suffering the very same risk that fell Marta.
Fort Save + Rage: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Fort Save + Rage: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Glaring at the Medusa's, he'll attempt to cut the blue one down, maintaining his rage and fast-moving form.
Attack 1: 1d20 + 16 + 2 + 1 ⇒ (3) + 16 + 2 + 1 = 22
Damage: 2d6 + 23 + 2 + 2d6 ⇒ (3, 3) + 23 + 2 + (1, 4) = 36
Attack 2(Hasted): 1d20 + 16 + 2 + 1 ⇒ (16) + 16 + 2 + 1 = 35
Damage: 2d6 + 23 + 2 + 2d6 ⇒ (2, 2) + 23 + 2 + (5, 3) = 37
Attack 3: 1d20 + 11 + 2 + 1 ⇒ (14) + 11 + 2 + 1 = 28
Damage: 2d6 + 23 + 2 + 2d6 ⇒ (4, 5) + 23 + 2 + (1, 5) = 40
Vicious Damage: 3d6 ⇒ (1, 1, 3) = 5
As his sword gores the enemy, Dunc's sword hand viciously weeps blood as his sword's magic exacts its toll! "I'll gut ya, even if I have ta die trying!"

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Dang, I was just looking, I could very well die again here, do you mind if I swift action spend a ferver to convert my Grace into a Cure Moderate Wounds?
CMW: 2d8 + 4 ⇒ (1, 6) + 4 = 11

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thank you!

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I'm sorry, I'm the worst with my character, no excuses, I am a raging barbarian, no reason I should be allowed to cast spells. A horrendous mistake on my part. Please forgive my mistake, I'm glad I caught it.

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Oh, sorry about the percentiles. I usually do it that high is a success, I forgot that you do it another way. I'll do it your way from now on with Fizz's miss chance, unless you would rather roll it.
Fizz Fort: 1d20 + 15 ⇒ (9) + 15 = 24
Beaky Fort: 1d20 + 8 ⇒ (11) + 8 = 19
Deciding that the best thing would be to get rid of the medusa as soon as possible, Fizzbeard kicks Beaky in the side and the axebeak wheels around into the room to get behind the medusa. Along the way he calls out, "Lord Smiad, bless us in this fight!"
50' movement from Beaky gets there no problem without AoO. Swift action to smite from both Fizz and Beaky.
+1 dragon-bane greatsword: 1d20 + 13 + 5 + 2 ⇒ (12) + 13 + 5 + 2 = 32
damage: 2d10 + 14 + 11 ⇒ (8, 7) + 14 + 11 = 40
bite: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
damage: 1d6 + 1 + 9 ⇒ (4) + 1 + 9 = 14
+5 AC for Fizzbeard.
Fizz will then avert his gaze. Beaky has a 6 Int but I'm not sure averting gaze would fall under any of his tricks so I'll say he doesn't avert. I don't quite remember how that works and I don't see it above but here are some Fort saves in case:
Fizz Fort: 1d20 + 15 ⇒ (13) + 15 = 28
Beaky Fort: 1d20 + 8 ⇒ (4) + 8 = 12

DM Feral |

I'd say int 6 is enough to understand 'look away' without a ton of cajoling but it doesn't matter terribly anymore.
With Lord Smiad's might on his side, Fizzbeard and Beaky strike down the other medusa in a burst of kaleidoscopic light.
Without any sort of flanking buddy the last mantis will be easy pickings. I'm going to call it here.
Once the Mantis are defeated, the party is free to explore the college. It appears most of the space is unused by the assassins and contains nothing of interest. One of the larger rooms has been converted into a temple to the cult's god, Achaekek. Within the altar, Percy spots a hidden hollow which contains a large vial filled with alchemical paste. On the east end a long angled hall leads to a large opening where the party finds an impressive view of the city along with several glissades.

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Spellcraft 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Percy can't make head or tail of the paste "Haven't seen it's like"
He then admires the scenery appraisingly "Nice view. With a bit of lift and some training, one could easily glide all the way to Absalom from here. This is probably the assassins' preferred way of entering the city."
"Not so sure what to do with poor Marta there, terrible luck"

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Dunc'll end his rage-ing state, calming his armor at the same time. Breathing heavily he'll draw his wand and use it a couple of times over the next 5 minutes or so, recuperating himself.
Grimacing, "I'm not good, but let me have a look,"
Casting Identify, he'll attempt to make heads of the vials.
Identify vs DC 28: 1d20 + 3 + 10 ⇒ (6) + 3 + 10 = 19
Shaking his head, "I've never seen anythin' like this,"

DM Feral |

It looks like nobody else has a shot at making that spellcraft check so I'm moving on. We'll say 10 minutes passes as you guys heal up and explore the place.
After gathering the equipment from the slain mantis along with whatever paperwork could be found and Marta's petrified remains, the party prepares to depart and return to Absalom.
1d5 ⇒ 5
Just as Dunc is wrapping his arms around the Marta-statue, Percy feels something very large looming over him but it's too late!
Claw (from invisibility): 1d20 + 17 + 1 + 2 ⇒ (9) + 17 + 1 + 2 = 29
Damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Sneak Attack: 5d6 ⇒ (2, 3, 2, 5, 3) = 15
Claw: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Sneak Attack: 5d6 ⇒ (1, 6, 4, 3, 5) = 19
1d4 ⇒ 1
The poor elf is ravaged by the surprise assault and crumbles to the ground. The giant mantis goes after Fizzbeard next.
Hasted Claw: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 36
Damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Sneak Attack: 5d6 ⇒ (5, 2, 4, 6, 5) = 22
Grab: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36
Bite: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Sneak Attack: 5d6 ⇒ (5, 5, 5, 1, 2) = 18
Confirming: 1d20 + 10 ⇒ (11) + 10 = 21
Extra Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Fizz is yanked off of Beaky's back and up into the air by one of the beast's serrated claws.
Initiatives: 5d20 ⇒ (13, 1, 17, 11, 17) = 59
Lord Dunc is up.

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Man its a good thing I don't have catch off guard cause I'd be swinging with Marta right about now
Caught completely unaware, "By Gorum's Rusty Axe! Percy, Fizz!"
Dunc'll draw his greataxe, igniting it with flames, step forward and swing, his muscles bulging as he channels Gorum's Blessing into this attack. Free action, Strength Blessing, +2 to Attack but not Damage, swift action activate Sacred Weapon to add Flaming, there is some contention about whether its also a standard action to activate the flaming property, I've always played as that'd be too debilitating since the ability only lasts for a few rounds. If you play it that way, totally cool, had a GM rule that way before and I don't have a problem with it.
Attack 1 + SB: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
Damage: 2d6 + 20 + 2d6 ⇒ (4, 2) + 20 + (6, 2) = 34
Flaming Damage: 1d6 ⇒ 1
Vicious: 1d6 ⇒ 5

DM Feral |

It's not your turn yet Percy.
Fade: 1d100 ⇒ 5
As Dunc's axe closes on the giant bug, it fades into the aether briefly. This causes Fizz to fall safely to the ground but Dunc's attack also misses.
The mantis chitters in anger and several more of its kind flood in through the front door in answer.
I don't think anyone down there has combat reflexes but if they do Percy, Lamere, Fizz, and Beaky can take an AoO.
Claw (flank): 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Sneak Attack: 5d6 ⇒ (4, 2, 3, 1, 6) = 16
Confirming: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
Extra Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Grab: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31
Bite: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Sneak Attack: 5d6 ⇒ (4, 2, 5, 4, 4) = 19
The first mantis swipes at Dunc with a razor-sharp claw. It snatches the Gorumite up, bites him in the side and then drops him and takes off down the hall impossibly fast. He's spring attacking so this won't provoke from Dunc.
Fizz and Percy bleed from their wounds. Bleed Damage: 1d6 ⇒ 1
The party is up. I keep forgetting about Fizz's displacement cloak. If original claw against you missed Fizz, assume that stuff about being yanked off your mount never happened.

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I sure hope he doesn't have an ability that turns him invisible when knocked out, gonna be hard as hell to heal him!
Dunc, angered at the savage beating he just took we'll swiftly heal himself, activate his armor and then begin raging.
CMW(need a good roll, come on baby: 2d8 + 4 ⇒ (3, 3) + 4 = 10
"Call me the Flyswatter, Hah!!"
He'll full attack starting with the Yellow one and if it dies, moving onto the green one.
Attack 1: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25
Damage 1 + Vicious + Flaming: 2d6 + 23 + 2d6 + 1d6 ⇒ (2, 3) + 23 + (6, 5) + (1) = 40
Attack 2(Hasted): 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Damage 2 + Vicious + Flaming: 2d6 + 23 + 2d6 + 1d6 ⇒ (5, 4) + 23 + (4, 5) + (5) = 46
Attack 3 + Strength: 1d20 + 16 + 1 + 2 ⇒ (14) + 16 + 1 + 2 = 33
Damage 3 + Vicious + Flaming: 2d6 + 23 + 2d6 + 1d6 ⇒ (3, 1) + 23 + (6, 1) + (6) = 40
Vicious Damage back: 3d6 ⇒ (5, 5, 3) = 13
Mama mia, Dunc's sitting at 38 health, 20 of that from his rage, not the place he wants to be right now! Percy looks like he is at -1. Oh what a time to be down 2 party members.

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I sure hope he doesn't have an ability that turns him invisible when knocked out, gonna be hard as hell to heal him!
Boffins is the familiar :) Percy is just taking a morning constitutional nap at the moment but he has regeneration in effect - through an implanted Ioun stone, he will get better eventually.

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Wow, that was a messy surprise!

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Also, Spring Attack is a full-round action that only let's you take a single melee attack but from your description it sounds like it's clawing/grabbing and then biting and then running away.
miss, hasted claw: 1d100 ⇒ 61
miss, bite: 1d100 ⇒ 24
65 damage after bleed.
Fizz tries to quickly heal wounds before stepping Beaky closer to the yellow bug and swinging.
lay on hands: 4d6 ⇒ (5, 6, 1, 5) = 17
55/103 hp
+1 dragon-bane greatsword: 1d20 + 16 ⇒ (19) + 16 = 35
damage: 1d10 + 14 ⇒ (9) + 14 = 23
+1 dragon-bane greatsword: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d10 + 14 ⇒ (2) + 14 = 16
+1 dragon-bane greatsword: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d10 + 14 ⇒ (2) + 14 = 16
Confirm:
+1 dragon-bane greatsword: 1d20 + 16 ⇒ (13) + 16 = 29
damage: 1d10 + 14 ⇒ (10) + 14 = 24
bite: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d6 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d6 + 1 ⇒ (1) + 1 = 2

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I really should cast my defensive spell on Percy. Why I am always forgetting it?
Desna, gives us heal in this darkness.
4d6 ⇒ (2, 1, 1, 1) = 5

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AoO:
+1 dragon-bane greatsword: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d10 + 14 ⇒ (1) + 14 = 15
"C'mon you little bug!" Fizz calls as he advances into the room. "Come and get me!" Advance 15' (not being mounted sure blows, haha) and ready. Swift action to smite.
+1 dragon-bane greatsword: 1d20 + 13 + 5 ⇒ (1) + 13 + 5 = 19
damage: 2d10 + 14 + 11 ⇒ (8, 3) + 14 + 11 = 36
At a glance from Fizz, Beaky moves back to safety.

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Dunc'll ready an attack should he come close enough for that to happen, maintaining his rage, hasted form and flaming sword.Only has 3 rounds left of it, 2 after this current round D:
"Thank's Lamare, jus' stay behin' me, hah! I won' let this bug get close ta ya,"
Raging Attack 1: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
Damage 1: 2d6 + 23 + 2d6 + 1d6 ⇒ (4, 6) + 23 + (1, 4) + (6) = 44
Vicious: 1d6 ⇒ 5

DM Feral |

Stealth: 1d20 + 17 ⇒ (8) + 17 = 25
1d2 ⇒ 2
The giant mantis vanishes around the corner, seemingly for good. A moment later it reappears, pouncing on Lord Dunc.
Lord Dunc can make a perception check. If he doesn't get a 25 or better the following is against flatfooted AC.
Claw: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
Damage: 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Sneak (assuming Dunc fails the perception check): 5d6 ⇒ (6, 3, 3, 6, 2) = 20
Dunc's ready goes off but it misses.
The party is up.

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Fizz asks for grace from Lord Smiad (avoiding any AoO if this thing has reach) and moves in to help Dunc finish the beast off.
+1 dragon-bane greatsword: 1d20 + 13 + 5 ⇒ (6) + 13 + 5 = 24
damage: 2d10 + 14 + 11 ⇒ (4, 1) + 14 + 11 = 30