Nemoris |
Will save: 1d20 + 8 ⇒ (13) + 8 = 21
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
There's something in the water! Everyone be on guard
Single attack in surprise round: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d8 + 13 ⇒ (7) + 13 = 20 Crit: 1d20 + 8 ⇒ (8) + 8 = 16 base 13, +1 for point blank, -2 for deadly aim, -4 for cover
Round 1: If possible I'd like to move up, and avoid the -4 from cover. Not sure where everyone will be.
Attack: 1d20 + 12 ⇒ (15) + 12 = 27 Damage: 1d8 + 13 ⇒ (6) + 13 = 19 Crit: 1d20 + 12 ⇒ (6) + 12 = 18
Sama'el Val'varen |
crap I forgot about that. Well damn I will cast and move up to the 5' south of the mummy. I can cast and move right?
-Posted with Wayfinder
Epik |
Crit check:1d20 + 12 ⇒ (4) + 12 = 16 Damage:1d8 + 6 ⇒ (2) + 6 = 8
DM Fflash |
crap I forgot about that. Well damn I will cast and move up to the 5' south of the mummy. I can cast and move right?
-Posted with Wayfinder
If you could act in the surprise round you can cast or move. Round 1 you can move and cast ... and for movement purposes the water counts as 2 squares for everyone. It's about knee-deep
Nowzai, is that resistance bonus to saves AND deflection bonus to AC?
The Perfect Interrogator Surprise Round (cont)
Nemoris weaves an arrow through the crowd and strikes the creature. The arrow is true and flies for it's eye, but the creature's unatural flesh is hard and the arrow scores but doesn't stick making a small indentation in the skin. The mummy flinches slightly. (-7 hps)
The Perfect Interrogator Round 1
Init: Dalamus, Epik, Sam, Magma, Nemoris, Mummy, Nowzai
Dalamus, Magma and Nowzai are paralyzed with fright from the creature's despairing appearance.
Epik moves forward and hammers his blade home hard and it rings like he's striking rock a chip flying from both the mummy and his blade (-3 hps)
Sam casts a spell and holds it, his blade sparking with electricty and moves forward to engage the creature.
Nemoris finds a better location to shoot from on the eastern side of the room and puts another arrow into the creature again surprised by the toughness of the creature's skin (-7 hps)
The mummy inhales and lets out a breath of tomb gas, dust, and dead insects that wash over the party.
Everyone except Nemoris make a DC18 Fortitude save or gain 1d4 ⇒ 4 negative levels. Each negative level applies a -1 to attack rolls, CMB, CMD, ability checks, saves, skill checks and reduce current/total hps by 5hp. If negative levels equal character level ... bad things happen to include but not limited to, death
Map later, but only Sam and Nemoris moved
Actions Round 2?
As a reminder, a couple of you posted Perception rolls before your saves, that would be an automatic fail in normal conditions. However, you both failed any how, so no harm no foul. In one case, that would've actually helped you pass the save.
Epik |
Fort save: 1d20 + 4 + 6 + 2 ⇒ (6) + 4 + 6 + 2 = 18
Epik will smite evil as a swift action and then take a full round attack.
Attack:1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24 Damage:1d8 + 2 + 8 + 4 ⇒ (3) + 2 + 8 + 4 = 17
Attack:1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20 Damage:1d8 + 2 + 8 + 4 ⇒ (2) + 2 + 8 + 4 = 16
Epik |
Used the wrong level modifier on the fort save - only +11 total.
Neg levels:1d4 ⇒ 2
The attack rolls have to be reduced accordingly.
Sama'el Val'varen |
The Perfect Interrogator - Round 2 / AC 27 / Init 20 / HP 73
Negative levels...good god...
Fort Save - 1d20 + 8 ⇒ (19) + 8 = 27
As a quick action I will use an Arcane Point to buff Mord'ael to a Keen Flaming Burst Scimitar.
I will take a 5' step and attempt to strike the mummy
2nd d6 is fire damage, d10 in the crit is the flame burst damage
To - Hit - 1d20 + 11 ⇒ (17) + 11 = 28
Damage - 1d6 + 6 + 1d6 + 7d6 ⇒ (2) + 6 + (1) + (4, 5, 4, 3, 2, 3, 2) = 32
Confirm Crit - 1d20 + 11 ⇒ (14) + 11 = 25
Total Damage - 1d6 + 6 + 7d6 + 1d10 + 32 ⇒ (3) + 6 + (1, 3, 6, 6, 1, 5, 4) + (9) + 32 = 76
Sama'el Val'varen |
To Hit - 1d20 + 11 ⇒ (17) + 11 = 28
Damage - 1d6 + 6 + 1d6 + 7d6 ⇒ (1) + 6 + (1) + (2, 3, 2, 4, 3, 1, 5) = 28
Confirm Crit - 1d20 + 11 ⇒ (17) + 11 = 28
Total Damage - 1d6 + 6 + 7d6 + 1d10 + 28 ⇒ (5) + 6 + (2, 3, 5, 2, 5, 6, 5) + (1) + 28 = 68
Defensive Casting Concentration Check (DC 17) - 1d20 + 12 ⇒ (8) + 12 = 20
Ok I found the rule. So because I had the spell held from round one I didn't use the spell strike from that round, the free attack, so I lost that. But, I can use my first attack in round two, since it hit I can decide to cast another shocking grasp, and use the free attack granted from the Spell Combat to make another attack with Mord'ael.
Let me know if I am incorrect on any of this
Exit - OK man no worries. Just ignore this attack and I will remember this rule from now on
Epik |
I can re-roll - let me know. Didn't realize the mistake until after the edit time limit.
Sama'el Val'varen |
Can I make a spellcraft check based on the attacks made against the mummy that are causing the 'rock like' reaction, to see if it's a spell or do you have to see the spell being cast to know what it is?
Spell cRaft 1d20 + 15 ⇒ (8) + 15 = 23
DM Fflash |
Spell Resistance - d20+7
Spell Resistance - d20+7
That will do it ... second spell unnecessary, so you likely wouldn't cast it
The Perfect Interrogator - Round 2
Dalamus wilts under the creature's breath as Epik calls upon the fiery radiance of his goddess and his weapon carves through the creature like butter sending large chunks of dessicated flesh flying into the water. Sam steps up with his fire and storm enhanced blade and slams it into the creature. The blade barely penetrates but the fire catches the wraps on fire and the electricity streaks through the creature. It staggers against the lighting and nearly pushes through it, but a quick spark from one of the smoldering rags takes the evil heat out of it's giant, dead, fish eyes and it collapses into dust which turns into a black paste when it hits the water.
END COMBAT!Everyone gains 1,067xp for the combat
Note if you failed your save against the breath, you have 4 negative levels. They are semi-permanent. Natural healing is 1/day, only if you make the save again. Best case scenario is 4 saves across 4 days OR you can use clerical magic in the restoration line. Hmmm ... what's this party missing again? Perhaps an NPC next time ... you may know a couple clerics
Sama'el Val'varen |
I do have these, Bandages, would these work for any of the damage?
Sam will make sure the mummy is truly dead by making sure it's burned with the sword and will search the room while we wait for the others to be able to move. He will also recall his Intensified Shocking Grasp with his pearl of power
Perception - 1d20 + 11 ⇒ (19) + 11 = 30
Sama'el Val'varen |
Just you and Epik, Paladins do get lesser restoration at level 5 but I don't think that works on level drain, just ability drain.
Sam puts his hand on Dalamus' shoulder and asks, "Where is your sense of adventure..." he smiles as he continues to search the room
Epik |
Ah, to be 3rd level again ... :)
DM Fflash |
Epik wrote:Ah, to be 3rd level again ... :)Hah f@@&...I didn't think about the fact that you also lost levels so therefore are not able to cast...s#*&
No, no, not true... that's old school rules. In Pathfinder, you JUST take the -4 to the litany of things above and the loss of 20 current/max hps
Nemoris |
Does it make sense for us to continue? It seems like our front line is a bit desicated. Also, anyway we can help to assist with the recovery outside of magical means?
Bit late, but I'm curious:
Knowledge Religion check: 1d20 + 7 ⇒ (3) + 7 = 10 Any info on what the rock chip shield was?
64 + 1d10 + 2 ⇒ 64 + (7) + 2 = 73
Epik |
"Let's press on. I can still fight."
Epik keeps moving forward.
DM Fflash |
Does it make sense for us to continue? It seems like our front line is a bit desicated. Also, anyway we can help to assist with the recovery outside of magical means?
Bit late, but I'm curious:
Knowledge Religion check: 1d20+7 Any info on what the rock chip shield was?
** spoiler omitted **
With that roll, nothing comes to mind. No worries on the other
Magma Iron Clan |
i have the ability to pass my protection bonus for at least one round. this will give both Dalamus and Epik a +1 on their rolls to rescind the negative levels.
it last 1 minute and 5/day (3+wisdom)
DM Fflash |
Pressing on, the party exits the water in the Torture Chamber and slogs through the passageway to the north. It loops around to dead end at the backside of a well made door. Based on Nowzai's map sketching and the sound of croak-chanting on the other side, you assume you're on the northern edge of the Temple. The door is not locked nor trapped as far as Dalamus can tell (Take 20).
Actions?
Epik |
Epik shakes his head at Dalamus, "I cannot."
He will listen at the door to see if he still hears the chanting.
Perception:1d20 + 3 ⇒ (3) + 3 = 6
Epik will don his armor. "Time for us to take our vengeance. Prepare yourselves."
Epik will cast divine favor and bull's strength on himself.
Nowzai al'Nazari |
If it appears we are about to enter hostilities, Nowzai will quickly summon an ally before we enter the room.
"Canalus, my friend, we need your aid in the coming battle," Nowzai says as he casts a potent summoning spell. A canine-headed humanoid, well-groomed, armored and carrying a greatsword, appears from a glowing blue-white portal.
sm4: Hound Archon
DM Fflash |
And with that ...
After the party makes preparations for a couple rounds, Magma shoulders his way to the front of the party and shoves the door open.
Shrine of the Sea Mother Redux
Pushing the door open, the party finds themselves at the base of the dais, roughly where Epik almost got lost behind last time.
Three whips are dancing in a circle at the base of the primary stairs, and above them at the top of the dais, the high priest leads them in their reverie, his body shrouded in a black and purple aura. They cease their antics when the door opens and the tell tale signs of the beginnings of the portal start spinning at the top of the Sea Mother statue again.
Initiative: Nowzai, Epik, Dalamus, Master Whips, Nemoris, Sam, Mangh-Michtu, Magma
Round 1 actions
M2 Init: 1d20 + 2 ⇒ (5) + 2 = 7
KT Master Whip Init: 1d20 + 2 ⇒ (13) + 2 = 15
Dalamus Init: 1d20 + 5 ⇒ (10) + 5 = 15
Epik Init: 1d20 + 1 ⇒ (15) + 1 = 16
Magma Init: 1d20 + 2 ⇒ (5) + 2 = 7
Nemoris Init: 1d20 + 2 ⇒ (7) + 2 = 9
Nowzai Init: 1d20 + 2 ⇒ (19) + 2 = 21
Sam Init: 1d20 + 4 ⇒ (4) + 4 = 8
Epik |
Prior to entering, Epik will also enhance his weapon via his divine bond, if allowed.
Round 1
Epik will step around Magma and will move up to melee with the high priest. I think it will take a double move since the water covered area is difficult terrain - correct?
Sama'el Val'varen |
Round 1 / AC 27 / Init 8
Sam pauses in the awkward silence and then asks "Umm, hi, I was wondering if you have accepted Irori as your lord and savior?"
To Mord'ael "Heh, I crack me up!"
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
Level 2
- 1 - Brow Gasher
- 2 - Frigid Touch
- 0/1 - Ablative Barrier
Level 3
Arcane Pool
Arcane Pool Power Points – 8.75
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 44Charges
- True Strike - 45 Charges
- Obscuring Mist - 49 Charges
- Weapon Wand - 48 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
"I could use my wand to drop obscuring mist as we move up, thoughts?"
Epik |
Ok, Epik moves around the platform - double move.