Jan Eriksson 0101
|
Jan takes a big step backward- not wanting to full into the magically summoned pit.
Remaining at the ready Jan will attack the guardian if it manages to climb out of the pit.
"Laz, unless you have some magical way to destroy these creatures all you have done is postpone the inevitable."
Jan is resolved to battle the metallic guardians... although he is relieved that Frankie is still in the lands of the living.
| GM Ladile |
Currently being the only one that can reach either of the clockworks Denair takes to the skies and, in a moment of greatness, slams Yellow hard upside his metallic head with a loud *BONNNNNG*. While the strike itself doesn't seem quite as effective as usual, the temporary electrical nature of it does seem to do more damage than it would to most foes!
Jan falls back from the edge of the pit, ready to strike at Blue should it manage to climb its way out of the pit. Blue clangs over to the other side of the pit and begins trying to climb up...
Blue Climb (DC 25): 1d20 + 9 ⇒ (19) + 9 = 28
Blue Climb (DC 25): 1d20 + 9 ⇒ (3) + 9 = 12
...and manages to make it most of the way before it slips just 5 ft. from the top and tumbles back down!
Blue Falling: 2d6 ⇒ (4, 5) = 9
Yellow takes a mechanical swipe at Denair's elongated limbs but there's practically no chance for the clockwork to actually be able to strike the eidolon at this distance. It remains perilously close to the edge of the pit...
Yellow Reflex (DC 17): 1d20 + 6 ⇒ (18) + 6 = 24
...and still manages to maintain its footing.
______________
Round 4
Blue (-21)
Yellow (-19)
==============
Yorad (Delay)
Frankie (-9)
Meredith (Mage Armor) + Denair (-14; Shield, Evolution Surge, Lesser)
Jan (Readied Action; Storm Strike)
Serge
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair)
Environmental Conditions: Create Pit (3 rds)
Everyone is UP!
Meredith Ulmari
|
"We can do it, everyone. We just need to play it smart." She pets Frankie before casting Long Arm on herself. With Spider Climb still active, she climbs 10 feet up the wall and moves towards Denair.
"Can someone heal Denair? She's our hardest hitter right now."
| Meredith's Eidolon |
Hover, Fly check DC 15: 1d20 + 10 ⇒ (19) + 10 = 29
Power Attack Slam, Bless: 1d20 + 8 - 2 + 1 ⇒ (4) + 8 - 2 + 1 = 11
Power Attack Damage: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13
Electric Damage: 1d6 ⇒ 5
Denair manages to hold her position, but she isn't able to make a good swing. "Whoops, sorry everyone!"
Lazarus Logos
|
"If you can fly to me, Denair, I'll heal your wounds," Lazarus says.
He draws his wand of magic missile and sends an arcane bolt at the yellow clockwork soldier.
Force Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Yorad Cinderhunter
|
"All clear on this side," Yorad calls out.
Delay.
Guisseppe "Lil Frankie" Franko
|
UMD: Wand of Grease, DC20: 1d20 + 13 ⇒ (6) + 13 = 19 I'll use Luck on that after the fact to boost it +2 and activate it.
Frankie takes a step back to give everyone more room and keep an eye down the hallway. He points his wand once again and waves it around like a sword, trying to get it to fling grease!
Lucky for him, the maker of the wand was quite the swordsman, and instilled a bit of that into its activation. A slick coating of grease coats the ground under and behind the yellow clockwork bot of doom.
"Weee! I did it! Keep it up Denny but be careful!"
Serge Foxmourn
|
Serge moves forward and leans over the pit with a glowing palm, trying to touch Denair's foot.
LoH: 2d6 ⇒ (6, 1) = 7
| GM Ladile |
Meredith is quick to lengthen her own reach before scuttling up the wall so that she can better reach Denair. Denair continues trying to swat the Yellow Clockwork but this time isn't quite able to manage it; apparently hovering in midair and fighting at the same time is harder than it looks!
Standing well away from the pit Lazarus pulls out his old standby and fires a magic missile into Yellow, which slams into its metal armor and leaves a small hole. Jan and Yorad remain ready and watchful for trouble while Serge edges up to the edge of the pit and leans out to touch Denair's foot, mending her wounds a little. Unfortunately both Jan and Serge seem to forget that being wary of the pit's edge applies to them, too...
Both Jan & Serge need to make a DC 17 Reflex or fall into the pit.
And Frankie continues waving his wand around, finally getting it to spoot out a puddle of grease underneath Yellow's feet!
Yellow Reflex (DC 11): 1d20 + 6 ⇒ (2) + 6 = 8
Fall Damage: 3d6 ⇒ (1, 5, 5) = 11
In a rather comical display, Yellow's feet fly out from under it and it goes tumbling down into the pit to join its comrade! Yellow is starting to look rather beaten and banged up after all this abuse!
______________
Holding off on taking actions for my guys because the outcomes of Jan & Serge's Reflex saves are going to matter...
Serge Foxmourn
|
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
Serge teeters precariously over the slippery edge of the pit, but steadies his balance just as he's about to fall in, digging his heavy metal boots into the floor.
Jan Eriksson 0101
|
By way of clarification, Jan moved backwards - but okay.
Reflex Save: 1d20 + 6 ⇒ (10) + 6 = 16
I guess I had better use my re-roll (+3)
Reflex Save: 1d20 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Well this is going to hurt.
Guisseppe "Lil Frankie" Franko
|
Jan takes a big step backward- not wanting to full into the magically summoned pit.
Remaining at the ready Jan will attack the guardian if it manages to climb out of the pit.
"Laz, unless you have some magical way to destroy these creatures all you have done is postpone the inevitable."
Jan is resolved to battle the metallic guardians... although he is relieved that Frankie is still in the lands of the living.
This post does say he moved back, guess he just didn't move his token.
Frankie hoots with delight as the clock--bot crashes into the pit "Take that ya big meanie!"
| GM Ladile |
Fair enough, he did - so no save is needed and thus no re-roll is spent. But please try to remember to move your tokens in the future guys or ask someone to move it for you if you're having trouble. I do try to carefully read all the posts but sometimes I miss things!
Serge's feet slip slightly at the edge of the pit and he pinwheels his arms just a bit as he manages to regain his balance and avoid tumbling down to join the two clockworks, who are both prone at the bottom of the pit.
"INTRUDERS. DESTROY ALL INTRUDERS."
The pair mechanically clamber to their feet...
Blue: 1d2 ⇒ 1
Yellow: 1d2 ⇒ 1
...and both move to try climbing the left wall of the pit. But Blue is a little quicker and cuts in front of Yellow, attempting to scale the side. Yellow is forced to try climbing out on the right side, instead.
Blue Climb (DC 25): 1d20 + 9 ⇒ (7) + 9 = 16
Yellow Climb (DC 25): 1d20 + 9 ⇒ (17) + 9 = 26
Blue isn't able to make any headway on its side of the pit but Yellow manages to climb up and out on the right...only to wind up back in Frankie's grease puddle...
Yellow Reflex (DC 11): 1d20 + 6 ⇒ (3) + 6 = 9
Falling Damage: 3d6 ⇒ (1, 5, 6) = 12
...where it slips and falls into the pit AGAIN! You have no idea why Jan's axe seemed to do little to nothing against these clockworks but continuously falling into a 30 ft. deep pit is clearly taking a toll on them, but given the circumstances it doesn't seem wise to complain or question it.
______________
Round 5
Blue (-21)
Yellow (-45; Prone)
==============
Yorad (Delay)
Frankie (-9)
Meredith (Long Arm, Mage Armor) + Denair (-7; Shield, Evolution Surge, Lesser)
Jan (Readied Action; Storm Strike)
Serge
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair)
Environmental Conditions: Create Pit (2 rds; Green), Grease (Red)
Everyone is UP!
Guisseppe "Lil Frankie" Franko
|
Frankie giggles as he sees and hears another crash landing in the pit. "Serge, back up and I'll grease up the other side too!" He waves the wand at the man but waits until he gets out of the way.
UMD, DC20, Wand o Grease: 1d20 + 13 ⇒ (18) + 13 = 31
Since there is only a 5'x10' flat section I'll just have the other 5'x10' be down the top edge of the pit. Seem right?
Meredith Ulmari
|
Meredith climbs on the walls around the pit before climbing back down to the ground on the other side.
"Denair, get over here. We'll clobber them from this side when they climb back up."
| Meredith's Eidolon |
"Hmm? Oh, okay boss!" Denair lands next to the Boss. "If any of them come close, I'll hit them."
Power Attack Slam, Bless: 1d20 + 8 - 2 + 1 ⇒ (8) + 8 - 2 + 1 = 15
Power Attack Damage: 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14
Electric Damage: 1d6 ⇒ 5
Lazarus Logos
|
Lazarus sends another magic missile zipping toward the yellow clockwork soldier.
Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2 (26 charges remaining)
"Frankie and Denair, I can use my healing wand on you, if you can get close to me."
Serge Foxmourn
|
Hearing Frankie's warning, Serge turns and backs up from the pit. "There you go. Lay the grease down, Frankie."
Yorad Cinderhunter
|
"Keep it up guys! Yer doin' great!" Yorad calls out, "Just yell if you need me!"
Jan Eriksson 0101
|
Jan still waits... if gravity is the necessary magic to destroy these constructs... who is he to argue!
"Prepare yourselves... and be wary that all of this noise may alert some other type of guardian."
| GM Ladile |
Both Jan and Yorad are content to wait and hopefully let the dangers of the pit do most of the work for them as Frankie calls out to Serge to back up so he can grease up the other side of the pit as well. Serge is happy to comply and as he steps away from the pit's edge, Frankie gives his wand another flourish and grease coats the ground next to the pit as well as part of the interior wall.
Which is going to make it even more difficult to climb, at least on that side.
Meredith and Denair scuttle and fly, respectively, into position around the corner on the far side of the pit. Should either clockwork somehow happen to make it that far, they'll be ready!
Lazarus once again reminds his injured companions that there's healing to be had, if they'll only come just a little bit closer. He also pings Yellow again with his magic missile wand, adding another small hole to it.
Down in the pit, Yellow climbs to its feet - again - and attempts to scale one side the side of the pit...
Yellow Climb (DC 25): 1d20 + 9 ⇒ (10) + 9 = 19
...and can't quite do it. Blue moves to try and scale the other side...
Blue Climb (DC 25): 1d20 + 9 ⇒ (7) + 9 = 16
...and fares no better than his companion. Though the pit has been a veritable lifesaver, Lazarus is also cognizant that the duration on it is very nearly up...
______________
Round 6
Blue (-21)
Yellow (-47)
==============
Yorad (Delay)
Frankie (-9)
Meredith (Long Arm, Mage Armor) + Denair (-7; Readied Attack, Shield, Evolution Surge, Lesser)
Jan (Readied Action; Storm Strike)
Serge
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair)
Environmental Conditions: Create Pit (1 rds; Green), Grease (Red & Orange)
Everyone is UP!
| GM Ladile |
Apologies guys; I'm sure most of you are going to rinse & repeat on your actions but there's enough going on (and I'm tired enough) that I don't want to fast-forward a round and risk screwing something up!
Guisseppe "Lil Frankie" Franko
|
Frankie quickly turns his back away from the group and fumbles around in his pocket, mumbling some words. Miraculously some of his wounds heal! "Woah, thanks Desna!"
UMD: Wand of CLW on Self: 1d20 + 13 ⇒ (7) + 13 = 201d8 + 1 ⇒ (3) + 1 = 4
Sleight of Hand: He's Sneaky: 1d20 + 13 ⇒ (7) + 13 = 20
Yorad Cinderhunter
|
Yorad wonders if perhaps someone IS sneaking up behind the melee and decides to hide in one of the shadows...just in case...
Stealth: 1d20 + 8 ⇒ (9) + 8 = 17
Lazarus Logos
|
Lazarus sends another magic missile hurtling toward the yellow clockwork soldier.
Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2 (25 charges remaining)
Meredith Ulmari
|
Meredith tries to use the wand on Denair. Keyword: try.
UMD: 1d20 + 9 ⇒ (2) + 9 = 11
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
"Alright, Denair. Get ready to clobber them when they approach."
| Meredith's Eidolon |
Denair simply nods and prepares to smash the first thing within range.
Power Attack Slam, Bless: 1d20 + 8 - 2 + 1 ⇒ (4) + 8 - 2 + 1 = 11
Power Attack Damage: 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15
Electric Damage: 1d6 ⇒ 4
Lazarus Logos
|
Having fired his magic missile and mindful that the magic pit he created won't last much longer, Lazarus gets out of the way of the warriors standing ready to engage the clockwork soldiers in melee.
Jan Eriksson 0101
|
Rather than wait for his Stormstrike to fizzle on its own, Jan uses a standard action to renew the enchantment on his axe for another minute.
"By Gozreh!"
Serge Foxmourn
|
Serge advances towards Jan and readies his greatsword.
Greatsword, Bless: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 282d6 + 4 ⇒ (1, 1) + 4 = 6
| GM Ladile |
Aware that the pit's magic is about to expire everyone readies themselves. Yorad ducks into the shadows at the rear of the group while Frankie's wounds somehow continue to mend on their own without any visible intervention. Lazarus pews Yellow again with his wand and then backs away, giving Jan and Serge some room to work.
Meredith attempts to mend some of Denair's wounds with her wand but doesn't have much luck, while Denair herself readies to strike the first clockwork that comes within reach. Jan calls to Gozreh to renew his blessing upon Feykiller and Serge steps up next to Jan, ready with his greatsword.
Down in the pit, both clockworks continue trying to climb out...
Blue Climb (DC 25): 1d20 + 9 ⇒ (13) + 9 = 22
Yellow Climb (DC 25): 1d20 + 9 ⇒ (14) + 9 = 23
...but neither can quite manage it! Then, the magic of the pit fades away and both clockworks slowly rise upward until the pit is gone and the floor beneath their feet is stone once more.
Blue suddenly finds itself standing in a puddle of grease as the half of the spell that had coated the walls of the pit now instead coats the floor properly...
Blue Reflex (DC 11): 1d20 + 6 ⇒ (9) + 6 = 15
...but manages to keep its feet, for now.
______________
Round 7
Blue (-21)
Yellow (-49)
==============
Yorad
Frankie (-5)
Meredith (Long Arm, Mage Armor) + Denair (-7; Readied Attack, Shield, Evolution Surge, Lesser)
Jan (Storm Strike)
Serge (Readied Action - Attack)
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair)
Environmental Conditions: Grease (Red & Orange)
Everyone is UP!
Jan Eriksson 0101
|
Jan takes a 5 foot step makes a single attack with Feykiller.
Melee Attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Damage (1d4 electrical): 1d8 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10
"I am ready for a good fight!"
| GM Ladile |
Jan Reflex (DC 11): 1d20 + 6 ⇒ (15) + 6 = 21
Though he's forced to step into one of the puddles of grease to manage it, Jan manages to keep his footing as he steps forward and brings his axe down on Blue!
*CLANG-SCREEEEE!*
Once more, it seems that Feykiller's blade fails to leave as much of a mark on the clockwork as Jan would like - but the electricity that dances along the axe's sharp edge leaves some blackened, melted spots!
______________
Round 7
Blue (-27)
Yellow (-49)
==============
Yorad
Frankie (-5)
Meredith (Long Arm, Mage Armor) + Denair (-7; Readied Attack, Shield, Evolution Surge, Lesser)
Jan (Storm Strike)
Serge (Readied Action - Attack)
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair)
Environmental Conditions: Grease (Red & Orange)
Yorad, Frankie, Meredith + Denair, Serge and Lazarus are UP!
Lazarus Logos
|
Lazarus sends another magic missile hurtling toward the yellow clockwork soldier.
Force Damage: 1d4 + 1 ⇒ (3) + 1 = 4 (24 charges remaining)
Meredith Ulmari
|
One last wand attempt.
UMD: 1d20 + 9 ⇒ (3) + 9 = 12
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Nope.
"Go get 'em, Denair. I'll try to keep you healthy."
| Meredith's Eidolon |
Denair stays put and swings at the Yellow construct.
Power Attack Slam, Bless: 1d20 + 8 - 2 + 1 ⇒ (11) + 8 - 2 + 1 = 18
Power Attack Damage: 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16
Electric Damage: 1d6 ⇒ 2
"These things are annoying!"
| GM Ladile |
Lazarus continues to chip away at Yellow with his wand, leaving more holes burnt into its battered frame. The clockwork is still functional but badly damaged and surely can't take much more punishment. Meredith tries one more time to heal Denair with her wand but still can't get the dang thing to activate!
Denair continues swinging at Yellow but can't quite manage to hit it - much to her irritation.
______________
Round 7
Blue (-27)
Yellow (-53)
==============
Yorad
Frankie (-5)
Meredith (Long Arm, Mage Armor) + Denair (-7; Readied Attack, Shield, Evolution Surge, Lesser)
Jan (Storm Strike)
Serge (Readied Action - Attack)
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair)
Environmental Conditions: Grease (Red & Orange)
Yorad, Frankie and Serge are UP!
Serge Foxmourn
|
"Jan, I shall do my best to assist you, but I am not quite as experienced. Regardless, I shall lay swift vengeance upon these mindless metal mooks!"
The paladin steps forward, and bends at the knees before leaping up and bringing his greatsword down on the construct.
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Greatsword, Bless, MoG: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
| GM Ladile |
Serge decides to brave the grease as well and steps forward next to Jan, forming a wall of defense with his comrade. He executes a powerful jumping chomp maneuver with his greatsword, bringing it down on Blue with a loud *CLONG*! Just as with Feykiller, the paladin's weapon doesn't seem to do as much damage as it normally would but it does still leave a jagged puncture in the metal.
______________
Round 7
Blue (-32)
Yellow (-53)
==============
Yorad
Frankie (-5)
Meredith (Long Arm, Mage Armor) + Denair (-7; Shield, Evolution Surge, Lesser)
Jan (Storm Strike)
Serge
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair & Serge)
Environmental Conditions: Grease (Red & Orange)
Yorad and Frankie are UP!
Yorad Cinderhunter
|
Yorad maintains his vigil at the rear of the group knowing this combat must surely have alerted someone by now.
Delay.
Guisseppe "Lil Frankie" Franko
|
Frankie bites his lower lip as the battle starts to get far too serious and not nearly as funny as it was with the pit. He waves off the red patch of grease so his friends can move in and help Serge and Jan without getting all slippery. He then stows away the grease wand back in his belt.
"Come on guys, you can do it! Just one more time!" He cheers.
Dismiss red grease (standard action) and stow grease wand (Move action). 5' step closer.
| GM Ladile |
While Yorad continues to hang back Frankie helpfully dismisses one of his grease puddles so that Denair and Meredith can maneuver around without running the risk of falling.
1=Jan, 2=Serge
1d2 ⇒ 2
1=Jan, 2=Serge
1d2 ⇒ 2
Now finally able to reach the intruders once more, both clockworks reengage the group with deadly force. Blue takes a swing at Serge...
Blue vs. Serge: 1d20 + 18 ⇒ (10) + 18 = 28
Damage: 1d10 + 13 ⇒ (10) + 13 = 23
...and leaves the paladin quite injured and bloody! Yellow also moves to engage Serge but has to step into the grease to do so...
Yellow Reflex (DC 11): 1d20 + 6 ⇒ (14) + 6 = 20
...and keeps its feet as it also swings at Serge...
Yellow vs. Serge: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d10 + 13 ⇒ (7) + 13 = 20
...and sends him crashing to the ground, blood slowly pooling around him!
______________
Round 8
Blue (-32)
Yellow (-53)
==============
Yorad
Frankie (-5)
Meredith (Long Arm, Mage Armor) + Denair (-7; Shield, Evolution Surge, Lesser)
Jan (Storm Strike)
Serge (Negative 3; Dying)
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair & Serge)
Environmental Conditions: Grease (Red & Orange)
Everyone is UP!
Jan Eriksson 0101
|
"Victory or Valhalla!"
Jan looks over his shoulder and winks at Frankie, "You were at the gates of Odin's Great Hall... how was it?"
Jan makes a single attack.
Attack: 1d20 + 10 ⇒ (16) + 10 = 26
Damage (Storm Strike): 1d8 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15
"Someone HELP Serge!"
| GM Ladile |
Though obviously alarmed to see Serge fall to the blades of the clockworks Jan remains strong and strikes out at Yellow, delivering a blow that is powerful in spite of the things' defenses!
*CLANG-ZZZKT!*
The electrical energy from Feykiller races all along the clockwork's gears and circuitry, utterly frying them. A few wisps of smoke rise from Yellow and then the clockwork topples to the ground!
______________
Round 8
Blue (-32)
==============
Yorad
Frankie (-5)
Meredith (Long Arm, Mage Armor) + Denair (-7; Shield, Evolution Surge, Lesser)
Jan (Storm Strike)
Serge (Negative 3; Dying)
Lazarus (Mage Armor)
Active Conditions: Bless, Moment of Greatness (All but Denair & Serge)
Environmental Conditions: Grease (Orange)
Yorad, Frankie, Meredith & Denair, Serge and Lazarus are UP!
Meredith Ulmari
|
Meredith grabs her cold iron longspear and hangs 15 feet back, letting her Long Arm reach the construct.
"You heard the man. Don't know who Valhalla is, but I don't want to meet her yet."
Cold Iron Longspear, Moment of Greatness: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Arcane Strike, Damage: 1d8 + 5 + 2 ⇒ (8) + 5 + 2 = 15
| Meredith's Eidolon |
Denair lines up with Jan and punches again. "I dunno. Maybe Valhalla is a nice lady. Or maybe she's a big tree with huge leaves and lots of berries!"
Power Attack Slam, Bless, Flank: 1d20 + 8 - 2 + 1 + 2 ⇒ (6) + 8 - 2 + 1 + 2 = 15
Power Attack Damage: 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13
Electric Damage: 1d6 ⇒ 3
Guisseppe "Lil Frankie" Franko
|
Frankie squeaks as Serge, Mr Big Serious, falls under the hacks and slashes of the halberds. "I'm comin' I'm comin'!" Frankie hollers as he rushes forward and tries to stop the man's blood from pouring out.
UMD: Wand of CLW on Serge: 1d20 + 13 ⇒ (2) + 13 = 151d8 + 1 ⇒ (6) + 1 = 7
Sleight of Hand: He's Sneaky: 1d20 + 13 ⇒ (2) + 13 = 15
Whatever he's doing though just isn't working. "Yorad come help Serge, he's DYING!"
Yorad Cinderhunter
|
"Coming...coming...sheesh keep yer pantyhose on..." Yorad hustles back towards the melee and the fallen paladin, grabbing a healing potion on the way.
Double Move, draw potion as part of move.
Acrobatics (if needed): 1d20 + 8 ⇒ (1) + 8 = 9
Lazarus Logos
|
"I'll stabilize Serge. You all focus on the clockwork soldier." Lazarus holds up his fist, the sleeve of his robe falling to his elbow, displaying the blue and white tattoo depicting the holy symbol of Desna, the butterfly, stylized to resemble her herald, the Night Monarch.
The wizard-priest releases a wave of healing energy through his sacred tattoo, healing some of the wounds of all within 30ft of him.
Channel positive energy: 1d6 ⇒ 4