GM Rat Sass |
Tynan continues retreating. Solrisa is slowed painfully into missing her target. Eri takes offense at being struck, injuring Blue into unconsciousness. Mortimer lays into Red, almost finishing it off with a single strike. Ascaria blows bubbles.
Red slimes forward, attracted by the noise of the shrieker, Eri.
Claw Attack, E: 1d20 + 10 ⇒ (8) + 10 = 18 for 1d8 + 4 ⇒ (2) + 4 = 6 damage
Claw Attack, E: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d8 + 4 ⇒ (6) + 4 = 10 damage
Rend: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Its claws pull back, satisfied by the end of the noise that another body is ready for harvest.
Round 4
Tynan- 23 (-48hp, Slowed)
Solrisa- 22 (Slowed)
O3- 20 (-53hp/dying, -14hp/-61hp/Unconscious, -49hp)
Eri- 14 (-44hp/dying)
Mortimer- 8 (Slowed)
Ascaria- 8 (-55hp/stabilized, Really Slowed, like, to Stillness)
Eri, Mortimer, and Ascaria to go, to finish Round 4, then Solrisa and Tynan can begin Round 5!
Ascaria |
Round: 4, Initiative: 8-
Weapon Equipped = None
Conditions = Bless (5/16m), Daylight (4/80m), Sunrod (4/60m), stable
Life Link (8)(100’) = None
Channel Energy (4/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message,
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria yearns to heal Eri as he falls. Or would if he was conscious enough to notice. Blissfully however, his eyes are closed, and he continues to rest.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Solrisa Iome Arabasti |
Round 5, Init 22
Solrisa attacks red, 5' stepping.
Power attack. One hand.
1d20 + 15 + 1 - 1 - 3 ⇒ (13) + 15 + 1 - 1 - 3 = 25 to hit; (-slow,+bless,-PA)
1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15 magic damage.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def) - 1 (slow)
HP=59/68
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 1/3 used
Breath of the Dragon 1/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Mortimer Smith |
Round 4, Init 8
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless, Elemental Fist (Electricity), AC 26/30AoO/23Touch
Heeeey? -- it's gotta be hanging by a tentacle...
Mortimer steps into flank and swipes at Red again, trying to make paste.
Haymaker: 1d20 + 13 + 1 + 2 ⇒ (4) + 13 + 1 + 2 = 20 +Bless, +Flank
for Damage: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (2) = 15 +Cold, Magic
GM Rat Sass |
Mortimer's singular blow is enough to still the sluggy creature. Solrisa can choose to permanently end it, or alter her actions shortly thereafter.
The chamber grows quiet, and the slowing effect wears off soon after.
Combat is over.
Almost as quickly as the last clawed creature dies, an unfamiliar voice pings between the ears of those still conscious.
"That was a decent showing for my octopins. Three of mine dead, for three of yours. I don't consider your most wounded man as really still standing, since he flees for his worthless life. Please. Come forward. You two. Leave the others, and find your own deaths. I was paid well for your heads, so don't think for a moment that I'll ever stop hunting you. Besides. You killed Telakin, so now it's personal."
Solrisa Iome Arabasti |
Solrisa looks down upon the spattered tentacle beast, then looks to Eri, then at Ascaria.
She trudges to Ascaria and lays a hand upon him.
5d6 ⇒ (4, 1, 6, 3, 2) = 16 healing
"Ascaria? What happened to you? You're usually safe at the back, why are you in front, Silly?" Solrisa asks, her head tilted. "You should let me go first. Or Tynan. We're good at protecting. Or Mort, if you think there is cheese nearby."
Then Sol will slowly move to coup de jerk the remaining beasts.
Ascaria |
Round: 5, Initiative: 8-
Weapon Equipped = None
Conditions = Bless (5/16m), Daylight (4/80m), Sunrod (4/60m), stable
Life Link (8)(100’) = None
Channel Energy (3/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message,
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria comes to and slurps his drool. ”What? Huh? What hit me? Dear Cayden but that hurt!”
He’s tender all over, and hurting, so he stands slowly (move) and looks around. Seeing Eri down, he channels, careful not to heal the enemy creatures…
Channel Energy (healing): 4d6 + 1 ⇒ (3, 2, 3, 4) + 1 = 13
(Tynan ran too far away and is not healed by this blast unless he moved closer on his action which precedes mine.)
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Mortimer Smith |
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless
"I don't know about the rest of you, but I'm really getting tired of voices inside my head."
Once everyone is conscious, Mortimer updates Ascaria and Eri. Please read the spoiler above.
"Ah, Zyrxog, I presume?" says Mortimer, addressing the empty space around them. He turns to Tynan. "Did you hear that Tynan? The voice wants you to go -- that must mean you're a threat to It!" He addresses the empty space past the monolithic doorway. "So you're hunting us? For what price? For whom, beside avenging Telakin? Can't be bothered to show yourself or speak outloud? You come out. For now, we'll overlook the fact that you held out on us."
Mortimer waits for the others to be ready or prepare or debate before heading through the something of a monolithic doorway.
He looks around to be sure they didn't miss something in the immediate vicinity.
Percept: 1d20 + 13 ⇒ (11) + 13 = 24 +2 vs Surprise/Inviso/Incorpo
GM Rat Sass |
Aside from the garrish doorway ahead, there is also the locked doorway still behind you, on the southern wall. Not that you missed it...
There is a pregnant pause between Mortimer's bluster, and the voice's answer. But answer, it does. This time, all of you hear it.
"For the trouble you've inflicted, the price is far too little, to be honest, and will be renegotiated. Now, stop stalling. My chambers lie ahead. Come, and speak your last words in person."
Solrisa Iome Arabasti |
"Ascaria? What happened to you? You're usually safe at the back, why are you in front, Silly?" Solrisa asks, her head tilted. "You should let me go first. Or Tynan. We're good at protecting. Or Mort, if you think there is cheese nearby."
Solrisa ignore the strange talky voice to focus on couping the tentacle beasts and waiting to hear Ascaria's answer.
Ascaria |
Round: 6, Initiative: 8-
Weapon Equipped = Sunrod
Conditions = Bless (5/16m), Daylight (4/80m), Sunrod (4/60m)
Life Link (8)(100’) = None
Channel Energy (2/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message,
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria looks at Sol, not all the marbles quite settled down yet. "Sure, sure. The back. I like the back."
He picks up the sunrod and looks around. He channels again, careful not to heal the enemy creatures around him.
Channel Energy (healing): 4d6 + 1 ⇒ (2, 2, 5, 2) + 1 = 12
”Look you, you voice you. We’ll be right there. I can’t yet think straight, let alone try to converse with you in my head.” he shakes his head trying to clear it, and immediately wishes he hadn’t as the dizzies catch him a bit.
He steps closer to the door.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Mortimer Smith |
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless
Mortimer frowns at the voice's lastest contribution to the conversation.
Trouble? ' guess you don't get out much.
”Look you, you voice you. We’ll be right there. I can’t yet think straight, let alone try to converse with you in my head.”
"Let It wait, It's hardly a courteous host anyway," Mortimer says. In fact, you remind me of Eligos. "Maybe we should check this door out first?" Mortimer says, gesturing to the locked door on the southern wall.
Tynan Swale |
"I can check out the locked door, but I'm not sure that's our best choice."
Tynan listens at the locked door, then checks it for traps, attempting to disarm any found.
Perception(Listen): 1d20 + 14 ⇒ (18) + 14 = 32
Perception(Trapfinding): 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38
Disable Device(Trap): 1d20 + 15 + 4 ⇒ (20) + 15 + 4 = 39
HP:29/52
Saves:Fort 8, Ref 12, Will 5
GM Rat Sass |
There is low conversation behind the door, distant to the door. Unfortunately, you can not make out words. You do know that the voices are low pitched, likely male.
The door's lock matches the female drow's key, but your skill will overcome the quality of the lock, if you choose not to use its mate. The lock and door have no traps, of that you can be certain.
Tynan Swale |
Tynan finishes examining the door, and returns to the others, speaking quietly.
"There are voices beyond the door, conversing. I couldn't make out anything specific, but the voices did sound male... I'm guessing it's more of the drow group we encountered earlier. The key we found on the priestess looks to be a match for the lock, and I'm certain it's untrapped. The voices are somewhat away from the door, so we might be able to get in without them noticing us, but that would leave our rear flank open to attacks from our chatty friend..."
Tynan motions at the gaudy door ahead. "Those tentacled things tore us up pretty badly... I'm still hurting. Do you think we're ready for the chatterbox, and most likely the naga at the same time if we continue forward?"
Solrisa Iome Arabasti |
Solrisa pulls out her black iron wand and looks at Ascaria.
"Did you want me to do the healing? So you can be in front, Ascaria?" Solrisa asks, happy to switch roles if the gnome wants to again be sprayed by acid and then sliced by more tentacles. "Tynan?"
Feel free to use CMW charges as needed, I'll keep track.
Solrisa Iome Arabasti |
"Do you think we're ready for the chatterbox, and most likely the naga at the same time if we continue forward?"
Solrisa puts away the wand when everyone is healed and ready to move on.
"Why don't we go after the chatterbox? And I'll stay in the back and let you and Mort go first, Tynan? I wouldn't mind seeing that big snakey again. I'm not done with it."
Eri Nandri |
”…..”
”And another thing! Wait, what am I doing on the floor? Oh. Thank you Ascaria.”
”Please and Thank you.”
Cure Moderate Wounds: 2d8 + 5 ⇒ (4, 8) + 5 = 17
Cure Moderate Wounds: 2d8 + 5 ⇒ (5, 5) + 5 = 15
”I still have some juice left. I am down to just one casting of my new favorite spell, though.fireball, sorry admonishing ray I could go on, I think.”
Ascaria |
Weapon Equipped = Sunrod
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (2/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message,
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (4/4) Blessings of Fervor, Cure Critical Wounds, Restoration
While the others use Sol's greater wand, Ascaria sits in the corner with his little wand and does the same for a couple rounds.
CLW: 2d8 + 2 ⇒ (8, 4) + 2 = 14
"No Sol, you can be in the lead."
"I'm ready Tynan, I still have lots of juice left, having had a nice nap there."
"You sure we don't want to finish off these drow? If the talker can telepathically communicate with us, it seems likely they can do the same with the drow. They're going to attack us from behind as soon as they can I'm sure."
Though he prefers dealing with the locked door first, he'll go with the group, which seems to be focused on the other doors.
As they discuss and plan, he reforges the life links of the party, in order, Mort, Tynan, Eri, Sol - assuming there's time (standard action for each link).
Tynan Swale |
Tynan goes and rechecks the locked door, something nagging at him about what he saw earlier.
"Hmm. I may be wrong, but I'm fairly sure this lock can only be opened from the outside. It's possible that it's another prison cell... but like the ones in Sodden Hold, it's also possible there are hidden trigger mechanisms inside. It could be that the voices are prisoners, meaning if we set them loose now, we'll have to guard them much like we did Scout until we decide to leave. It really might be best to leave this until later."
(This post stemmed from further conversations with Rat about what Tynan found in his original examination of the door.)
Mortimer Smith |
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Mortimer drags the coup d'grace'd corpses of the octopins and piles them up in front of the locked door.
"Very well then, just in case."
He rests for a second then adds, "Everyone try and clear your minds. Don't think about it, let's just do it."
[ ... ]
He clears his mind of all thought and strides purposefully through the open doorway.
GM Rat Sass |
A hallway of roughly 20' greets you, Ascaria's Daylight easily trumping the female drow's lingering Deeper Darkness, now that you've moved further into this strange underground complex.
Ahead lies a circular chamber. In the center of this tall domed chamber is a large brain, carved from a single block of purple-veined white marble. Its veins seem to pulsate with every breath you take, as if aware of your presence. Four stone benches are arrayed around the room, each with a pair of iron manacles bolted to the top.
"Ah, there you are. Finally. Come in. Take a seat, if you're so inclined."
It appears from the pulses in the brain's veins, which glow with each word uttered telepathically in your heads, that the brain is talking with you.
Single round actions only, please. Roll20 map has been updated.
Mortimer Smith |
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
[ ... ]
Mortimer keeps his mind clear of most thought as he enters the room, ready to just react. Spying what looks like another hallway to the left he makes his way over to it and peers down it.
He pulls another tanglefoot back from the Haversack.
GM Rat Sass |
Will Save DC 18, please. Failure, and you have become doggedly loyal to Zyrxog, and quite hostile to those others in your party. Success, and you are well aware that an attempt to bend your will was made, though you are 1 Wisdom point lower for your trouble.
Ascaria: 1d20 + 1 ⇒ (15) + 1 = 16
Eri: 1d20 + 2 ⇒ (20) + 2 = 22
Mortimer: 1d20 + 4 ⇒ (16) + 4 = 20
Solrisa: 1d20 + 4 ⇒ (11) + 4 = 15
Tynan: 1d20 + 4 ⇒ (6) + 4 = 10
Round 1
Mortimer- 22+
Eri- 22
Ascaria- 16
Solrisa- 15
Tynan-10
Mortimer's actions begin the round, having entered the room. Eri, Ascaria, Solrisa, and Tynan are up!
Mortimer Smith |
Round 1, Init 22+
AC 23 , 27 on AoO, 20 Touch; 60/60 HP -1 Will
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless
[ ... ]
Impossible WillDC18: 1d20 + 5 ⇒ (20) + 5 = 25
What was that?! "Trying to recruit us!? Get out!" he bellows, swinging at the carapaceless stone hunk of witlessness (the Brain).
LPunch: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (9) + 4 + 6 + (1) = 20 +PA, +Cold, Magic
RPunch: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (6) + 4 + 6 + (6) = 22 +PA, +Cold, Magic
LPunch: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 -PA, +Bless for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (4) + 4 + 6 + (1) = 15 +PA, +Cold, Magic
Ascaria |
Round: 1, Initiative: 16
Weapon Equipped = Sunrod
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (1/8r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (2/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message,
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (3/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (3/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria 5’ steps to capture Mort in his line of sight and casts Blessing of Fervor on the party. Follow the link and read the spell, lots of goodies packed into this boost.
He hopes the stone brain can be damaged…
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone)
GM Rat Sass |
Every blow of the giant manages to land upon the mostly-inanimate sculpture of cerebral perfection. Due to its quality, his blows don't register as strongly as they would against something of flesh and blood, but they begin to take their toll on the integrity of the marble, nonetheless.
Eri, Solrisa, and Tynan to go!
Solrisa Iome Arabasti |
Round 1
"Get out!"
"Okay!" Solrisa responds, getting out of the hallway and into the chamber where it should be safer.
Solrisa surges forward, hastened by the speed from Ascaria's spell. She removes her shield as she moves, dropping it as she rounds into flank.
Power attack. Twohand.
1d20 + 15 + 1 - 3 + 2 ⇒ (19) + 15 + 1 - 3 + 2 = 34 to hit; (-PA+bless,+flank)
1d10 + 8 + 9 ⇒ (8) + 8 + 9 = 25 magic damage.
EDIT: Pot crit. Twohand.
1d20 + 15 + 1 - 3 + 2 ⇒ (18) + 15 + 1 - 3 + 2 = 33 to hit; (-PA+bless,+flank)
1d10 + 8 + 9 ⇒ (4) + 8 + 9 = 21 magic damage.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=68/68
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 1/3 used
Breath of the Dragon 1/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Tynan Swale |
Round 1, Init 10
Tynan moves next to Mortimer, where he can easily play Oopsie Topsie with Sol, then eyes the stony brain for a vulnerable crevice. (study target) The power of Ascaria's blessing courses through him, enhancing his agility and guiding his hand to a solid strike. (Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves)
Sword Attack: 1d20 + 15 + 1 + 2 + 2 ⇒ (17) + 15 + 1 + 2 + 2 = 37 (studied, bless, flank, BoF)
Sword Damage: 1d6 + 5 + 2d6 ⇒ (3) + 5 + (5, 6) = 19 (studied, flank)
HP:48/52
Saves:Fort 8, Ref 12, Will 5
Eri Nandri |
Round 1 Init 22 AC:18
Eri moves 5 feet up and looses a bunch of arrows at the brain.
”The nerve of you!”
PB Arrow1, bless, cover: 1d20 + 9 - 2 - 2 + 1 ⇒ (7) + 9 - 2 - 2 + 1 = 13 for Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
PB Arrow2, bless, cover: 1d20 + 9 - 2 - 2 + 1 ⇒ (7) + 9 - 2 - 2 + 1 = 13 for Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
AC 14 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (5/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (3/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam
GM Rat Sass |
The damage mounts on the helpless marble marvel, crafted to inspire awe and wonder, its material imported from distant shores. Fortunately, its crafting is expert, and it withstands the party's silly attempts at flanking and critical blows.
Mortimer manages his pugilistic damage. Eri's arrows arrive, and are rudely ricocheted for their lack of power to penetrate such a hard surface. Ascaria brings the thunder, a strong blessing for a strong piece of art. Solrisa strikes a good blow, regardless of her target's inanimate state. Tynan sidles up to the giant, and lends his own blade to the business of altering the artwork.
"Which one of you will be next? Alright, I choose you..."
Will Save DC 18, please. Failure, and you are the newest ally to Zyrxog, and quite hostile to those trying to desecrate his cerebral shrine. And by 'hostile', I mean 'kill them all'. Success, and you are 1 Wisdom point damaged for your troubles.
Round 2
Mortimer- 22+
Eri- 22
Ascaria- 16
Solrisa- 15
Tynan-10
The party is up!
Solrisa Iome Arabasti |
Round 2
Solrisa slams her sword into the talky-talk brain again and again.
Edited for prayer.
Power attack. Twohand.
1d20 + 15 + 1 - 3 + 2 + 1 ⇒ (19) + 15 + 1 - 3 + 2 + 1 = 35 to hit; (-PA+bless,+flank)
1d10 + 8 + 9 + 1 ⇒ (9) + 8 + 9 + 1 = 27 magic damage.
Power attack. Twohand. Iterative.
1d20 + 10 + 1 - 3 + 2 + 1 ⇒ (19) + 10 + 1 - 3 + 2 + 1 = 30 to hit; (-PA+bless,+flank)
1d10 + 8 + 9 + 1 ⇒ (3) + 8 + 9 + 1 = 21 magic damage.
Power attack. Twohand. BOF.
1d20 + 15 + 1 - 3 + 2 + 1 ⇒ (9) + 15 + 1 - 3 + 2 + 1 = 25 to hit; (-PA+bless,+flank)
1d10 + 8 + 9 + 1 ⇒ (10) + 8 + 9 + 1 = 28 magic damage.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)
HP=68/68
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 1/3 used
Breath of the Dragon 1/2 used
Power attack. One hand.
[ dice]1d20+15-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+15-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+10-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Ascaria |
Round: 2, Initiative: 16
Weapon Equipped = Sunrod
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (2/8r), Prayer (1/8r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (2/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message,
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (2/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (3/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Ascaria worries as the brain seems tough, but he’s relieved it’s taking damage. Or at least looks like it is.
As no one is physically injured, he prepares the party further, by casting Prayer (+1 attacks, damage, saves, & skills (luck)).
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Mortimer Smith |
Round 2, Init 22+
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless, Blessing of Fervor
Every blow of the giant manages to land upon the mostly-inanimate sculpture of cerebral perfection. Due to its quality, his blows don't register as strongly as they would against something of flesh and blood, but they begin to take their toll on the integrity of the marble, nonetheless.
[ ... ] This is ... this is just marble? Maybe not thinking is not such a good idea...
Mortimer looks at the manacle adorned benches, the brain, then down the hallway next to him.
"I think this marble brain is just a tool of someone's to deceive us. I'm going to go have a quick look!"
Increase speed by 30 feet.
Mortimer moves fifty-five feet up ( what apears on the map to be) the stairwell, looks around, and moves 35 feet back to the brain room.
Double move.
Eri Nandri |
Round 2 Init 22 AC:18
Watching the arrows shoot off into nothing, Eri frowns and scratches his chin. He then casts magic missile.
MagicMissile dam: 4d4 + 3 ⇒ (3, 2, 2, 3) + 3 = 13
AC 14 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (4/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (3/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam
Tynan Swale |
Round 2, init 10
Empowered by Ascaria's magics, Tynan stirikes at the stone brain multiple times. (BoF for Extra attack)
Sword Attack1: 1d20 + 13 + 2 + 1 + 1 ⇒ (3) + 13 + 2 + 1 + 1 = 20 (studied, bless, prayer, flank}
Sword Damage1: 1d6 + 5 + 1 + 2d6 ⇒ (6) + 5 + 1 + (5, 5) = 22 (studied, prayer, flank)
Sword Attack2: 1d20 + 8 + 2 + 1 + 1 ⇒ (14) + 8 + 2 + 1 + 1 = 26 (studied, bless, prayer, flank}
Sword Damage2: 1d6 + 5 + 1 + 2d6 ⇒ (3) + 5 + 1 + (1, 6) = 16 (studied, prayer, flank)
Offhand Attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (17) + 11 + 2 + 1 + 1 = 32 (studied, bless, prayer, flank}
Offhand Damage: 1d6 + 4 + 1 + 2d6 ⇒ (6) + 4 + 1 + (1, 4) = 16 (studied, prayer, flank)
Bonus Attack: 1d20 + 13 + 2 + 1 + 1 ⇒ (1) + 13 + 2 + 1 + 1 = 18 (studied, bless, prayer, flank}
Bonus Damage: 1d6 + 5 + 1 + 2d6 ⇒ (2) + 5 + 1 + (2, 5) = 15 (studied, prayer, flank)
HP:48/52
Saves:Fort 8, Ref 12, Will 5
GM Rat Sass |
Between the quiet man and the maiden, with a touch of the archer, the pulsing purple veins of the giant marble brain fade to black. No more voice resonates within any of your heads.
Mortimer makes his way up a small set of stairs. He makes it into a strange room, with a light illuminating several bookcases, a desk, and a large tank filled with greenish fluid. The desk's chair is currently unoccupied. Across the room from the tank is a stone door. Across from the staircase corridor lies another corridor, and another small set of stairs, this time, leading downwards.
Combat with the brain is over, but powerful magics run through your veins. Please be aware of the time spent, moving forward.
Mortimer Smith |
Round 3, Init 22+
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Manuever training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless, Blessing of Fervor
Increase its speed by 30 feet.
Arriving just in time to see the Brain go dark, Mortimer exclaims, "Wow! Nice job! Come up this way! I can't see It, but It might be invisible!" he says, gesturing towards the study behind him.
He moves another forty or so feet up the stairs into the room, and reaches down to the chair to feel if any part of it is still warm.
Perception: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17 +2 more vs. Surp, Inviso, Incorpo
"Look around! I'll be right back!"
He heads for the corridor opposite the staircase (presuming that nothing jumps out in front of him first) .
Ascaria |
Round: 3, Initiative: 16
Weapon Equipped = Sunrod
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (3/8r), Prayer (2/8r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (2/9)(7/7) (DC: 22)(Avoid 6) (4d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Rod of Extend (lesser) (1/3)
Melee Attack: BAB +6/+1, Size +1 Damage: +0
Ranged Attack: BAB +6/+1, Dex +1, Size +1 Damage: +0
Spells (Caster Level 8, Concentration +14)
Once per Day: Arcane Mark, Comprehend Languages, Mending, Message,
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Scrivener's Chant, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Detect Undead, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand
Third (19): (2/6) Cure Serious Wounds, Daylight, Neutralize Poison, Prayer
Fourth (20): (3/4) Blessings of Fervor, Cure Critical Wounds, Restoration
Pleased with the way things turned out, but concerned too about others here, Ascaria does his best to keep up with the big folk. (double move + 30’ thanks to the glorious Cayden!)
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Eri Nandri |
Round 3 Init 22 AC:18
Eri double moves to catch up. He tries to not give himself away.
stealth, prayer: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
AC 14 or 18
CMD 17
BAB +4
Defensive casting = +15 (@7th)
Spell Penetration= +9 (@7th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation)
First Level: DC:15 (4/7 per day) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (3/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Weapon equipped = +1 Composite Long Bow
+8 or +6/+6
+9 or +7/+7 within 30' with +1 dam
GM Rat Sass |
The intrepid troop moves further into Zyrxog's lair, leaving behind a large marble brain, in exchange for a private study. Within the study, several shelves of books, a desk and chair, and a vat of murky green fluid, opaque to the eye, even the opaque eye of the gnome.
Beyond the study, another set of stairs, leading downwards, into what looks like a small room of a strange museum. In the center of this large chamber is a grotesque ebony statue of a vulture-headed humanoid with large feathery wings and razor sharp talons at the end of avian digits.
The rest of the room is taken up by large glass cases, each full of dark twisted artifacts, from a shrunken head, to a tome chained shut and a number of jars containing the severed parts of numerous creatures. There are three cases, total, which may reveal their contents to you, under further inspection.
Another hallway welcomes you across this room, with a sloping floor, instead of stairs. The slope is downwards, this time.
Next round(4) of actions, please.
Mortimer Smith |
Round 4, Init 22+
AC 23 , 27 on AoO, 20 Touch; 60/60 HP
BAB = +8/+3 (level 8)
ToHit = 1d20+12+1
RHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+13-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+8-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+3-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+12
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+5
Initiative +4
CMD=27 (10+ BAB + Str bonus + Dex bonus, 29 Maneuver Training Grapple +2, 28 Maneuver training Disarm, +1 class feature "AC Bonus" at level 4)
Flexibility Slots: 7/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless, Blessing of Fervor, Prayer
Caught up in the Speed (BoF), Mortimer lurches violently forward in an effort to stop himself. Man, that's fun!
"What did you see, and where?"
"Nothing!" shouts Mortimer excitedly, his voice cracking. "But maybe it went this way?" he says, turning toward Tynan and pointing toward the Museum Room. "Can you see any tracks?"