Solrisa Iome Arabasti |
Round 4
Solrisa stays back, ready to (lunge, if necessary) at any foes that come within reach, letting Tynan take the point with Mort.
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)+2 BOF = 28
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.
GM Rat Sass |
Recent passage, no. This chamber, from the brain room, is notably clean for its surfaces. Almost meticulously so. There is, to be sure, some travel, to and fro. There is no settled dust, as would be expected for a day's quiet. There are small wet drippings that have been smeared, as if by a robe dragging across it.
The drippings lead into this room, from this room towards the next chamber, described earlier, as well as through the unopened door in the current room.
Ascaria |
Round: 4, Initiative: 16
Weapon Equipped = Sunrod
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (4/8r), Prayer (3/8r)
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 moves up to provide plenty of light on the situation (double move), and uses the Blessings to gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
He looks to Tynan, "So what's the plan?"
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
GM Rat Sass |
The party gathers in the underground study, debating which direction to proceed. The stairway into the next large room, or the closed door currently facing you in the study. Eri GMPC delays, waiting for instructions, should any be forthcoming.
Round 5 actions, if you please.
Tynan Swale |
Round 5, Init 10
"Since we're here already, I'll check the door."
Tynan quickly listens at the door, and studies it for any traps. Should it be trapped, he tries to disable it, and unlocks it if it is locked.
Perception(Listen): 1d20 + 14 ⇒ (10) + 14 = 24
Perception(Trapfinding): 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29
Disable Device: 1d20 + 14 + 4 ⇒ (4) + 14 + 4 = 22 (if trap found)
Disable Device: 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38 (if door is locked)
HP:48/52
Saves:Fort 8, Ref 12, Will 5
GM Rat Sass |
The door in the study is untrapped, and unlocked, though closed. Nothing can be heard through it.
GM Rat Sass |
Solrisa's torchglow falls across the doorway, illuminating a small hallway that enters a smaller chamber. The chamber has in its center a pool of water, perfectly calm surface, glowing with its own faint blue light. Beyond this pool room lies yet another hallway, aglow in a reflective green light beyond. This helps all in the party to see a balcony at the end of this second hallway.
Roll20 map has been updated.
Ascaria |
Round: 5, Initiative: 16
Weapon Equipped = Sunrod
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (5/8r), Prayer (4/8r)
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
”I suggest we head down the other passage. This leads to a balcony, and I’d rather not have to climb down.” he shrugs and readies an action to follow a party member down the other hallway.
Blessings are for movement this round so Ascaria can try to keep up.
This place has it's own weird sort of beauty. I must remember to draw it.
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 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 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, Prayer
Mortimer looks down the other passage, trying to see if anything in the Museum room is actually moving. In the center of this large chamber is a grotesque ...
Perception: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31 +Prayer, +2 more vs. Surprise, Inviso, Incorpo
"You like the looks of that?" he queries pointing down the Museum passage. "I'm not sure I do," he says, trying not to remember Smenk's note about unkillable zombies. After looking dubiously down the pool passage, he adds "' want to see what the balcony overlooks? Maybe it's a vehicle in and of itself, or maybe it's nothing at all..."
He shakes his head. "Then again, that pool somewhat reminicient of the one just out the Ebola Triad's lairs. What were they again, Sol?"
Pending outcome of the Perception check...
Apparently resigned, he shrugs and abruptly heads down toward the pool.
Bof Speed, 60' move.
Moving like this never gets old.
Solrisa Iome Arabasti |
"Then again, that pool somewhat reminicient of the one just out the Ebola Triad's lairs. What were they again, Sol?"
Solrisa shrugs, trying to remember, saddened that she cannot.
"Oh...gimme a minute! I'll think of it!" Solrisa says cheerily, trying to think (and remember) really hard.
GM Rat Sass |
From the study, the museum-like room offers nothing of further interest. The items seem of the morbid nature, but nothing makes noise, nothing moves...
With Tynan opening the door, Mortimer steps down the corridor, to the glowing pool. Within its waters, a direct view of Telakin's throne room, and table apparatus. The room is currently devoid of any activity.
Beyond the pool and its sights, the second hallway enjoys the illumination of a greenish glow from beyond the balcony.
Round 6... tick, tick, tick...
Mortimer Smith |
Round 6, 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, Prayer
"This guy's into all kinds of spying devices, isn't he," observes Mortimer, moving cautiously past the pool to the balcony. He pulls a Potion of Cat's Grace out of the Haversack as he goes.
Move 30'. Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves (BoF).
Ascaria |
Round: 6, Initiative: 16
Weapon Equipped = Sunrod
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (6/8r), Prayer (5/8r)
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 waits to see what Mort discovers at the balcony before moving. (Delay, possibly the round)
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
GM Rat Sass |
The balcony overlooks a cathedral-like chamber, circular like so many of the previous rooms. The height of the room is roughly 80'. From the balcony to the floor below, 45'. Opposite the entry hall below is a tall octagonal column of jet-black stone, glowing with green symbols running up one of its faces. A deep pool of placid green liquid stands before the column, bathing the entire chamber in an otherworldly light. Two octopins drag across the floor, mindlessly at first. They quickly understand your presence above, and begin moving in your direction, slowly at first.
Floating 30' above the pool is a humanoid form with strange rubbery purple flesh, dressed in black robes, wielding a staff of red hot metal. Its head is hairless and bulbous, with four long tentacles where its mouth should be. Inside your head you hear an alien voice, as it looks up at you.
"You dare enter my sanctum! Fool. I shall finish what Telakin could not. I will feast upon your mind, slowly. I will let you hold the part of your brain that allows you to understand self-awareness, until the last moment. It will make your terror taste all the more delightful."
Mortimer Smith |
Round 6 ("Banter"), 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, Prayer, Message
"You dare enter my sanctum!"
"Fool. I shall finish what Telakin could not. I will feast upon your mind, slowly. I will let you hold the part of your brain that allows you to understand self-awareness, until the last moment. It will make your terror taste all the more delightful."
"I got to hand it to you, most people wouldn't be open to that sort of experience when it comes to my mind. At least you really let a guy know where he stands. Speaking of which," Mortimer adds, gesturing at the balcony upon which he literally stands, and the rest of the room. "what is this supposed to be? Some kind of sadistic opera house? Before we get on with this -- can there at least be more musicians and fewer Octopins?"
Mortimer's bellowing voice bursts forth from the balcony back to the Library. "Hey everyone! We found It! The show is over here, and it's about to get hot!"
Ascaria |
Round: 6, Initiative: 16 - Part II
Weapon Equipped = Sunrod
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (6/8r), Prayer (5/8r)
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 moves up a little to be with the group, and wonders how they’re all going to get down from the balcony to fight the evil Mort’s shouting about in the next room. I mean, he has a way of course, but what of the others - are they as well prepared?
He expects an about face, and charge down the other hall, and braces for it, though his eyes linger on the pool at his side. Cool!
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
GM Rat Sass |
As the party closes, several of you can finally see what Mortimer initially did upon gaining vantage at the balcony.
The balcony overlooks a cathedral-like chamber, circular like so many of the previous rooms. The height of the room is roughly 80'. From the balcony to the floor below, 45'. Opposite the entry hall below is a tall octagonal column of jet-black stone, glowing with green symbols running up one of its faces. A deep pool of placid green liquid stands before the column, bathing the entire chamber in an otherworldly light. Two octopins drag across the floor, mindlessly at first. They quickly understand your presence above, and begin moving in your direction, slowly at first.
Floating 40' above the pool is a humanoid form with strange rubbery purple flesh, dressed in black robes, wielding a staff of red hot metal. Its head is hairless and bulbous, with four long tentacles where its mouth should be.
"Speaking of which, what is this supposed to be? Some kind of sadistic opera house? Before we get on with this -- can there at least be more musicians and fewer Octopins?"
Inside your head you hear a familiar voice(earlier in the complex), as it looks across at you.
"More octopins, you say? Of course I can accommodate you."
The voice grows quiet in your heads, as if stepping away for a moment, before returning.
Something slurpy begins making a noise, coming from the direction of the study, behind you.
"There we are. Now, come down, and let's end this."
Ascaria: 1d20 + 1 ⇒ (6) + 1 = 7
Eri: 1d20 + 2 ⇒ (4) + 2 = 6
Mortimer: 1d20 + 4 ⇒ (3) + 4 = 7
Solrisa: 1d20 + 4 ⇒ (8) + 4 = 12
Tynan: 1d20 + 4 ⇒ (3) + 4 = 7
O1: 1d20 + 6 ⇒ (6) + 6 = 12
O2: 1d20 + 5 ⇒ (6) + 5 = 11
Zyrxog: 1d20 + 8 ⇒ (15) + 8 = 23
Zyrxog floats lazily in the air, while his octopins animate with startling speed. The one closest to the wall hits it, and climbs to the same height as the balcony itself. The second octopin travels across the floor, to arrive at the foot of the wall, 45' beneath the balcony. Mortimer appears to be the only one within the slowing gaze's radius. Will Save DC 18, or be Slowed, again, for 1d6 ⇒ 1 rounds.
Round 7
Zyrxog- 23
O1- 12
Solrisa- 12-
O2- 11
Tynan- 7+
Mortimer- 7 (Will Save DC 18)
Ascaria- 7-
Eri- 6
Solrisa is up!
Group Effects, Courtesy of Ascaria
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone) (2 more rounds)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone) (3 more rounds)
GM Rat Sass |
From the study, a wet sliding begins, easily drawing your attention to a third, much larger octopin. It's covered in greenish fluid, pointing to its previous slumber within the vat. It gains its bearings, its central eye gazing to and fro, before settling on the corridor before it. It starts to slowly move forward...
Tynan, Mortimer, Ascaria, and Eri are up!
Tynan Swale |
Round 7, Init 7+
Perception: 1d20 + 14 ⇒ (7) + 14 = 21
"Sol! Be ready! Something is approaching from behind us!"
Tynan readies his swords, and moves between Ascaria and the room's entrance. He once again feels Ascaria's magic enhancing his reflexes.
HP:48/52
Saves:Fort 8, Ref 12, Will 5
Mortimer Smith |
Round 7, Init 22+
AC 23 , 27 on AoO, 20 Touch; 60/60 HP AC +2
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, Prayer, Message, Blind Fighting
PerceptionDC19: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26 +Prayer
"Watch it! There's something in the Study now! I got this!"
WillDC18: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 Thank Sarenrae! ,,, And Beer!+Prayer
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.(BoF).
Swift -- Now Blind Fighting to avoid the Gaze attack.
GM Rat Sass |
To be clearer, one octopin is 45' up, but he's not the one next to the balcony. The one near the balcony is on the floor, 45' below the balcony. There are tags on the tokens, on the map. Feel free to adjust your actions, Mort.
Mortimer Smith |
Round 7 DejaVu, Init 22+
AC 23 , 27 on AoO, 20 Touch; 60/60 HP +2 AC (BoF)
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: 5/7
Shirt Slots: 9/10
Knockout: 1/1
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Bless, Blessing of Fervor, Prayer, Message, Blind Fight at end of round
Edit. Dirty Rat.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.(BoF).
James Cagney Mortimer then targets the tanglefoot bag on the Octopin near the floor.
ThrowAnything: 1d20 + 12 + 1 + 2 + 1 ⇒ (14) + 12 + 1 + 2 + 1 = 30 +Bless, +BoF, +Prayer for
TangleFoot Bag Stickiness, DC15 or be glued for Goo: 2d4 ⇒ (4, 2) = 6 rounds.
He then draws a potion of Spider Climb from the HaverSack.
Still doing the Swift for Blind Fight
Ascaria |
Round: 7, Initiative: 7-
Weapon Equipped = Rod of Extend
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (7/8r), Prayer (6/8r), Blessings of Fervor (1/16r)
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) (0/3)
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): (2/4) Blessings of Fervor, Cure Critical Wounds, Restoration
While the party is together still, and unharmed, Ascaria takes out the rod of extend and casts a fresh Blessing of Fervor - unusually extended by the rod.
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 7 Init 22 AC:18
Eri pivots and looses a couple rows at the flanking rear beast.
PB GB Arrow1, bless, prayer: 1d20 + 9 - 2 + 1 + 1 ⇒ (18) + 9 - 2 + 1 + 1 = 27 for Damage: 2d6 + 1 + 1 ⇒ (3, 1) + 1 + 1 = 6
PB GB Arrow2, bless, prayer: 1d20 + 9 - 2 + 1 + 1 ⇒ (14) + 9 - 2 + 1 + 1 = 23 for Damage: 2d6 + 1 + 1 ⇒ (1, 6) + 1 + 1 = 9
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 (2/7 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 |
Solrisa brings her sword to glow, waiting diligently. Tynan takes a more central position, readying for the large octopin. Mortimer avoids the slowing gaze of his own octopin, dropping a tanglefoot bag onto the critter below.
Reflex Save v DC 15: 1d20 + 4 ⇒ (14) + 4 = 18 2d4 ⇒ (1, 1) = 2 rounds
It maintains its movement, although slowed, free from attachment to the floor.
Ascaria renews Cayden's fevered blessing, while Eri slips a spell in sneakily, before launching two arrows at the large octopin, both hitting!
Zyrxog pushes off from the wall, bringing him to the center of the chamber, where he can see more appropriately down the hall of the viewing pool. It is from this new vantage that he offer up a bolt of lightning. It manages to strike Mortimer, Eri, and Ascaria.
Lightning Bolt: 7d6 + 10 ⇒ (3, 2, 2, 1, 4, 6, 3) + 10 = 31 Reflex Save DC 19 for Half Damage
The lightning bolt cast at you was Empowered.
The gooed octopin slowly climbs towards Mortimer, while the ungooed octopin at the same height as the balcony comes to join the giant, lashing out with a single claw. Sadly, Cayden's gift manages to protect him.
Claw Attack: 1d20 + 10 ⇒ (14) + 10 = 24 for 1d8 + 4 ⇒ (2) + 4 = 6 damage
Round 8
Zyrxog- 23
O1- 12
Solrisa- 12-
O2- 11 (-15hp)
Tynan- 7+
Mortimer- 7 (-31hp?, Reflex Save DC 19)
Ascaria- 7- (-31hp?, Reflex Save DC 19)
Eri- 6 (-31hp?, Reflex Save DC 19)
Solrisa is up!
Group Effects, Courtesy of Ascaria
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone) (16 more rounds)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone) (2 more rounds)
GM Rat Sass |
Big octoblob moves forward, of course. Its large mass begins to squeeze through the much narrower corridor, bringing it to a slower movement than it would like, likely.
It forces its way into the viewing pool room, its clawed tentacles bracing themselves against the inner walls, pulling itself into view.
Its gaze touches you all, except Mortimer, who has closed his eyes to further gaze attacks.
Will Save DC 18 for Solrisa, Eri, Ascaria, and Tynan, or be Slowed for 1d6 ⇒ 3 rounds.
For Solrisa's Delay, the entire party is up! Don't forget to make your saves at the beginning of your post.
Ascaria |
Round: 8, Initiative: 7-
Weapon Equipped = None
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Blessings of Fervor (8/8r), Prayer (7/8r), Blessings of Fervor (2/16r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (1/9)(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) (0/3)
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): (2/4) Blessings of Fervor, Cure Critical Wounds, Restoration
A few injuries pepper Ascaria as he starts the round.*
Reflex: 1d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12 (prayer, blessings) vs DC 19 for 31 or 15
Will: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 (prayer) vs DC 18 or slowed
Ascaira channels to heal the party, careful to exclude the various monsters who surround them.
Channel Energy (healing): 4d6 + 1 ⇒ (5, 4, 6, 6) + 1 = 22
He then 5’ steps into the corner (if possible, hard to know if it’s a legal space) to guard against further lightning attacks. Finally he puts away his rod.
He continues to gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
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 and Mort each heal 5hp of damage thanks to Ascaria.
Solrisa Iome Arabasti |
Round 8, Init 11-
Solrisa invokes The Dragon to help vs the big octoblob. She swings at it...1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 Will vs. DC 18...repeatedly.
Power attack. One hand.
1d20 + 15 - 3 + 1 + 1 + 3 ⇒ (6) + 15 - 3 + 1 + 1 + 3 = 23 to hit; (-PA,+bless,+prayer,+dragon)
1d10 + 6 + 6 + 1 + 2d6 + 8 ⇒ (5) + 6 + 6 + 1 + (2, 3) + 8 = 31 magic damage. (+PA,+prayer,+holy,+dragon)
1d20 + 10 - 3 + 1 + 1 + 3 ⇒ (1) + 10 - 3 + 1 + 1 + 3 = 13 to hit; (-PA,+bless,+prayer,+dragon)
1d10 + 6 + 6 + 1 + 2d6 + 8 ⇒ (7) + 6 + 6 + 1 + (2, 2) + 8 = 32 magic damage. (+PA,+prayer,+holy,+dragon)
BoF. One hand.
1d20 + 15 - 3 + 1 + 1 + 3 ⇒ (10) + 15 - 3 + 1 + 1 + 3 = 27 to hit; (-PA,+bless,+prayer,+dragon)
1d10 + 6 + 6 + 1 + 2d6 + 8 ⇒ (3) + 6 + 6 + 1 + (3, 4) + 8 = 31 magic damage. (+PA,+prayer,+holy,+dragon
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)+3 (dragon)=29
HP=68/68
Right hand = long sword
Left hand = shield
LoH 1/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 2/3 used
Breath of the Dragon 2/2 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 8, Init 22+
AC 23 , 27 on AoO, 20 Touch; 45/60 HP +2 AC (BoF) +4 AC (Cat's Grace)
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, Daylight, Blessing of Fervor, Prayer, Message, Blind Fight, AC +6
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Already rolled the 2d4 . Your Octobaby is gooed for 6 rounds!
ReflexDC19: 1d20 + 2 + 11 + 1 ⇒ (5) + 2 + 11 + 1 = 19 +Prayer, +BoF
Dodging the brunt of the lightning bolt, Mortimer also manages to duck under the Octopin's claw just the nick of time! He quaffs the potion of Cat's Grace.
Tynan Swale |
Round 8, init 7+
Will Save: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Feeling his body slowing under the gaze of the tentacled beast, Tynan calls upon the powers of Ascaria's spell to counteract the effects somewhat. (+2 AC, Reflex, and AC) He quickly looks for a weak spot in its sinuous limbs, steps forward, and stabs at the foe. (study target, 5' step)
Sword Attack: 1d20 + 15 + 1 + 1 + 2 - 1 ⇒ (1) + 15 + 1 + 1 + 2 - 1 = 19 (studied, bless, prayer, BoF, -slow)
Sword Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11 (studied, prayer)
HP:48/52
Saves:Fort 8, Ref 12, Will 5
Eri Nandri |
Round 7 Init 22 (23) AC:18
+2 Att +2(adj. 1) to AC and +2 Reflex
knowledge arcana, prayer: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
reflex DC:19, prayer, blessings: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
will DC:18, prayer: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Eri moves 5’ and casts fireball Ref DC: 17 at the wizard. ”The wizard needs fire, badly!”
fireball: 7d6 ⇒ (6, 4, 2, 4, 3, 1, 3) = 23
Defensive Casting def cast: 1d20 + 15 ⇒ (5) + 15 = 20
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 (2/7 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 (0/4 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 |
Solrisa deflects the creature's slowing gaze, flaying the creature's rubbery hide twice, revealing layers of muscle and oddly-colored fatty stores. Tynan joins her, albeit more slowly, and moves into a suitable position for subsequent strikes. Mortimer imbibes and bobs, bobs and imbibes. Ascaria soaks damage, then heals a good chunk of it from the others. Eri exchanges fireball for lightning bolt.
Reflex Save v DC 17: 1d20 + 10 ⇒ (8) + 10 = 18
Reflex Save v DC 17: 1d20 + 4 ⇒ (6) + 4 = 10
Reflex Save v DC 17: 1d20 + 4 ⇒ (12) + 4 = 16
Zyrxog twists casually as Eri's fire reaches him, the archer's magic apparently not affecting him in the slightest.
This individual is a Mind Flayer. A Lawful Evil Aberration known for its desire to dominate and/or consume all minds like so much chattel. It feasts on lesser minds for sustenance. 1 question for every 5 points above 26...
The humanoid has some Resist Energy(Fire) in place, already.
"Ah, yes. The fire mage decides to use his fire. How surprising. Hide like a coward, and watch while I singe your oaf."
Zyrxog and his minions commence to savage the party in whatever way suits them the best.
Zyrxog himself targets the giant, pointing his finger, and emitting a pair of fiery rays.
Zyrxog has cast Scorching Ray.
Ranged Touch Attack 1, M: 1d20 + 13 ⇒ (10) + 13 = 23 for 4d6 + 4 ⇒ (1, 3, 3, 1) + 4 = 12 fire damage
Ranged Touch Attack 2, M: 1d20 + 13 ⇒ (20) + 13 = 33 for 4d6 + 8 ⇒ (2, 3, 6, 5) + 8 = 24 fire damage
Confirm Critical?, M: 1d20 + 13 ⇒ (9) + 13 = 22 for 4d6 ⇒ (3, 1, 5, 1) = 10 damage
The two smaller octopins assail Mortimer at the balcony. One of them needs to get a little closer before striking, so only strikes once.
Claw Attack, M: 1d20 + 10 ⇒ (11) + 10 = 21 for 1d8 + 4 ⇒ (4) + 4 = 8 damage
Claw Attack, M: 1d20 + 10 ⇒ (17) + 10 = 27 for 1d8 + 4 ⇒ (7) + 4 = 11 damage
Claw Attack, M: 1d20 + 10 ⇒ (13) + 10 = 23 for 1d8 + 4 ⇒ (8) + 4 = 12 damage
Cat's Grace provides a +4 to Dexerity, which only provides a +2 to AC.
At the rear, Solrisa faces her own singular attacker. It easily latches onto each of the maiden's thighs, cutting deeply, before pulling her legs apart.
Claw Attack, S: 1d20 + 19 ⇒ (20) + 19 = 39 for 2d6 + 8 ⇒ (5, 2) + 8 = 15 damage
Claw Attack, S: 1d20 + 19 ⇒ (12) + 19 = 31 for 2d6 + 8 ⇒ (4, 3) + 8 = 15 damage
Rend: 4d6 + 12 ⇒ (1, 5, 6, 3) + 12 = 27
Confirm Critical?, S: 1d20 + 19 ⇒ (17) + 19 = 36 for 2d6 + 8 ⇒ (6, 2) + 8 = 16 damage
Those in the viewing pool room enjoy the large octopin's Slowing Gaze. Another Will Save DC 18 or be Slowed for 1d6 ⇒ 3 rounds.
Round 9
Zyrxog- 23
O1- 12 (-23hp, -23hp)
O2- 11 (-77hp)
Solrisa- 10 (-73hp/dying)
Tynan- 7+ (Slowed 1/3 rounds)
Mortimer- 7 (-35hp, Blind Fighting)
Ascaria- 7- (-19hp)
Eri- 6 (-4hp)
The party is up!
Group Effects, Courtesy of Ascaria
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone) (16 more rounds)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone) (2 more rounds)
Solrisa Iome Arabasti |
3 people marked this as a favorite. |
Round 9, Init 11-
As Sol's arms are rent like a Calistrian's backside, she calls to the Dragon for healing. Hero's Defiance: 5d6 ⇒ (3, 6, 2, 3, 2) = 16 instant healing.
Even as her knees buckle, she finds the strength to stand and fight on, staring directly into the eyes of the large octoblob. 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 Will vs. DC 18.
She fights on.
Power attack. One hand.
1d20 + 15 - 3 + 1 + 1 + 3 ⇒ (7) + 15 - 3 + 1 + 1 + 3 = 24 to hit; (-PA,+bless,+prayer,+dragon)
1d10 + 6 + 6 + 1 + 2d6 + 8 ⇒ (8) + 6 + 6 + 1 + (2, 2) + 8 = 33 magic damage. (+PA,+prayer,+holy,+dragon)
1d20 + 10 - 3 + 1 + 1 + 3 ⇒ (8) + 10 - 3 + 1 + 1 + 3 = 20 to hit; (-PA,+bless,+prayer,+dragon)
1d10 + 6 + 6 + 1 + 2d6 + 8 ⇒ (7) + 6 + 6 + 1 + (1, 1) + 8 = 30 magic damage. (+PA,+prayer,+holy,+dragon)
Iterative. One hand.
1d20 + 15 - 3 + 1 + 1 + 3 ⇒ (8) + 15 - 3 + 1 + 1 + 3 = 25 to hit; (-PA,+bless,+prayer,+dragon)
1d10 + 6 + 6 + 1 + 2d6 + 8 ⇒ (4) + 6 + 6 + 1 + (2, 3) + 8 = 30 magic damage. (+PA,+prayer,+holy,+dragon)
AC=26 (+9 armor +2 dex +1 NA +2 shield+2 def)+3 (dragon)=29
HP=11/68
Right hand = long sword
Left hand = shield
LoH 2/7 used (4d6+1d6)
Quick Shirt 0/1 used
The Dragon Invoked 2/3 used
Breath of the Dragon 2/2 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.
GM Rat Sass |
Against all odds, what should have silenced the maiden, should have brought her to the floor in separate pieces, does not occur.
Instead, Solrisa performs a Rending all her own. A Dragon's Rend. Thrice she stabs, each blow hacking deeply into the large octopin. It collapses under the supreme punishment, its claws reflexively releasing the maiden from its grasp.
Wow, just... wow...
Eri Nandri |
Round 9 Init 22 (23) AC:18
Make one extra attack as part of a full attack action, using its highest base attack bonus
knowledge arcana, prayer DC:22: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
knowledge dungeoneering, prayer DC:26: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
spellcraft, prayer DC:17: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Eri listens to the voices in his head, thinks and says, ”OK. How’s this?”
PB GB Arrow1, bless, prayer, cover: 1d20 + 9 - 2 + 1 + 1 - 4 ⇒ (1) + 9 - 2 + 1 + 1 - 4 = 6 for Damage: 2d6 + 1 + 1 ⇒ (4, 1) + 1 + 1 = 7
PB GB Arrow2, bless, prayer, cover: 1d20 + 9 - 2 + 1 + 1 - 4 ⇒ (1) + 9 - 2 + 1 + 1 - 4 = 6 for Damage: 2d6 + 1 + 1 ⇒ (6, 6) + 1 + 1 = 14
GB PB Arrow1, bless, cover: 1d20 + 9 + 1 - 4 ⇒ (4) + 9 + 1 - 4 = 10 for Damage: 2d6 + 1 + 1 ⇒ (3, 5) + 1 + 1 = 10
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 (2/7 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 (0/4 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
Mortimer Smith |
Round 9, Init 22+
AC 23 , 27 on AoO, 20 Touch; 5/60 HP +2 AC (BoF) +2 AC (Cat's Grace)
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, Daylight, Blessing of Fervor, Prayer, Message, Blind Fight, AC +4
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
"WHAT?!" demands Mortimer, his voice dropping in pitch as the slower Octopin taps him on the shoulder. "Aaah, YOU!" he bellows at it, taking a step and swinging.
RPunch: 1d20 + 8 + 1 + 1 + 2 ⇒ (18) + 8 + 1 + 1 + 2 = 30 -PA, +Bless, +Prayer, +BoF % Chance, High Good: 1d100 ⇒ 30 for
Damage: 1d10 + 4 + 6 + 1d6 ⇒ (2) + 4 + 6 + (4) = 16 +PA, +Cold, Magic
RPunch: 1d20 + 8 + 1 + 1 + 2 ⇒ (1) + 8 + 1 + 1 + 2 = 13 -PA, +Bless, +Prayer, +BoF % Chance, High Good: 1d100 ⇒ 28 for
Damage: 1d10 + 4 + 6 + 1d6 ⇒ (3) + 4 + 6 + (3) = 16 +PA, +Cold, Magic
[ . ]
LPunch: 1d20 + 8 + 1 + 2 + 1 ⇒ (7) + 8 + 1 + 2 + 1 = 19 -PA, +Bless, +Prayer, +B0F % Chance, High Good: 1d100 ⇒ 17 for
Damage: 1d10 + 4 + 6 + 1d6 ⇒ (9) + 4 + 6 + (3) = 22 +PA, +Cold, Magic
LPunch: 1d20 + 8 + 1 + 2 + 1 ⇒ (17) + 8 + 1 + 2 + 1 = 29 -PA, +Bless, +Prayer, +B0F % Chance, High Good: 1d100 ⇒ 33 for
Damage: 1d10 + 4 + 6 + 1d6 ⇒ (8) + 4 + 6 + (1) = 19 +PA, +Cold, Magic
[ . ]
RPunch: 1d20 + 3 + 1 + 1 + 2 ⇒ (17) + 3 + 1 + 1 + 2 = 24 -PA, +Bless, +Prayer, +BoF % Chance, High Good: 1d100 ⇒ 50 for
Damage: 1d10 + 4 + 6 + 1d6 ⇒ (2) + 4 + 6 + (3) = 15 +PA, +Cold, Magic
RPunch: 1d20 + 3 + 1 + 1 + 2 ⇒ (14) + 3 + 1 + 1 + 2 = 21 -PA, +Bless, +Prayer, +BoF % Chance, High Good: 1d100 ⇒ 85 for
Damage: 1d10 + 4 + 6 + 1d6 ⇒ (10) + 4 + 6 + (6) = 26 +PA, +Cold, Magic
Hrm, I must be doing this wrong...
Some days...
Ascaria |
Round: 9, Initiative: 7-
Weapon Equipped = None
Conditions = Bless (6/16m), Daylight (5/80m), Sunrod (5/60m), Prayer (8/8r), Blessings of Fervor (3/16r), slowed (1/3r)
Life Link (8)(100’) = Eri, Mort, Sol, Tynan
Channel Energy (1/9)(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) (0/3)
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): (2/4) Blessings of Fervor, Cure Critical Wounds, Restoration
A few injuries pepper Ascaria as he starts the round.*
Will: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 (prayer) vs DC 18 or slowed
Ascaria pops out to channel, so that Mort can be healed. He’s careful not to heal any nasty enemies...
Channel Energy (healing): 4d6 + 1 ⇒ (6, 6, 5, 4) + 1 = 22
He continues to gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Group effects
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Daylight
Message
Blessing of Fervor (everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
* Sol and Mort each heal 5hp of damage thanks to Ascaria.