GM Rat Sass |
The trunk is wonderfully crafted. The locking hinge appears to be well-oiled, and you can easily tell which of Bozal's keys will couple with the lock itself. There doesn't appear to be any magical traps.
The trunk's magic tries to evade you. It writhes, submerges into the surface of the trunk, but it can't keep from being detected. There is a magical trigger, ready for someone's touch. It waits for something to be spoken, which will subdue it, though what can be spoken doesn't come to you immediately. Someone far more powerful than Bozal created this.
If the magic triggers, a test of Will be leveled. Failure, and you're reasonably sure that of the many figures depicted in the horrific landscape in the frieze, the victim becomes one of them.
Eidi |
"There's old magic in the trunk... it tried to evade detection, but I can tell whomever touches it must fight his will against the magic or end added as an additional drawing" says the half-elf while pondering something "I will open it myself if we cannot come to a better solution"
Ascaria |
"I still say we check the next room first. As Mort suggested, there might be something there that can help us here." he looks at the trunk, "And frankly, that thing give me the willies."
If the party votes to open the trunk first...
Ascaria will cast Guidance on Eidi prior to opening the box.
Mortimer Smith |
"I'm not detecting any magical traps on it either. It should be safe to open whenever you are ready."
"There's old magic in the trunk... it tried to evade detection, but I can tell whomever touches it must fight his will against the magic or end added as an additional drawing"
Mortimer looks back and forth between Eidi and Tynan, then shudders and shakes his head.
This is worse than angry furniture.
"Sorry Tynan, but I think I'm going to have to go with the Venerable Eidi's assessment here. But opening it? I can't even beat an old battered sword to regain control of my own faculties. Surely someone else has a better chance than me of resisting the evil coffin's lure. Maybe there is something in the next room that can help us destroy this evil trap."
GM Rat Sass |
The group reaches a consensus to leave the trunk for a moment, to finish investigating the rest of Bozal's Haunt. The door in the west wall opens easily with one of the tiefling's many keys.
A hallway continues to the west, opening up into a larger room, lit by a single brazier in the northwest corner. Across the room from the brazier stands a heavy, green and black checkered curtain hanging from a steel bar fixed near the ceiling, completely covering the southern wall.
Across the larger room is another hallway, leading to a small room, which at first glance appears to be a commode.
Roll20 Map has been updated.
GM Rat Sass |
A voice chimes in your head, if broken glass could chime.
Who are you? What are you, to Bozal? Where is Bozal?
GM Rat Sass |
1d20 ⇒ 19
The voice inside your head throws you off a little, as you try to catch inflections in the conversation. It proves too difficult to glean anything other than the words spoken.
GM Rat Sass |
Come closer. Move aside the curtain, and I will tell you.
Tynan Swale |
Not trusting the turn of phrase, Tynan returns to the group.
"Something was communicating with me telepathically up there. It said it's behind the curtain, so we should be very prepared..."
Tynan rubs at his temple and gives his head a shake, trying to clear the voice from his head.
"I don't trust it...
Solrisa Iome Arabasti |
"I don't trust it..."
Solrisa's eyes widen, and she draws BluespRae from her sheathe.
"I'll do check it out, you all can wait here," Solrisa says confidently. Solrisa has no fear the unknown voice of infinitely scary power.
Solrisa pauses to renew her barkskin (if necessary) and gives others a chance to buff her if they wish it. She then moves to the curtain, moving it aside with her sword...from the side.
GM Rat Sass |
As Solrisa steps into the rectangular room, and draws back the curtain with her sword, a flash of yellow light shimmers on the curtain's surface.
The maiden has triggered a Symbol of Fear.
Everyone, I think, please make a Will Save DC 20, or become Panicked. (Remember, if you're within 10' of Solrisa... oh, wait. Nevermind.)
The curtain is well-made, but draws back smoothly enough for the weight of it. Before you stands a sixfoot-tall black earthenware urn. The south wall is completely filled with a mosaic of tiny green tiles depicting the horrible skull of Kyuss. An amorphous creature rests on top and within the urn.
A voice chimes in your head, if broken glass could chime.
There are more of you.
Ascaria: 1d20 + 1 ⇒ (18) + 1 = 19
Eidi: 1d20 + 1 ⇒ (14) + 1 = 15
Eri: 1d20 + 2 ⇒ (7) + 2 = 9
Mortimer: 1d20 + 4 ⇒ (18) + 4 = 22
Solrisa: 1d20 + 4 ⇒ (6) + 4 = 10
Tynan: 1d20 + 4 ⇒ (17) + 4 = 21
A: 1d20 + 5 ⇒ (5) + 5 = 10
Round 1
Mortimer- 22
Tynan- 21
Ascaria- 19
Eidi- 15
A- 10+
Solrisa- 10
Eri- 9
Mortimer, Tynan, Ascaria, and Eidi are up! Remember to roll your Will Saves first. Roll20 Map is updated. The thick green line on the map represents the curtain. It's a move action to move the curtain 5' along its rod.
Ascaria |
Round: 1, Initiative: 19
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (+2 ench AC)(1/9h), Bless (2/18m), Prayer (2/18r)
Life Link (9)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (4/9)(7/7) (DC: 22)(Avoid 6) (5d6+1+2d6)
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 9, Concentration +15)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (2/5) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
Will: 1d20 + 7 ⇒ (4) + 7 = 11 +2 (racial) vs language-dependent spells or those that create glyphs, symbols, or other magical writings
Ascaria leaves Sol to her death and quietly skulks out of the room.
Eidi |
Eidi averts his eyes and stares at Tynan "You say it 'talk' to your mind?"
Sense Motives (check if he is under mind control): 1d20 + 7 ⇒ (18) + 7 = 25
Will+reincarnated DC 20: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
The half-elf gets goosebumps but otherwise maintains himself calm. Understanding those running got the same fear under their skin, he catches the first one, likely the gnome with his little legs, and casts unbreakable heart to suppress the panic from Ascaria's heart "You do not want to leave Solrisa alone Ascaria!"
It only lasts for 6 rounds
Mortimer Smith |
WillDC20: 1d20 + 6 ⇒ (14) + 6 = 20
Mortimer considers beating a hasty retreat, then reconsiders. Then stares at his hands for awhile, then steps up and swings.
FullFrontalHeadPunchingDagger: 1d20 + 10 ⇒ (19) + 10 = 29 -PA
for Damage: 1d8 + 4 + 6 ⇒ (5) + 4 + 6 = 15 +PA, I think He's d8 with the daggers?
Eri Nandri |
Round 1 Init 9 AC:18
spellcraft: 1d20 + 13 ⇒ (4) + 13 = 17
As Sol walks away,
”Wait, what? Oh we’re going now? OK”
Will DC:20: 1d20 + 7 ⇒ (12) + 7 = 19
"Not OK. Not OK!"
Eri changes his mind and his direction.
AC 14 or 18 [dex +3, amu +1, m. armor +4]
CMD 18
BAB +5
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 (3/7 per day 4/4 stones) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (6/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Thunder staff charges: 5/7 (extra d6 dam, 3 rnds ea.)
Shock rounds 0/3
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2 Composite Long Bow
+11 or +9/+9 (fight+1, sorc +3, ElKn +1, WF, +1, dex +3 bow +2)
+12 or +10/+10 within 30' with +1 dam
Damage bump: +8 [+2 (bow) +2(str) +2 (feat ex pull) +2 (feat arcane weap)]
GM Rat Sass |
Mortimer launches forward to join Solrisa, while Eidi tries to herd scaredy cats at the rear. As Mortimer's punching dagger lands, both maiden and giant can see that the monstrosity's gooey skin gives with it, and no wound arises. DR
Ah. You meatskins are hostile. And stupid. The Symbol wasn't enough to run you off? And the first thing you want is to injure me? Fine.
The sound of the telepathic voice is akin to shards of glass chiming in the wind.
A blast of hellish cold erupts from the monster, hitting both Solrisa and Mortimer. 11d6 ⇒ (6, 5, 5, 5, 6, 4, 2, 1, 5, 4, 3) = 46 damage, Reflex Save DC 22 for half damage.
Solrisa can finish Round 1, then Mortimer, Tynan, Ascaria, and Eidi are up for Round 2! Please note that I've moved Mortimer and Eri to their current positions on the map.
Solrisa Iome Arabasti |
Delay as needed to get Mort out of Sol's way. Very rude, Mort! Getting between Sol and her prey!
Round 1, Init 10
1d20 + 10 ⇒ (9) + 10 = 19 Reflex
Solrisa brrs with the chill of the room. She returns the favor by calling upon the Dragon to help her. She lunges out to attack.
Power attack. Two hands.
1d20 + 16 - 3 + 3 ⇒ (14) + 16 - 3 + 3 = 30 to hit; (-PA,Dragon)
1d10 + 8 + 6 + 9 ⇒ (8) + 8 + 6 + 9 = 31 magic damage. (+9 more if hits/undead/outsider)
Iterative.
1d20 + 11 - 3 + 3 ⇒ (18) + 11 - 3 + 3 = 29 to hit; (-PA,Dragon)
1d10 + 8 + 6 + 9 ⇒ (9) + 8 + 6 + 9 = 32 magic damage. (+9 more if hits/undead/outsider)
Pot Crit?
1d20 + 11 - 3 + 3 ⇒ (16) + 11 - 3 + 3 = 27 to hit; (-PA,Dragon)
1d10 + 8 + 6 + 9 ⇒ (7) + 8 + 6 + 9 = 30 magic damage. (+9 more if hits/undead/outsider)
AC=26 (+10 armor +1 dex +1 NA +2 def + 2 'skin) +4 shield = 30 (+3 vs. smite target) -2 potential lunge
HP= 32/78
Right hand = long sword
Left hand =
LoH 4/7 used (4d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (48/50 left)
The Dragon Invoked 2/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+16-3+2+1[/dice] to hit; (-PA,heroism,+1 magic,+prayer)
[ dice]1d10+6+6+1d6+2+1+1[/dice] magic nonlethal damage.
[ dice]1d20+11-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+16-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+11-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Shield Other (9 hours, Ascaria)
Magic Vestment (9 hours, Blue Light Special Shield, +2)
Shield of Faith (+1 def, Eidi)
Heroism (90 minutes, Eidi, +2 morale attx, saves, skills)
Weapon of Awe (+2 sacred damage rolls, +crit bonus)
Prot Fire (108 hp, Ascaria)
+2 sword and merciful (+1d6, nonlethal)
Prayer (+1 sacred on lots, Ascaria)
BoF (awesome, Ascaria) +2 to def/reflex unless otherwise stated
Eidi |
Eidi moves back as fast as possible to have a glimpse on what is going on. The half-elf attempts to understand the nature of the new menace as fast as possible.
Knowledge: 1d20 + 12 ⇒ (12) + 12 = 24 +6 extra for arcana/religion, +5 extra for local
Perception (see invisibility): 1d20 + 14 ⇒ (10) + 14 = 24
Double move
Mortimer Smith |
Round 2, Init 22
AC 27, 31 on AoO, 24 Touch
44:/67 Hits , Barkskin AC+2(27)
Flexibility Slots: 6/7
Shirt Slots: 9/10
Knockout: 1/1
Static (Saves etc) below.
--------------------------------------------------------------------
AC 25 , 29 on AoO, 22 Touch; 67/67 HP
BAB = +9/+3 (level 9)
ToHit = 1d20+13+1
RHit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+4-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+13
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+6
Initiative +4
CMD=29 (10+ BAB + Str bonus + Dex bonus, 30 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Sorry Sol. I'd argue that Mort's tall enough to lunge under, but I bet that Sass would never go for it! Also, please deduct a charge off of the Barkskin wand, please.
Figures.
ReflexDC22: 1d20 + 11 ⇒ (18) + 11 = 29
Mortimer drops the punching daggers, takes a five foot step and tries to pummel the monstrosity instead.
POW!(maybe): 1d20 + 9 ⇒ (19) + 9 = 28 -PA
for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (2) + 4 + 6 + (6) = 18 +PA, +Brr, Magic, Cold Iron, Silver
BAM!(maybe): 1d20 + 9 ⇒ (10) + 9 = 19 -PA
for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (1) + 4 + 6 + (5) = 16 +PA, +Brr, Magic, Cold Iron, Silver
KERPLOCK!(maybe): 1d20 + 4 ⇒ (18) + 4 = 22 -PA
for Damage: 1d10 + 4 + 6 + 1d6 ⇒ (2) + 4 + 6 + (5) = 17 +PA, +Brr, Magic, Cold Iron, Silver
GM Rat Sass |
The creature's many eyes remain largely languid at the giant's little scritches, but enlarge at the maiden's initial swings. It suddenly disappears!
The critical didn't go through...
The creature's ooze-like form shifts so continually, you are unable to place its nature. Definitely a Knowledge(Planes) check...
Round 2
Eri- 9 (Panicked)
Ascaria- 8 (Panicked/Suppressed for 6 rounds)
Round 3
Mortimer- 22 (-23hp)
Solrisa- 22- (-46hp)
Tynan- 21 (Panicked)
Eidi- 15
A- 10
Eri and Ascaria can finish Round 2, and the rest of you can begin Round 3!
GM Rat Sass |
Sadly, no :) This little guy is annoyingly powerful, and hidden away from prying eyes...
Solrisa Iome Arabasti |
"I did?" Solrisa asks, confused. "Really?" Solris confirms to herself as if she's never scared anyone or anything in her life.
"I know it doesn't like the Dragon." Solrisa looks around for the demon, not really believing it's gone.
Eri Nandri |
Round 3 Init 9 AC:18
Can I make a new save?
Will DC:20: 1d20 + 7 ⇒ (15) + 7 = 22
[ooc]Eri will double move back if possible.[ooc]
AC 14 or 18 [dex +3, amu +1, m. armor +4]
CMD 18
BAB +5
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 (3/7 per day 4/4 stones) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (6/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Thunder staff charges: 5/7 (extra d6 dam, 3 rnds ea.)
Shock rounds 0/3
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2 Composite Long Bow
+11 or +9/+9 (fight+1, sorc +3, ElKn +1, WF, +1, dex +3 bow +2)
+12 or +10/+10 within 30' with +1 dam
Damage bump: +8 [+2 (bow) +2(str) +2 (feat ex pull) +2 (feat arcane weap)]
Ascaria |
Round: 2, Initiative: 8
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (+2 ench AC)(1/9h), Panic (on hold 1/6r)
Life Link (9)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (4/9)(7/7) (DC: 22)(Avoid 6) (5d6+1+2d6)
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 9, Concentration +15)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (2/5) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
He shudders as a little damage leaks through, and he knows the fight is on.*
Ascaria moves up as far as he can and casts Remove Fear, targeting Tynan and Eri. It should suppress their fear for 10 minutes
I don’t think Eri gets another save, and so he should be up near Tynan, but I don’t want to wait for an exact positioning. If he’s not within 30’ of Tynan, he’s not effected.
* Mort and Sol each heal 5hp of damage thanks to Ascaria.
GM Rat Sass |
Eri runs down the hallway, stricken by the Symbol's magical fear. Ascaria selflessly calms both dagger man and archer, effectively ending their afflictions, though his remains suppressed. Mortimer, Solrisa, and Eidi remain in the northern section of Bozal's Haunt, while Tynan returns to the gnome's side.
Round 3
Eri- 9
Ascaria- 8 (-10hp, Panicked/Suppressed for 5 more rounds)
Round 3
Mortimer- 22 (-18hp)
Solrisa- 22- (-41hp)
Tynan- 21
Eidi- 15
A- 10
Eri and Ascaria can finish Round 3, and the rest of you can begin Round 4! Please note that I've repositioned Eri to reflect his actual position, in his retreat.
Mortimer Smith |
Round 3, Init 22
AC 27, 31 on AoO, 24 Touch
49:/67 Hits , Barkskin AC+2(27)
Flexibility Slots: 6/7
Shirt Slots: 9/10
Knockout: 1/1
Static (Saves etc) below.
--------------------------------------------------------------------
AC 25 , 29 on AoO, 22 Touch; 67/67 HP
BAB = +9/+3 (level 9)
ToHit = 1d20+13+1
RHit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+4-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+13
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+6
Initiative +4
CMD=29 (10+ BAB + Str bonus + Dex bonus, 30 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Percept: 1d20 + 15 ⇒ (19) + 15 = 34 +2 more for Inviso, Incorpo, Surprise
Delay
Eri Nandri |
Round 3 Init 9 AC:18
Message: Sorry I freaked. What’s going on up there?”
Eri casts great bow and moves. He activates his Quick Runner’s shirt and moves again.
AC 14 or 18 [dex +3, amu +1, m. armor +4]
CMD 18
BAB +5
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 (3/7 per day 4/4 stones) (Burning Disarm, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (6/7 per day) (Acid Arrow, Admonishing Ray, Glitterdust, Gust of Wind)
Third Level: DC:17 (1/4 per day) (Dispel Magic, Fireball, Lightning Bolt)
Thunder staff charges: 5/7 (extra d6 dam, 3 rnds ea.)
Shock rounds 0/3
Quick Runner’s Shirt Charge 0/1
Weapon equipped = +2 Composite Long Bow
+11 or +9/+9 (fight+1, sorc +3, ElKn +1, WF, +1, dex +3 bow +2)
+12 or +10/+10 within 30' with +1 dam
Damage bump: +8 [+2 (bow) +2(str) +2 (feat ex pull) +2 (feat arcane weap)]
Ascaria |
Round: 3, Initiative: 8
Weapon Equipped = None
Conditions = Magic Vestment on Buckler (+2 ench AC)(1/9h), Panic (on hold 2/6r)
Life Link (9)(100’) = Eidi, Eri, Mort, Sol, Tynan
Channel Energy (4/9)(7/7) (DC: 22)(Avoid 6) (5d6+1+2d6)
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 9, Concentration +15)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (5/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Suppress Charms and Compulsions
Third (19): (3/7) Cure Serious Wounds, Daylight, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (2/5) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration
He wonders how the fight is going as more damage passes through his link.*
He moves as fast as his short legs will carry him back into the hallway. He also tries to stave off the injuries appearing on his body.
Cure Moderate Wounds: 2d8 + 10 ⇒ (6, 2) + 10 = 18
* Mort and Sol each heal 5hp of damage thanks to Ascaria.
Solrisa Iome Arabasti |
Round 3, Init 10
Solrisa walks through all the squares behind the curtain, looking for what she thinks is an invisible foe.
"Where did you go? I thought you wanted to talk?" Solrisa says, disappointed. "Come back, please."
AC=26 (+10 armor +1 dex +1 NA +2 def + 2 'skin) +4 shield = 30 (+3 vs. smite target)
HP= 42/78
Right hand = long sword
Left hand =
LoH 4/7 used (4d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (48/50 left)
The Dragon Invoked 2/3 used
Breath of the Dragon 0/2 used
Power attack. One hand.
[ dice]1d20+16-3+2+1[/dice] to hit; (-PA,heroism,+1 magic,+prayer)
[ dice]1d10+6+6+1d6+2+1+1[/dice] magic nonlethal damage.
[ dice]1d20+11-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+16-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+11-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
Shield Other (9 hours, Ascaria)
Magic Vestment (9 hours, Blue Light Special Shield, +2)
Shield of Faith (+1 def, Eidi)
Heroism (90 minutes, Eidi, +2 morale attx, saves, skills)
Weapon of Awe (+2 sacred damage rolls, +crit bonus)
Prot Fire (108 hp, Ascaria)
+2 sword and merciful (+1d6, nonlethal)
Prayer (+1 sacred on lots, Ascaria)
BoF (awesome, Ascaria) +2 to def/reflex unless otherwise stated
Mortimer Smith |
Round 3Edit, Init 22
AC 27, 31 on AoO, 24 Touch
54:/67 Hits , Barkskin AC+2(27)
Flexibility Slots: 6/7
Shirt Slots: 9/10
Knockout: 1/1
Static (Saves etc) below.
--------------------------------------------------------------------
AC 25 , 29 on AoO, 22 Touch; 67/67 HP
BAB = +9/+3 (level 9)
ToHit = 1d20+13+1
RHit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+4-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+13
Fort+8 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+11
Will+6
Initiative +4
CMD=29 (10+ BAB + Str bonus + Dex bonus, 30 Maneuver Training Grapple +2, 30 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9)
+1 Grapple (Armbands), +2 Grapple MT, +2 Improved Grapple (+5 total)
Swapping delay for readied action. Same perception check as above.
Readied Grapple: 1d20 + 19 ⇒ (2) + 19 = 21
for Damage: 1d6 + 10 ⇒ (1) + 10 = 11
Does he glean anything with the percept?