
GM Rat Sass |

Ascaria pulls himself back from the brink of blackness. Mortimer swings away, and rips his stalker apart, dissolving it back to the air surrounding the party, or possibly back from where it came. Eri lights up the remaining three, divesting them of their inviso-cloaking. Eri, your Glitterdust has a duration of Rounds/level, Selective Spell Casting isn't permitted, so you've involved Ascaria and Solrisa in its burst.
Reflex Save DC 16, A: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex Save DC 16, S: 1d20 + 11 ⇒ (13) + 11 = 24
Reflex Save DC 16, ISR: 1d20 + 11 ⇒ (11) + 11 = 22
Reflex Save DC 16, ISG: 1d20 + 11 ⇒ (13) + 11 = 24
Reflex Save DC 16, ISP: 1d20 + 11 ⇒ (12) + 11 = 23
Just in time, as Eidi pulls himself, the gnome, and the sorcerer from the threat of battle, using dimensional magic to arrive across the bridge. Solrisa gets a chance to tag her own stalker, the glitter guiding her brilliant blade home, while her eyes refuse to be blinded. Once is enough, and now two stalkers stand where once were four.
The remaining two visible stalkers move their head-shaped body parts about, suggesting that they haven't succumbed to Eri's attempt at blinding them, so they manage to locate the glitterbombed gnome, still bearing the Disc, so pursue him across the bridge. AoO for Solrisa on Green. Double moves for both stalkers in pursuit...
Round 3
IS- 17 (-92hpR, -103hpB, -13hpG, -13hpP)
Ascaria- 16 (Glittered)
Mortimer- 13
Eri- 10
...
Round 4
Eidi- 21
Solrisa- 10 (Glittered)
The party is up! Ascaria, Mortimer, and Eri are finishing up Round 3, while Eidi and Solrisa commence Round 4!
Party Buffs
Bless
Air Walk, Communal
Protection from Energy, Communal

Ascaria |

Round: 3, Initiative: 16
Equipped = Disc
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (5/20m), Bless (1/24m), Protection from Electricity (1/20m 120/120hp)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
Ascaria, surprised at not being thumped this round, steps into the corner to prevent flanking. He’ll then take total defense, protecting himself from a further onslaught. (+4 AC)
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)

Eidi |
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Eidi steps in front of Ascaria and Eri wielding his staff in a menacing display. Holding the staff with both hands he hits the start of the bridge while saying old words of power. "You shall not pass!" The holy symbol in his neck starts to shine as a column of fire descends over the bridge directly impacting the stalkers.
Daily divine bonded object use to cast flame strike Damage (half fire/half divine) Ref DC 18 for half: 9d6 ⇒ (5, 6, 3, 4, 2, 4, 2, 4, 4) = 34
After the discharge, the elder sets himself ready to strike at any stalker determined to reach Ascaria or Eri.
Staff+bless: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage: 1d6 - 1 ⇒ (3) - 1 = 2

Eri Nandri |

Round 3, Init 10 AC: 19
Eri’s face gets red and he winces when he sees the party be-glittered.
”Oh, oops. Sorry guys. Mort, wait a sec?”
Eri uses empower spell to cast fireball Empower Spell He casts it as a 5th level spell. (REF DC:17)
fireball damage: 15d6 ⇒ (3, 6, 2, 5, 3, 4, 4, 3, 5, 3, 6, 6, 1, 5, 2) = 58
”None shall pass!”
”Yeh, eat fire!”
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +8
Defensive casting concentration check = +18 (@10th)
Spell Penetration= +14 (@10th) [feats: spell pen and greater spell pen]
Dispel magic level check= +12 (@10th)
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, Read Magic)
First Level: DC:15 (6/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (1/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (1/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (0/6 per day) (Rigor Mortis, Summon Monster IV)
Fifth Level: DC:19 (1/3 per day) (Sonic Thrust)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+14 or +12/+12 (fight+1, sorc +3, ER +4, WF +1 dex +3 bow +2 )
PB: +15 or +13/+13 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Mortimer Smith |

Round 3, Init 10- ?
Hits: 88, AC:27
Blind Fighting
Slots:
Martial Flexibility: 5 / 9
Shirt: 9 / 10
KO: 1 / 2
StunningFists: 8/11
--------------------------------------------------------------------
(Innate: Dragon Style, Improved Critical, Stunning Fist, others)
AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +12/+7/+2 (level 10)
ToHit = 1d20+17+1+1 (Weapon Focus, Amulet)
RHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)
Slots 8/8
Initiative +4
CMB = 16
CMD = 36 (10+ BAB + Str bonus + Dex bonus, 39 Maneuver Training Grapple +2, 38 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9), 37 Manuever training Overrun
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
"Oh, oops. Sorry guys. Mort, wait a sec?"
Mortimer scowls slightly, but nonetheless waits. Delay until after Eri.
He charges quickly on the hot air left in the fireball's wake to attack the rear Glitterdusted fiend.
I'm walkin' on sunhine, woo!
FlyingSideKickToHead: 1d20 + 17 ⇒ (1) + 17 = 18 -PA, +Bless
for Damage: 2d8 + 7 + 1d6 + 6 ⇒ (6, 6) + 7 + (5) + 6 = 30
Foo.

Solrisa Iome Arabasti |
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Round 5, Init 20
AoO:Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 ⇒ (7) + 18 - 3 + 2 + 1 = 25 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (6) + 8 + 9 = 23 magic damage.
"Eri, look! I'm sparkly too!" Solrisa smiles brilliantly, happy to have a chance to shine. She follows so she can attack.
Double move to follow.
AC=29 [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 92/92
Right hand = long sword
Left hand =
LoH 0/8 used (5d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 1/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.

GM Rat Sass |

Solrisa manages a brisk passing strike at Green. Ascaria hunkers down. Mortimer pursues the hunting stalkers, as does Solrisa. Eri and Eidi secure the bridge with massive blasts of fire.
Reflex Save v DC 17: 1d20 + 11 ⇒ (10) + 11 = 21
Reflex Save v DC 17: 1d20 + 11 ⇒ (14) + 11 = 25
Reflex Save v DC 18: 1d20 + 11 ⇒ (10) + 11 = 21
Reflex Save v DC 18: 1d20 + 11 ⇒ (13) + 11 = 24
The heat proves too much for the damaged Green! Purple Glitter still pursues, though it intelligently tries to evade the backdoor attackers by an aerial maneuver.
Acrobatics: 1d20 + 14 ⇒ (6) + 14 = 20
Alas, its maneuvering isn't enough, and it provokes attacks from both maiden and giant. AoOs for Solrisa and Mortimer. It passes by Eidi, who fails to hit, arriving at Ascaria's side. AoO for Eri, but I don't remember if he's armed, at present.
Round 4
IS- 17 (-92hpR, -103hpB, -82hpG, -59hpP)
Ascaria- 16 (Glittered)
Mortimer- 13
Eri- 10
...
Round 5
Eidi- 21
Solrisa- 10 (Glittered)
Attacks of Opportunity first, please. 21 hit points of damage,
and Combat is Over.
Party Buffs
Bless
Air Walk, Communal
Protection from Energy, Communal

Mortimer Smith |

Mortimer, in an attempt to side Kick the fleeing fiend, bounces off the wall, and carries his momentum into a spinning elbow to the fiend's sparkling head.
AoOElbow: 1d20 + 17 ⇒ (2) + 17 = 19 +Bless, -PA
for Damage: 2d8 + 7 + 1d6 + 6 ⇒ (7, 7) + 7 + (4) + 6 = 31
Shaking die-bot by the neck.

Solrisa Iome Arabasti |
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Solrisa, with sparkles in her eyes, swings at the fleeing figure.
AoO: Power attack. Two hand.
1d20 + 18 - 3 + 2 + 1 ⇒ (3) + 18 - 3 + 2 + 1 = 21 to hit; (-PA,+heroism,+bless)
1d10 + 8 + 9 ⇒ (3) + 8 + 9 = 20 magic damage.

GM Rat Sass |

So close...
The stalker manages by the skinless lack of teeth to avoid dissolution at the hands of both giant and maiden, making its way relentlessly to the gnome's side.
Last round, hopefully! The party is up!

Ascaria |
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Round: 4, Initiative: 16
Equipped = Disc
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (5/20m), Bless (1/24m), Protection from Electricity (1/20m 120/120hp)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (4/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
Ascaria takes out his dagger, and stabs at the glittering creature intent on killing him.
dagger: 1d20 + 10 ⇒ (12) + 10 = 22 damage: 1d4 ⇒ 2
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)

GM Rat Sass |

The limited sight of the gnome suffers not at all with a creature of transparent air made visible by the sorcerer's magic. The dagger finds its way to the last essence of the stalker, and it's banished from this plane, for now.
Combat is over.

Solrisa Iome Arabasti |

Solrisa looks around to see if there are more invisible foes around.
"Eri, look! There might be more things we can't see around here!" Solrisa stays on alert for a few more moments before relaxing.
"How come the air creatures hate Ascaria so much!? Is it because he's a gnome?! That's horrible! No one should hate gnomes like that. They are delightful, just like Ascaria!" Solrisa storms angrily for a moment, then brightens again.

Ascaria |
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The gnome slowly sheaths his dagger, having only pulled it out in anger maybe twice now in his long career.
He looks at the disc and suggests, "This place is lawful, right?" he glances at Eidi for confirmation, "So maybe a lawful type ought to be carrying this. Maybe it won't summon someone every damn time we take it out then."
He holds the disc to Solrisa or Mort, not much caring which of the two carries it. Once one of them claims it, he suggests further, "Let's see if we can open that far door with the disc shall we? While our protection from electricity is still in effect."
When the group seems ready, he'll follow them to the next door, and into the electrically charged room.

GM Rat Sass |

Ascaria, please make an Intelligence Check DC 10, with a +2 Circumstance Bonus to boost you. Others may lend an Aid Another, without the Circumstance Bonus.

GM Rat Sass |

The timing of the touch seems important. As soon as you lay hands on the Disc, the electricity, the thrum... Another scenario occurs to you- speak the Rune words etched into the Disc before touching it, and weigh the purpose of the words accordingly.

Mortimer Smith |
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Round 4, Init 13 --
Mortimer starts charging over the heads of his party members toward the remaining Not-So-Invisible Stalker. He arrives just in time to see the tiny gnome pull out a tiny knife and apply a glorified paper cut to the Stalker's Kneecap.
As the Stalker dissapates, he sinks back down to what passes for terra firma down here, and beams proudly at the gnome.
"I didn't know you had that, Canary!" he exclaims, pointing to the knife. "How long have you been carrying that?! What other surprises are you carrying around, I wonder? Nice work!"
"How come the air creatures hate Ascaria so much!? Is it because he's a gnome?!"
"Yah. Why would any good living thing hate a gnome?"
"This place is lawful, right?" he glances at Eidi for confirmation, "So maybe a lawful type ought to be carrying this."
Mortimer shakes his head when the gnome offers him the disc. "I don't know...," he says, pensively. "Weren't the Djinni's Good? I don't know from Invisible Stalkers -- are they good too? It just seems that everytime that thing is uncovered, the person who uncovered it gets attacked by some different thing or other." He watches as Ascaria trundles over and offers the disc to Sol. "I think, we should keep it covered for now, and inspect the doors again to see if there can actually be any relation between the doors and this disc before Sol or I decide to pull it out again..."
He adds, "And maybe we want to rest before we do that, too."

Ascaria |

He nods at Mort and hangs onto the disc a moment. ”You know, every time I touch this thing, it goes off. So maybe one of you touching this thing will just set it off again. Let me think…”
He holds up the disc and speaks the words on the disc again, in Vaati, this time with some reverence - getting a better understanding of what he’s dealing with.
Diplomacy: 1d20 + 26 ⇒ (20) + 26 = 46 to try and befriend the disc (?)
When, he assumes, nothing happens (wasted critical!), he still hangs on. ”Look, I’m going to just keep the disc out, all the time, in my hands. Maybe that’ll stop the thing from retriggering. Let’s try that for a while first, then I’ll give it up if it doesn't work. I think you’re right though Mort, uncovering it is what leads to further bloodshed. So we’ll keep it out. It’s not so heavy.”
”There are three runes on the disc - 'Pesh', 'Aaqa', and 'Icosiol'. I think that we’ve explored two tombs of the Wind Dukes of Aaqa, one of them named Zosiel, the other Icosiol, the Battle of Pesh being the last great stand of Icosiol, before the Rod of Law was shattered into the Rod of Seven Parts. Let’s see what happens shall we?”
He moves up to the doors and tries to open them with the disc in hand.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)

Solrisa Iome Arabasti |

He nods at Mort and hangs onto the disc a moment. ”You know, every time I touch this thing, it goes off. So maybe one of you touching this thing will just set it off again. Let me think…”
Solrisa looks excited to hold the disc if Ascaria will let her. It would make her happy and she would take the risk rather than let more things attack Ascaria.
She follows Ascaria to the doors, ready for more danger.

Mortimer Smith |

" Let me think…” He holds up the disc and speaks the words on the disc again, in Vaati, this time with some reverence - getting a better understanding of what he’s dealing with.
Perplexed by Ascaria's actions, Mortimer glances at Ascaria out of the corners of his eyes, eyebrow raised. He looks at the others, points to his ear and wiggles his index finger in a circular pattern.
"Let’s see what happens shall we?”
Mortimer nods in agreement, however the concern on his face betrays his total lack of understanding. He speaks slowly, to be sure Ascaria understands. "O.K., Canary. We'll try that."
He follows closely, being on the lookout for any disturbances in the air around him.
Percept: 1d20 + 18 ⇒ (16) + 18 = 34 +20 if Inviso, Incorpo, Surprise

Eidi |

Eidi smiles at the gnome as he saves the dagger once more "The hunter hunted"
The elder nods when he is questioned about the alignment of the place and answers to Mortimer "The Expanded Compendium of Air Denizens Volume IV classifies stalkers as neutral. Yet that is a poor descriptor when it comes to a creature's motivations and agenda." the half-elf observes the disk "For now all we know is they try to protect this place from anyone attempting to go in. There might be a trigger, a proof, to allow us to classify as rightful accessors to these chambers. But if it exists, it escapes my mind right now"
Eidi observes expectant at the door opening. His eyes looking for any more invisible stalker that might attempt to trick the party again.

GM Rat Sass |

As mentioned before, the Doors have already opened, as the gnome first approached them with the Disc upraised. Only when the stalkers appeared did you lose track of what had already occurred.
The Doors open smoothly, despite their size, to the gnome's pulling.
Before you awaits the chamber of fog below, lightning about. The pillars appear to be in their places, the way forward a seeming game of hop-frog from one to the next-higher one. A larger pillar in front and to your left, as well as a second set of Doors across the entire hall.
How do you proceed?

Ascaria |
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Equipped = Disc
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (6/20m), Bless (2/24m), Protection from Electricity (2/20m 120/120hp), Protection from Evil (2/20r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (3/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
"I may be wrong, but I think the disc will open the next door as well. Shall we find out? Let's get together and rush the door. I'll try to open it, and we'll get into the next room if we can to avoid the electrical damage."
Ascaira waits for the part to gather together. He'll cast Protection from Evil, communal (2 minutes) just in case before rushing into the room and to the far door. He walks on air the whole time, avoiding the pillars, which he doesn't trust.
When he gets to the far side, he holds the disc high once again and tries to open the far doors. If it doesn't work, he'll speak the three names and try again.
Moved to where I want to be when the group is together on the map.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)
Protection from Evil, communal (everyone)

Mortimer Smith |
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Mortimer scratches his head.
"...by 'Let's get together and rush the door', do you mean 'Let's huddle together and move at Canary pace toward the door'? That's a new use of the word 'rush' I've of which I've not been previously aware..." He shrugs. "I guess I'm up for that if everyone else is."

GM Rat Sass |

Ascaria begins to enter the room, just to the distance of the first pillar... and nothing happens. Nothing rises from the depths of the fog to claim the gnome, nor does the gnome become a rod for lightning from the walls.
Only when the others join Ascaria in moving forward does the chamber awaken. As the first pillar passed, the walls erupt in brutal storm stabs of light. You're welcome to conserve Ascaria's Protection, by making a Reflex Save DC 22 for half damage. Everyone except Ascaria is targeted by the Lightning.
Lightning: 10d6 ⇒ (6, 6, 1, 2, 6, 3, 5, 1, 5, 1) = 36 At Pillar I
Ascaria steps forward, seeking to hurry his pace, passing the second pillar. It is in this moment the winds pick up violently, and force the gnome's movement to a reverential, processional pace. It slows you all. Intentionally.
Lightning: 10d6 ⇒ (5, 3, 5, 4, 5, 2, 6, 3, 2, 3) = 38 At Pillar II
The blinding white light of the Lightning forces your eyes closed. Across the back of your eyelids, you see an enormous battlefield. From your vantage, you can see small figures clashing excitedly at a distance.
Though your forward movement is hindered, it is not prevented altogether. Your approach of the third pillar brings the lightning, as predicted.
Lightning: 10d6 ⇒ (2, 5, 1, 1, 4, 2, 2, 2, 4, 2) = 25 At Pillar III
The blinding white light of the Lightning forces your eyes closed, again. You see you've been pulled forward from your previous place on the battlefield. The small figures are now recognizable- Wind Dukes, engaging with all manner of slaad, demons, and grotesque creatures of Chaos. The images emblazoned within your eyes includes the troves of dead bodies, of both Wind Duke and Horde alike.
Passing the fourth pillar, the expected raining of lightning.
Lightning: 10d6 ⇒ (4, 6, 4, 3, 1, 1, 4, 2, 2, 6) = 33 At Pillar IV
It no longer matters if your eyes are open or closed. Your attention is drawn to a singular Wind Duke, confronting a monstrous Wolf Spider. This can be no one other than Icosiol, his opponent, none other than Miska, lackey to the Queen of Chaos, Herself. You know this like you know the passing of the seasons.
When you've passed the fourth pillar, the Disc begins to glow. At the same time, a Disc-like recession in the Large Pillar's top surface begins to glow, as well.

Eidi |

Ref DC 22: 1d20 + 8 ⇒ (11) + 8 = 19
Ref DC 22: 1d20 + 8 ⇒ (12) + 8 = 20
Ref DC 22: 1d20 + 8 ⇒ (8) + 8 = 16
Ref DC 22: 1d20 + 8 ⇒ (2) + 8 = 10 -12 hp
Unable to dodge any of the sparks, Eidi gets shocked as the last pillar lighting goes through his defenses "Ooohh damn!"
"Quickly! Try to fit it in the recession!" the half-elf points at the large pillar with an apparent pain.
HP 96/111
Buffs: mage armor 10h
see invisibility 200 min
circle of protection from evil 80 min

Eri Nandri |

Ref DC:22: 1d20 + 10 ⇒ (16) + 10 = 26 Whoa
Ref DC:22: 1d20 + 10 ⇒ (12) + 10 = 22 Whoa
Ref DC:22: 1d20 + 10 ⇒ (7) + 10 = 17 Whoa
Ref DC:22: 1d20 + 10 ⇒ (10) + 10 = 20 ……..
As we walk through the electric avenue Eri’s mouth opens slowly as each burst is loosed. He looks at Eidi as he speaks and merely stares as the images linger.
25 points of electricity protection remaining.

Ascaria |

Equipped = Disc
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (6/20m), Bless (2/24m), Protection from Electricity (2/20m 120/120hp), Protection from Evil (2/20r)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (3/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (4/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
- - -
Ascaria, slowed but undaunted, smiles as he presses through the lighting flashing all around him. His concentration is on the forefront so he doesn't immediately notice he's the only one avoiding the blasts.
Not until he's about to set the disc in the stone, and he flickers the pain from Eidi.*
He places the glowing disc in the glowing hole and waits for the doors to open.
I'm assuming we're more or less in rounds for now as we pass through the lightning storm, so I'm doing one round of actions.
* Eidi heals 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)

Solrisa Iome Arabasti |

1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 Reflex - 36
1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Reflex - 38
1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 Reflex - 25
1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 Reflex - 33/2 = 16
36+38+25+16=115. 5 left.
Solrisa claps and oohs for every lightning strike, seeming to lean into the first three strikes before trying to avoid the fourth. She casts her own Resist Energy (lightning) just in case the strikes continue.
Solrisa waits to see what happens next.

GM Rat Sass |

When Ascaria sets the Disc into place on the top surface of the large pillar, the glowing recession and the Disc both fade to normal, and a deep grinding begins.
The large pillar begins to ascend, slowly. No more lightning is forthcoming at the moment. The rate of rise is 5'/2 rounds.
What do you do?

Mortimer Smith |
1 person marked this as a favorite. |

Hits: 88, AC:27
Bless, Air Walk, Protection Energy Sparky
53 Hits of Electro Damage protection left.
Slots:
Martial Flexibility: 5 / 9
Shirt: 9 / 10
KO: 1 / 2
StunningFists: 8/11
--------------------------------------------------------------------
(Innate: Dragon Style, Improved Critical, Stunning Fist, others)
AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +12/+7/+2 (level 10)
ToHit = 1d20+17+1+1 (Weapon Focus, Amulet)
RHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)
Slots 8/8
Initiative +4
CMB = 16
CMD = 36 (10+ BAB + Str bonus + Dex bonus, 39 Maneuver Training Grapple +2, 38 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9), 37 Manuever training Overrun
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Only when the others join Ascaria in moving forward does the chamber awaken.
ReflexDC22: 1d20 + 14 ⇒ (13) + 14 = 27
Mortimer groans as he tries to hasten his pace toward the second pillar as the winds kick up.
So much for Canary pace! I can barely keep --
ReflexDC22: 1d20 + 14 ⇒ (16) + 14 = 30
"WHOA! That's hot!"
Was that a direct hit?! What the -- what is this? The colors are all black and white and reversed!
He gives up trying to "rush", yet boldly approaches the third pillar.
ReflexDC22: 1d20 + 14 ⇒ (18) + 14 = 32
"C'mon, Dukes. This storm is getting a little old..." he grumbles and winces, as the second bolt splits the air. His mind eye squints at the vision inside his head.
It's like the bas relief room beyond Alistair's door!
"Do you see that everyone?! It is as if someone is having a flashback in my head!"
He strides up to the fourth pillar with the others.
ReflexDC22: 1d20 + 14 ⇒ (19) + 14 = 33
Too distracted by the vision to care about the lightning anymore, he involuntarily blurts out, "It's Icosiol confronting Miska, lackey to the Queen of Chaos, Herself! Is Icosiol using my head to have this dream?! Why?!"
As the image fades and his regular vision returns, he hurries past the others to the second set of doors. He watches the doors carefully as Ascaria places the disc into the recession.
"I hope we're not about to split time and space," he mutters, trying not to think of the third bas relief.

Ascaria |

Equipped = None
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (6/20m), Bless (2/24m), Protection from Electricity (1/20m 120/120hp)
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (3/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (3/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
Ascaria absorbs another bit from Eidi* as the room quiets, at least for the moment.
While he waits for the pillar, he’ll use the wand to heal his minor injury.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"Do you guys think I should refresh the electrical protection?" Ascaira asks the group. He thinks a moment, and decides, "Yes, I think I should freshen our protection. Hold still." If there's time, he casts Protection from Energy Communal (20 minutes or 120hp of electrical damage, whichever comes first) again, protecting everyone. He uses a 5th level slot to accomplish the deed as his spells are beginning to run a little thin.
* Eidi heals 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)

Solrisa Iome Arabasti |

Solrisa moves up beside Mort, holding up her arm for Mort to see.
"Mort, look!" Solrisa peers deeply at the tiny blonde hairs on her arm. "My hairs! They are so excited!" She smiles happily at the hairs that stand jolted by static electricity. "This place is so neat. Except for the air things that keep attacking Ascaria, but wow...my hair!"
Solrisa climbs on to see what is up there.

GM Rat Sass |

1d4 + 5 ⇒ (3) + 5 = 8
The large pillar proves spacious enough for all present to join the gnome in stepping from air onto stone. For Ascaria's initial mistrust of the pillars, he embraces its function, once the Disc has been placed.
The pillar slowly rises. The ceiling slowly comes closer. The forceful winds seem to lessen in strength, and the volume of the room quiets as you all gain the height of the room, forty feet above the floor of fog below you.
Ten feet shy of the ceiling, the pillar stops. A new feeling of weightlessness arises, and you rise, literally. Higher and higher, you meet the ceiling... and pass through it.
This is an Illusory Wall in place.
You find yourselves in a new chamber. This chamber is modestly sized but has a very high ceiling: nearly sixty feet high. The room is lit by elongated metal lanterns that glow with the colors of the rainbow. A white marble sarcophagus floats in the air at the far end of the room, ten feet off the floor.
The sarcophagus bottom is carved with an image of a sleeping Wind Duke, two swords resting on his chest and a winged helmet at his feet. The walls are carved to depict a funeral procession that winds up in a spiral, showing Wind Dukes, djinn, air elementals, and other elemental servants of Law in mourning, as they attend the body of a fallen general.
After the first spiral, the upper sections show the general’s ascension into a primal vortex of wind and thunder. Many-eyed abominations, frog-like humanoids, and tentacled demons are trampled beneath his feet as he rises into a golden doorway at the end of the fresco.
The sarcophagus is not the only thing occupying this room. Hovering near the Green Lantern forty feet in the air, wait eight strange creatures. Each is roughly human-sized, broad in the shoulders, with two large horns protruding from its skull. Hunched posture, rubbery skin, bodies covered with dozens of eyes. All of them are currently observing your group, from the security of their invisibility.
Knowledge Arcana DC 22 and you may read this spoiler.
Roll20 Map has been updated.

Mortimer Smith |

"Mort, look! My hairs! They are so excited! This place is so neat. Except for the air things that keep attacking Ascaria, but wow...my hair!"
Mortimer peers at Solrisa's arm, then his own scaly arm. Is that why I feel all tingly? He holds his arm out to Solrisa for her perusal. "I know what you mean. This place is kinda neat. But fear not -- I think Ascaria's figured out how to stop the air things from attacking," he says confidently.
Who needs to walk on air when you can just fly?
He looks up, expectantly, hoping that nothing shatters when they hit the ceiling.
Ten feet shy of the ceiling, the pillar stops. A new feeling of weightlessness arises, and you rise, literally. Higher and higher, you meet the ceiling... and pass through it.
See? Flying! "Flying is the very best," he states.
Upon observing the new room, Mortimer inhales sharply. "I'm having another one of those 'I've been here before experiences', but this one seems less nauseating than last one. At least from here."
He peers from his current vantage point to see if the index fingers of the figure on this sarcophagus are intact. He listens for unwelcoming whispers, like before.
Percept: 1d20 + 18 ⇒ (13) + 18 = 31

Ascaria |

Ascaria is impressed by their ingress, but even more so by the chamber, "Woah, look at that!"
He casts Detect Magic and, almost casually, checks the sarcophagus for runes or glyphs and the like, before examining the multi colored lights.
Are they using colored glass to produce the lighting effect? Or are the lights themselves different colors, like Sol's old shield? The gnome examines them closely, hoping to someday reproduce multicolored lights, instead of the steady gold, and occasional green, he manages now.
Spellcraft: 1d20 + 16 ⇒ (3) + 16 = 19
Knowledge Arcana: 1d20 + 2 ⇒ (20) + 2 = 22

Solrisa Iome Arabasti |

"Oh, I really like the pretty lights. I think the green one is nice, but the blue one is the nicest!" Solrisa comments admiring all the lights as she moves forward.
"Is this the place where we will find the thing that the evil dragon didn't want us to find?" Solrisa looks at the sarcophagus and then at Mort.
She is ready to open it when others are.

Eidi |

K. arcana DC 24: 1d20 + 21 ⇒ (20) + 21 = 41
"An illusory ceiling... so clever" Eidi smiles as the group crosses the top of the room and appear in the sarcophagus one.
K. arcana DC 22: 1d20 + 21 ⇒ (12) + 21 = 33
Bluff (secret message): 1d20 + 0 ⇒ (14) + 0 = 14 Fail
Eidi does not give that much attention to the sarcophagus. Instead he seems interested in the light of the green lantern "This place seems ancient. I guess I will need more of my magical powder in order to decipher those glyphs"
The half-elf unpacks a bag of powder out of his bandolier and suddenly throws it just over the green lantern while readying his staff.
Ranged attack+bless: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
I was trying to tell them about the creature unadulteratedly, but as I failed I moved along and the intention is to reveal to the others the presence of the creature with a bunch of flour (if I got it right the flour covers the whole square thus the multiple image should not be an issue)
K. arcana or other to identify it: 1d20 + 21 ⇒ (10) + 21 = 31

GM Rat Sass |

As Mortimer tries to count fingers, and Ascaria admires the stained glass lanterns(similar to the ones found in the Whispering Cairn no less), Eidi methodically produces a bag of powder, and launches it through the air, where it explodes against the wall above the green lantern. For a moment, something appears within the floury scatter- a humanoid with wings, and horns.
This creature is an Oculus Demon. A nasty, ancient specimen from the looks of it. A Chaotic Evil, Extraplanar creature. You have one question... It descends 20', while you watch it.
The dust swirls, as its wings swish the air, and from a new height of 20' emerges three black bolts of energy, targetting Eidi, Solrisa, and Mortimer.
Bolt, Ranged Touch, E: 1d20 + 24 ⇒ (19) + 24 = 43 for 2d8 ⇒ (1, 1) = 2 damage
Bolt, Ranged Touch, S: 1d20 + 24 ⇒ (4) + 24 = 28 for 2d8 ⇒ (4, 6) = 10 damage
Bolt, Ranged Touch, M: 1d20 + 24 ⇒ (5) + 24 = 29 for 2d8 ⇒ (8, 4) = 12 damage
The effect of these bolts seem to more strongly affect Eidi and Mortimer. I need a Fortitude Save DC 25 from both of you. Eidi is within 10' of Solrisa, and this is a fear-based effect, so he benefits with a +4 to that Save. Failure, and you are Sickened for 1 hour.
From its cloak of invisibility slips nine ugly-looking things. Each body is riddled with eyeballs, dozens of them, the skin rubbery, bodies hunched.
There is only one creature, but it's cloaked in Mirror Images.
The chorus of demons speaks to you, with one voice. "You are not Vaati, so you are dead. Soon, you will be dead. Embrace your death. At my hands, it will be an honor."
Ascaria: 1d20 + 1 ⇒ (12) + 1 = 13
Eidi: 1d20 + 1 ⇒ (7) + 1 = 8
Eri: 1d20 + 2 ⇒ (15) + 2 = 17
Mortimer: 1d20 + 2 ⇒ (1) + 2 = 3
Solrisa: 1d20 + 4 ⇒ (10) + 4 = 14
A: 1d20 + 9 ⇒ (16) + 9 = 25
Round 1
A- 24 (8)
Ascaria- 20
Mortimer- 14 (-12hp, Fortitude Save DC 25)
Solrisa- 11 (-10hp, Fortitude Save DC 18)
Eri- 7
Eidi- 5 (-2hp, Fortitude Save DC 25, Fortitude Save DC 18)
The Party is up! Roll20 Map has been updated.

Eidi |

For+reincarnated+aura of courage+bless DC 25: 1d20 + 14 + 2 + 4 + 1 ⇒ (7) + 14 + 2 + 4 + 1 = 28
For DC 18: 1d20 + 14 ⇒ (14) + 14 = 28
K. arcana: 1d20 + 21 ⇒ (1) + 21 = 22
Eidi is almost taken by fear, but the feeling of Solrisa to his side reassures him in a way he has never felt before. The elder stands on place "Be aware! It's an Oculus Demon, there is just one, the other are images" he produces a licorice root from his pouch "The demon is a nasty ancient specimen. Chaotic evil of course!"
The half-elf finishes his words stepping back and using the root to cast haste on the group. Eidi's most recent wounds heal a bit.
HP 107/111 (+3 hp were healed by healing grace of haste)
Effects:
Circle of protection from evil <- Solrisa and Mortimer might benefit from a +2 resistance to saves (Eidi does not because of his cloak)
See invisibility
Mage armor
Bless
Air Walk
Protection from electricity 120 hp

Ascaria |

Equipped = None
Conditions = Magic Vestment (2/11h, +2), Status (2/11h; Eri, Mort, Sol), Air Walk (6/20m), Bless (2/24m), Protection from Electricity (1/20m 120/120hp), Paralyzed (1/2r), Hasted
Life Link (11)(100’) = Edi, Eri, Mort, Sol
Channel Energy (0/9)(5/7) (DC: 24)(Avoid 7, 35’r) (6d6+1+2d6 phylactery)
Amiable Blunder (0/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Rod of Extend (lesser) (0/3)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 12, Concentration +18)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (3/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (3/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (1/7) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer
Fourth (20): (1/7) Blessings of Fervor, Cure Critical Wounds, Protection from Energy Communal, Restoration, Terrible Remorse
Fifth (21): (3/6) Air Walk Communal, Breath of Life, Cleanse, Cure Light Wounds Mass
Sixth (22): (3/4) Heal, Heroes’ Feast, Cure Moderate Wounds Mass
Ascaria absorbs another bit this time from Sol and Mort* as he faces this new creature.
Knowledge Arcana: 1d20 + 2 ⇒ (10) + 2 = 12
He moves up unknowingly, and must save against the creature’s aura.
Fort: 1d20 + 5 ⇒ (5) + 5 = 10 vs DC 18
…whereupon he freezes in place, unable to effect the combat directly.
Remember +1 vs fear effects from bless as well, morale bonus.
* Sol and Mort each heal 5hp of damage thanks to Ascaria.
Group effects
Air Walk Communal (everyone)
Bless (+1 attacks & saves vs fear (morale)) (everyone)
Protection from Energy Communal (up to 120hp of Electrical damage)(everyone)

Mortimer Smith |

Round 1, Init 14
Hits: 88; [-12+5], AC:27
CMD at least 34 unless Ring +2 and Cloak +2 apply. I also have this belt of Dex.
Bless, Improved Blind Fighting, Greater Grapple
Slots:
Martial Flexibility: 5 / 9
Shirt: 9 / 10
KO: 1 / 2
StunningFists: 8/11
--------------------------------------------------------------------
(Innate: Dragon Style, Improved Critical, Stunning Fist, others)
AC 25, 30 on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +12/+7/+2 (level 10)
ToHit = 1d20+17+1+1 (Weapon Focus, Amulet)
RHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
LHit = 1d20+19-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
THit = 1d20+14-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
FHit = 1d20+9-2 (-3 more to hit on Power Attack, +1 Weapon Focus, +6 dam on Power Attack, +1d6 if cold)
Throw = 1d20+16
Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)
Slots 8/8
Initiative +4
CMB = 16
CMD = 36 (10+ BAB + Str bonus + Dex bonus, 39 Maneuver Training Grapple +2, 38 Manuever training Disarm, +2 class feature "AC Bonus" at level 4/9), 37 Manuever training Overrun
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
FortDC25: 1d20 + 11 + 1 + 2 ⇒ (3) + 11 + 1 + 2 = 17 +Bless, Protect from Evil
Swift for Improved,Greater Blind Fight and Greater Grapple
Mortimer launches himself at the no-longer-invisible demon intent on Grappling It.
FortDC18: 1d20 + 11 + 2 - 2 ⇒ (3) + 11 + 2 - 2 = 14 +Dragon, -Sickened
As luck would have it however, he too freezes in place.
What the -- why can't I move?! he screams silently.
As luck would have it, by closing his eyes, he's missed by the demon's Attack Gaze. (see below)
GrrrGrapple: 1d20 + 19 + 8 + 1 + 2 ⇒ (3) + 19 + 8 + 1 + 2 = 33 +GreaterGrapple, +Improved Grapple, +Armbands, +Maneuver Training, +Bless (Grapple), +Charge (-2 AC)
for ShirtofImmolation: 1d6 + 10 ⇒ (1) + 10 = 11
Miss Chance, Above 20 hits: 1d100 ⇒ 29

GM Rat Sass |

Actually, the creature's got itself a nice little Gaze attack that reaches out to 30'. Those suffering it understand its nature, and can take steps to avoid it at the beginning of their turn, either by Averting Eyes, or Closing Eyes. Averting Eyes gives you a 50% chance to avoid the gaze attack again, and gives the creature Concealment. Closing Eyes prevents you from suffering the gaze attack again, but gives the creature Total Concealment.

Eri Nandri |

kn. arcana DC: 22: 1d20 + 16 ⇒ (20) + 16 = 36
Round 1, Init 7 AC: 19
Eri’s takes a step back
”Yikes”
Eri casts Rigor Mortis
He casts it as a 5th level spell. (Fort DC:18)
spell penetration: 1d20 + 14 ⇒ (17) + 14 = 31
Rigor damage: 10d6 ⇒ (2, 6, 3, 5, 6, 4, 1, 2, 6, 5) = 40
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +8
Defensive casting concentration check = +18 (@10th)
Spell Penetration= +14 (@10th) [feats: spell pen and greater spell pen]
Dispel magic level check= +12 (@10th)
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, Read Magic)
First Level: DC:15 (6/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (1/7 per day) (Acid Arrow, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (1/6 per day) (Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (0/6 per day) (Rigor Mortis, Summon Monster IV)
Fifth Level: DC:19 (0/3 per day) (Sonic Thrust)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+14 or +12/+12 (fight+1, sorc +3, ER +4, WF +1 dex +3 bow +2 )
PB: +15 or +13/+13 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Solrisa Iome Arabasti |

Round 1, Init 11
1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28 Fort
"Oh! That's weird!" Solrisa smiles brilliantly, and casts Divine Favor and calls upon the Dragon to aid her in battle. She smiles at the monster and begins to air walk higher so that she might engage the beast next round. Move 20' up with QuickRunner shirt.
AC=29+1+3=33 if evil [27 (+10 armor +1 dex +1 NA +2 def + 1 dodge) +4 shield = 31 + 2 barkskin]
HP= 87/92
Right hand = long sword
Left hand =
LoH 0/8 used (5d6+1d6)
Quick Shirt 1/1 used
Wand of Barkskin (40/50 left)
The Dragon Invoked 2/4 used
Breath of the Dragon 0/2 used
Nice Booties 1/3 used
Power attack. One hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+13-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA,)
[ dice]1d10+6+6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+18-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.
[ dice]1d20+8-3[/dice] to hit; (-PA)
[ dice]1d10+8+9[/dice] magic damage.