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Survival Check: 1d20 + 6 ⇒ (16) + 6 = 22

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And away we go
Engineering: 1d20 + 17 ⇒ (4) + 17 = 21
Assist

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Survival: 1d20 + 8 ⇒ (13) + 8 = 21
Not sure if assist or primary. +8 might be the best in the party. He can also auto-assist with Knowledge (Nature) if needed.

FiddlersGreen |

That will be enough to get the barge moving. Now the adventure is truly on its way!
Although none of you are skilled in seamanship, you collectively know enough general survival skills to make do. The lagoon is tranquil, and for a moment you wonder how anything devious could be underfoot in this idyllic setting. The winds softly blowing, the gentle lapping of the waves, the two huge shapes in the water rapidly approaching your barge...WAIT WHAT?
Initiative!
Matamah: 1d20 + 6 ⇒ (19) + 6 = 25
Rand: 1d20 + 6 ⇒ (2) + 6 = 8
Itamar: 1d20 + 7 ⇒ (9) + 7 = 16
Rhon+Earl?: 1d20 + 1 ⇒ (15) + 1 = 16
42: 1d20 + 5 ⇒ (11) + 5 = 16
Alden: 1d20 + 3 ⇒ (20) + 3 = 23
Turtle: 1d20 + 4 ⇒ (16) + 4 = 20
Turtle: 1d20 + 4 ⇒ (14) + 4 = 18
Matamah and Alden gather their wits in time to act, but what will they do?
The turtles are 20ft below the surface of the water. The map for the boat is half-scale, the map for the water is full-scale (this will make sense when you see the map).

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We don't want them to flip this barge.
Free Action
Knowledge (Nature) to Identify: 1d20 + 16 ⇒ (12) + 16 = 28
Is it Knowledge (Nature) for the turtles? Rolling it anyway because it's the only knowledge Matamah has. Mostly he want to know if they are affected by mind-affecting effects and if they have DR.
Standard Action
Matamah casts Cacophonous Call at one of the turtles. DC 23 Will save vs. nausea (Enchantment (Compulsion), Mind-Affecting).
Move Action
Matamah starts a Shoanti battle rhythm to inspire his allies.
INSPIRE COURAGE +3 IS UP.

FiddlersGreen |

It's knowledge ARCANA! ;)
will save: 1d20 + 9 ⇒ (17) + 9 = 26
The turtle turns slightly turqouise for a moment, but it shakes its head and asserts its will, and keeps on moving towards the barge!
Round 1
Matamah ------ Cacophonous call, battle hymn
Alden ------ Need an action
Turtles ------
Itamar ------
42 ------
Rhon ------
Rand ------

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Alden and Naala move into the middle of their allies and attempt to defend them against any attacks from the turtles.
Both Alden and Naala use their Standard actions to add to 42's AC for a total of +16. Against up to 4 attacks before the beginning of Alden's next turn, they can add another +16 to any adjacent ally's AC. So 42 has an effective +32, and other adjacent allies have an effective +16, all stacking Dodge bonuses.

FiddlersGreen |

Unable to affect the turtle from afar, Alden opts to defend the member of the group he is most familiar with, and braces himself for the worst.
And Matamah's worst fears are completely realised as the first turtle charges into the barge and causes the entire wooden frame to shudder...
CMB: 1d20 + 22 + 2 - 10 ⇒ (17) + 22 + 2 - 10 = 31
...and flip, throwing you all overboard! (They actually have an ability that specifically allows them to do exactly this.)
As you are all very abruptly thrown into the water, the second turtle lines you all up from the other side... and opens its maw. A cloud of super-heated steam issues forth, enveloping all of you!
Rhon, I assume Earl is following the barge from the bottom of the lagoon-bed, so he doesn't need to worry about this. Alden, much as I have fond memories of her, Naala is with you and is caught up in all of this as well. =(
steam breath damage: 12d6 ⇒ (3, 3, 4, 2, 2, 6, 2, 1, 6, 3, 3, 2) = 37 (DC20 reflex save for half)
Round 1
Matamah ------ Cacophonous call, battle hymn
Alden ------ Defends 42
Turtle R------ Capsize!
Turtle L------ Steam breath! 1d4 ⇒ 4
Itamar ------
42 ------
Rhon ------
Rand ------
Itamar, 42, Rhon and Rand are up for round 1, then Matamah and Alden for round 2. Your barge... didn't make it.
Reflex saves needed for everyone who was on the barge.
The life bubble spell will prevent you from drowning, but you will still need swim checks to stay afloat and/or move.

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ROUND 1 INIT 16
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19...Dammit!
Using his rod Itamar casts Persistent Murderous Command(Will 19) on the turtle on our side of the barge.
EDIT: Sink or Swim: 1d20 + 1 ⇒ (4) + 1 = 5...Oh well at least I ain't drowning

FiddlersGreen |

will save 1: 1d20 + 9 ⇒ (13) + 9 = 22
will save 2: 1d20 + 9 ⇒ (11) + 9 = 20
Itamar, you also need a swim check. The huge creatures swimming around you makes this rough water, so it's a DC15 swim check to move at 1/4 speed, and a DC10 to just stay afloat.

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Reflex Save: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 Additional +1 is an insight bonus while flat footed.
GM:
Sight of the Unseeing (Seer’s District): You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.
Swim Check: 1d20 - 3 ⇒ (13) - 3 = 10 Holy smokes I manage to stay afloat!

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Reflex Save: 1d20 + 17 ⇒ (3) + 17 = 20
Swim: 1d20 + 5 ⇒ (16) + 5 = 21
Rand will swim towards the closest turtle, attempting to grapple him.
Grapple Check: 1d20 + 19 ⇒ (3) + 19 = 22
I'm gonna provoke 1-2 attacks of op. as I move to the turtle and then attempt to grapple it.

FiddlersGreen |

Still need swim checks and reflex saves from 42, Matamah and Alden/Naala. Will wait for 42 at least before advancing things, since he might be able to influence the actions of the people going after him.
Round 1
Matamah (?) ------ Cacophonous call, battle hymn
Alden (?) ------ Defends 42
Turtle R (-) ------ Capsize!
Turtle L (-) ------ Steam breath! [4]
Itamar (-37) ------ Murderous command, and then starts to sink
42 (?) ------
Rhon (-18) ------ Stays afloat, but not doing much else for now?
Rand (-18) ------ Swimming in to grapple a huge turtle! Very gutsy!

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Reflex Save: 1d20 + 16 ⇒ (7) + 16 = 23
Swim Check: 1d20 - 2 ⇒ (12) - 2 = 10
Add 3 to that grapple check from inspire courage.

FiddlersGreen |

[dice=Reflex Save]1d20+16
[dice=Swim Check]1d20-2
Add 3 to that grapple check from inspire courage.
You can post an action for round 2 as well if you want, or wait to see what 42 does. You managed to avoid sinking, but you won't be able to move unless you do something to gain a swim speed or fly speed.

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Free Action
The battle song continues.
Move Action
Matamah takes out one of his scroll of Ride the Waves. Honestly can't believe I have that...but I have 5 lol. (Probably should have said that earlier but I didn't know if we might need it later)
Standard Action
He reads off the scroll...
Use Magic Device (DC 27): 1d20 + 24 ⇒ (18) + 24 = 42
Edit: Cast defensively...just in case.
Cast Defensively (DC 23): 1d20 + 21 ⇒ (5) + 21 = 26
REMEMBER: INSPIRE COURAGE +3

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Reflex Alden: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex Naala: 1d20 + 12 ⇒ (17) + 12 = 29
Both of them take half damage, so 18.
Alden hangs onto Naala for dear life, and she attempts to swim.
Swim Naala: 1d20 + 5 ⇒ (4) + 5 = 9 Probably a penalty for holding Alden's weight on her back? He was already mounted on her, so I don't think he would automatically be thrown off.

FiddlersGreen |

I'll call it a -2 penalty. She's a mount, and if she's strong enough to run around with Alden on her back, it should not hamper her too much while swimming. But with or without penalty, it looks like Alden and Naala are sinking anyway... =(
Rhon, you manage to stay afloat with your move action. You can use your standard action to try again to move, or do something else with your standard action. Looking at your character sheet, I would personally suggest pulling out your potion of fly so you can drink it next round, because once you start to sink, you won't be able to drink potions anymore...

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I pull out my potion of fly and ready to drink it. Fingers crossed I can pull this off before I sink beneath the waves.

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Reflex: 1d20 + 14 ⇒ (9) + 14 = 23
Swim: 1d20 + 2 ⇒ (12) + 2 = 14
Waking up from his nap, 42 is thrown into the water and realizes that combat has started. He starts off by casting haste on the group and readies an attack for the first turtle to come by.
Rimblade: 1d20 + 14 ⇒ (15) + 14 = 29 damage: 1d6 + 6 ⇒ (1) + 6 = 7
Rimblade: 1d20 + 14 ⇒ (20) + 14 = 34 damage: 1d6 + 6 ⇒ (4) + 6 = 10
New Arcana feat Critical Strike allows me to make a free touch attack with a crit. The scimitar is keen :3
Vampiric Touch Crit VT: 20d6 ⇒ (1, 3, 2, 1, 4, 4, 6, 4, 1, 4, 2, 1, 4, 2, 3, 4, 4, 6, 2, 5) = 63
Knowledge A: 1d20 + 15 ⇒ (6) + 15 = 21

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I guess my total grapple check is 26 then.

FiddlersGreen |

Itamar manages to complete his spell before his armor starts to pull him underwater. As he sinks, he sees the turtle glaring at him with ill-intent, and he realises his spell has not taken hold!
42 also tries to spring into action, but finds to his dismay that even his lighter armor is preventing him from swimming properly. He manages to stay aflot and readies himself to strike should the turtle come too close.
Rhon barely manages to keep his head above water and pulls his potion from his pouch, raising it to his lips.
Rand sighs in disappointment at his allies' inability to swim, and takes it upon himself to face the turtle head-on.
AoO attack roll: 1d20 + 18 ⇒ (14) + 18 = 32
It snaps at the monk with its beak, but Rand is ready for it and plants his hand against the large creature upper beak and keeps himself from getting bitten. He then tries to get the turtle into a headlock, but unforunately, there is just too much turtle for him to grapple! Not immune, but his CMD is higher than 26.
Matamah struggles to stay afloat, but barely manages it as he pulls a scroll tube from his belt. He manages to focus on the spell and complete the reading before the water thoroughly soaks the now-useless page.
Alden and Naala manage to avoid the worst of the steam-breath, but the effort causes Naala to panic and she is unable to swim properly. Both she and Alden begin to sink beneath the waves...
The situation looks dire, and the turtles are not about to let up! The turtle before Rand sees the monk presenting himself as a target and swpies at him with beak and clawed flipper!
bite attack roll: 1d20 + 18 ⇒ (6) + 18 = 24
claw attack roll: 1d20 + 18 ⇒ (10) + 18 = 28
claw attack roll: 1d20 + 18 ⇒ (20) + 18 = 38
claw confirmation roll: 1d20 + 18 ⇒ (18) + 18 = 36 Ouch!
damage: 4d6 + 16 ⇒ (6, 1, 2, 6) + 16 = 31
The other turtle circles around the barge and catches you all again in its own steaming hot breath!
steam breath: 12d6 ⇒ (6, 2, 6, 3, 5, 1, 5, 2, 4, 6, 6, 2) = 48 (DC20 reflex for half, this includes those sinking!)
Round 2
Matamah (-18) ------ reads scroll
Alden (-18/-18) ------ Sinking! (10ft below water)
Turtle R (-)[4] ------ Breath weapon! 1d4 ⇒ 4
Turtle L (-)[3] ------ Full attack on Rand
Itamar (-37) ------ (10ft below water)
42 (-18) ------
Rhon (-18) ------
Rand (-31) ------
Swim checks and reflex from everyone, and then actions please!

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Swim: 1d20 - 3 ⇒ (6) - 3 = 3
Reflex;Haste (cast by 42): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Rhon quickly gulps his Potion of Fly as he sinks beneath the waves.
If I am successfully able to drink the potion before going underwater I will move 40 feet straight up into the sky, drawing my Dwarven Waraxe as I move, and shout out "You'll not take us so easy you overgrown turtles!"
Swift Action: Lay on Hands: 6d6 + 1 ⇒ (2, 4, 2, 5, 5, 4) + 1 = 23 to myself.

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Swim: 1d20 + 1 ⇒ (20) + 1 = 21
Reflex: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
With a whopping 5 hp left, Itamar casts Heal on himself and moves over by Rhon

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Matamah, now that he has a swim speed, can take 10 on swimming for 16 (-1 str, -1 armor check +8 swim speed).
Reflex Save (Haste): 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20
Free Action
Matamah continues his battle song.
Non-Action
He five-foot swims right between the two turtles.
Standard Action
He attempts to cast another Cacophonous Call at the turtle. The one on the right. DC 23 Will Save. He does this defensively (Can't fail the DC 19 concentration check).
Move Action
Matamah pulls out his Wand of Cure Light Wounds. Nothing in his other hand right now.
REMEMBER: INSPIRE COURAGE +3

FiddlersGreen |

Itamar manages to swim back up to the surface and spits out a mouthful of water from his badly-scalded lips before casting his powerful healing spell. Fortunate that you made that swim check. Now you just need to work out how to not start sinking again...
Round 2
Matamah (-18) ------ Casting cacophonous call
Alden (-18/-18) ------ ? (10ft below water)
Turtle R (-)[4] ------ Breath weapon! 1d4 ⇒ 4
Turtle L (-)[3] ------ Full attack on Rand
Itamar (-) ------ Swims back to surface, cats heal
42 (-18) ------ ?
Rhon (-18) ------ (will drink his potion and start flying)
Rand (-31) ------ ?
Need actions from Alden, Rand and 42.

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Naala swim: 1d20 + 5 ⇒ (14) + 5 = 19
Reflex Alden: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Reflex Naala: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Naala is able to swim back up toward the surface, and Alden pulls a small sphere off of one of his two necklaces, tossing it at the nearest turtle.
fireball: 6d6 ⇒ (1, 2, 3, 3, 4, 1) = 14

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Do you mind if i keep my attack rolls from the readied action for this attack?
42 casts dimension door and appears behind the turtle currently fighting Rand. He will attack it with his sword, if i can use the previous attack he will confirm the strike and take back some health from the creature.
If needed
swim: 1d20 + 2 ⇒ (9) + 2 = 11

FiddlersGreen |

42, you can't do anything after a dimension door, and you will lose your vampiric touch if you cast another spell.
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
You need to use either force hook charge or bladed dash, or have the dimensional agility feat to do what you want to do.
42 tries to swim, but only manages to stay afloat.

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as part of the spell strike ability, when casting the spell in an attack, you are allowed to make a free melee attack with the spell. Nothing in the rules say that the attack has to be done before the spells effect. The Vampiric Touch is part of a free action when I score a critical, it allows me to cast a rang touch spell as a free action.

FiddlersGreen |

Hmm...there was a long debate about this here. The conclusion was that the special clause in dimension door overrides spell combat. You can use spell combat to attack and dimension door away, but not the other way around because once the dimension door activates, your turn ends.

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That's why I recommend the Dimension Agility feat to magi that are 10+. :)

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Well, that's a bummer. In that case, 42 will use bladed dash then. Using the previous attack (crit and spell) then.

FiddlersGreen |

If you use bladed dash, you get a second attack - one as part of bladed dash and the other from spell combat. =)

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Rand will attempt to grab the turtle again.
Grapple Check (provokes AoOs): 1d20 + 23 ⇒ (5) + 23 = 28

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He actually would get a total of 4 attacks with spell combat and bladed dash.
1. Bladed Dash, 2. Primary Attack, 3. Iterative Attack (at -5), 4. Haste. All of those are also -2 to attack from spell combat, but +3 from inspire courage and +1 from haste.
And, because I'm a bard...REMEMBER: INSPIRE COURAGE +3 (Adds to both attack rolls and damage rolls)

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I see what you mean with the 4 attacks Matamah. However, since i only manage to stay afloat, i don't know if i even get to attack this round... I'll keep that in mind next round and do a full 4 attack round with Bladed Dash.

FiddlersGreen |

I see what you mean with the 4 attacks Matamah. However, since i only manage to stay afloat, i don't know if i even get to attack this round... I'll keep that in mind next round and do a full 4 attack round with Bladed Dash.
If you manage to stay afloat, you can take your full action, you just can't use a move action to move. If you are full attacking without moving, staying afloat will be enough. It's strange I know, but that's what the rules appear to be.
You can keep your previous roll to use as your bladed dash attack, so just roll for your full attack. You also need to make a reflex save against the second breath.

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Okay. The Vampiric Touch was triggered from the critical strike as a free action.
Filling fully healed from taking the life out of the turtle, 42 uses his last 3 attacks to try and damage the turtle.
K.Gt.Scimitar: 1d20 + 12 + 3 + 1 + 2 ⇒ (11) + 12 + 3 + 1 + 2 = 29 damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
K.Gt.Scimitar: 1d20 + 12 + 3 + 1 - 5 + 2 ⇒ (5) + 12 + 3 + 1 - 5 + 2 = 18 damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11 Miss?
K.Gt.Scimitar: 1d20 + 12 + 3 + 1 + 2 ⇒ (18) + 12 + 3 + 1 + 2 = 36 damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Crit. K.Gt.Scimitar: 1d20 + 12 + 3 + 1 + 2 ⇒ (4) + 12 + 3 + 1 + 2 = 22 damage: 1d6 + 6 + 3 ⇒ (5) + 6 + 3 = 14
The Crit thing only happens if i haven't used my free action yet.... Since i've used it, i can't keep using the crit thing. Also updated my standard attack to include the -2 from spell strike.
Reflex: 1d20 + 14 ⇒ (7) + 14 = 21

FiddlersGreen |

Actually, 42, vampiric touch will not heal you of damage already taken, only give you temp hp against subsequent damage. It's changed since D&D 3.5.
The other thing is critical strike requires you to make a separate touch attack for the extra spell. But the good news is that you can still use spellstrike with it... which means yet another extra attack...
Damn magi and their complicated mechanics. XD Basically, just roll one more scimitar attack. I'll work out the rest.
-----------------------------------------------------------------------
And Rand, I just noticed that I still need a reflex save from you for the second breath attack. If you do not post it before 42 rolls, I'll just roll it for you to keep the game moving.

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I know, That's why i put in my stat bar my current damage.... I think i messed up a little. First i took half of the first breath weapon... Then i would have taken half of the second... and last i would have taken the temp HP points. I'll have to update it in my stat bar.
Yet, one final attack.
K.Gt.Scimitar: 1d20 + 12 + 6 ⇒ (2) + 12 + 6 = 20damage: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15

FiddlersGreen |

Unfortunately that's the attack with the vampiric touch. =( You are still holding the touch and can use next round, but for now, the attack with the vampiric touch misses.
42 stays afloat and manages to evade some of the scalding mist. He casts a spell that turns him into a blur of after-images that speeds past the turtle. He strikes several times, and then channels a surge of vampiric energy into his scimitar for the final strike, but the waters lap as his scalded skin and causes him to lose focus and miss on the final attack.
Rhon catches the mist full-force in the face, but the dwarf is tough and shrugs off some of the burns with Torag's help. He chugs his potion and rises into the air, glad to be free from all that annoying water!
Rand's reflex save: 1d20 + 17 ⇒ (14) + 17 = 31
Rand manages to evade the steam, and attempts to get the turtle in a headlock once more, but the turtle's head still proves too thick for him to get a decent hold on. Lacking any specific training in the art of grappling, he leaves an opening that the turtle uses to snap at him.
bite attack roll: 1d20 + 18 ⇒ (6) + 18 = 24
bite damage roll: 3d6 + 8 ⇒ (6, 5, 3) + 8 = 22
Fortunately for the monk, the turtle only snaps at water, for now.
Matamah also manages to evade some of the mist, but unlike Rand, he still suffers some burns from it. He retaliates with an attempt to incapacitate the turtle's mind.
Will save: 1d20 + 9 ⇒ (18) + 9 = 27
However, the turtle seems to be very resilient and shakes off the spell!
Alden and Naala also manage to avoid some of the mist. Naala wolf-paddles her way to the surface and Alden throws a bead at the turtle. It bounces on the turtle's snout before exploding, but when the fire clears, the turtle seems completely unharmed by it. The clue is that their steam-breath attack does fire-type damage.
The turtle on the left screeches in fury at 42 and unleashes a full assault on the magus!
bite attack roll: 1d20 + 18 ⇒ (3) + 18 = 21
bite damage roll: 3d6 + 8 ⇒ (2, 1, 3) + 8 = 14
claw attack roll: 1d20 + 18 ⇒ (10) + 18 = 28
bite damage roll: 2d6 + 8 ⇒ (4, 5) + 8 = 17
claw attack roll: 1d20 + 18 ⇒ (10) + 18 = 28
bite damage roll: 2d6 + 8 ⇒ (4, 1) + 8 = 13
42 manages to avoid the powerful beak, but the wicked claws tear into the magus, severely wounding him! The turtle on the right swims up towards Itamar and attacks him as well!
bite attack roll: 1d20 + 18 ⇒ (6) + 18 = 24
bite damage roll: 3d6 + 8 ⇒ (5, 5, 1) + 8 = 19
claw attack roll: 1d20 + 18 ⇒ (9) + 18 = 27
bite damage roll: 2d6 + 8 ⇒ (1, 2) + 8 = 11
claw attack roll: 1d20 + 18 ⇒ (9) + 18 = 27
bite damage roll: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Much like its partner, it fails to strike with its bite, but both claws strike true.
Round 3
Matamah (-42) ------ Cast cacophonous call
Alden (-18/-18) ------ Used fireball bead, it's not very effective
Turtle R (-)[3] ------ Full attack on Itamar
Turtle L (-41)[2] ------ Full attack on 42
Itamar (-26) ------
42 (-72) ------
Rhon (-43) ------
Rand (-31) ------
42, the current situation is that you are still holding the charge on your vampiric touch in your scimitar. You can still use the spell this turn when you full attack (meaning that you can still crit with it). But on the other hand, you are down to 5hp at the moment! Only one of your critical threats confirmed.
Swim checks from everyone who is not flying or having a swim speed, and then actions for round 3 (4 for Alden and Matamah)!

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Standard Action
42 activates his ring of blinking, and starts to wink in and out of this realm.
First Attack
K.Gt.Scimitar: 1d20 + 12 + 6 ⇒ (3) + 12 + 6 = 21 damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Hasted Attack
K.Gt.Scimitar: 1d20 + 12 + 6 ⇒ (12) + 12 + 6 = 30 damage: 1d6 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Vampiric Touch: 10d6 ⇒ (2, 2, 6, 4, 6, 5, 5, 6, 3, 3) = 42 Does this also get a +3 for the courage?
Swim: 1d20 + 2 ⇒ (3) + 2 = 5
I don't think that made it.... But i am now blinking as well... Don't know how that effects swimming.

FiddlersGreen |

42, if you activate your ring as a standard action, you won't be able to make attacks. Since you failed your swim check, you are sinking, but you can still activate your ring. I would say that you sink 10ft below water, but are now blinking. Blinking does not affect swimming in any way that I can see.
So you current status is sinking 10ft below water, but blinking is activated.

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"So much for that idea." says Rand before he unloads a flurry of attacks into the turtle.
Swim Check: 1d20 + 5 ⇒ (19) + 5 = 24
Flurry of Blows: 1d20 + 23 ⇒ (10) + 23 = 331d20 + 23 ⇒ (4) + 23 = 271d20 + 23 ⇒ (1) + 23 = 241d20 + 23 ⇒ (8) + 23 = 311d20 + 18 ⇒ (15) + 18 = 331d20 + 13 ⇒ (13) + 13 = 26
Damage Rolls: 2d8 + 5 ⇒ (7, 5) + 5 = 172d8 + 5 ⇒ (4, 6) + 5 = 152d8 + 5 ⇒ (5, 6) + 5 = 162d8 + 5 ⇒ (8, 8) + 5 = 212d8 + 5 ⇒ (1, 3) + 5 = 9

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Swim: 1d20 + 1 ⇒ (9) + 1 = 10
He then pulls out his potion sponge with Touch of the Sea and chews it up. He will then move till he is right above Rhon.
Are the claws considered a bludgeoning? I ask because I have Defending Bone up

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Standard Action
Matamah starts a Thunder Call on the turtle on the left. If it's down before Matamah's turn, he'll do the one on the right instead.
Thundercall: 5d8 ⇒ (4, 1, 4, 8, 1) = 18 sonic damage, DC 21 fort save vs. stun
Move Action
Matamah then reactivates his battle song. Marked off 2 uses of bardic performance this round.
REMEMBER: INSPIRE COURAGE +3

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Current position: flying 40 feet above the water.
Full Round Action
Flying Charge: +2 to attack, -2 to AC; into a flanking position.
Rhon makes a single attack on the turtle to the left with his Dwarven Waraxe.
Attack: 1d20 + 16 + 1 + 3 + 2 + 2 ⇒ (13) + 16 + 1 + 3 + 2 + 2 = 37
Damage: 1d20 + 4 + 3 ⇒ (11) + 4 + 3 = 18
Ending my turn: flying at the waters surface level.

FiddlersGreen |

Itamar manages to stay afloat and pops his potion sponge. He begins to fee more comfortable in the water, even with his very cumbersome armor. 42's many wounds start to sting in the water, and he is unable to stay afloat, though he is able to activate his ring to give himself some measure of defence.
Rhon flies towards the turtle on the left hoping to get a flank with 42, but as the magus is beginning to sink, he finds that the turtle's attention is now fixed in his direction, and the turtle snaps at him as he gets close.
attack of opportunity roll: 1d20 + 18 ⇒ (19) + 18 = 37
damage roll: 3d6 + 8 ⇒ (6, 6, 4) + 8 = 24
The turtle bites down on him as he closes in, but Rhon is also able to take the chance to pound the turtle on the snout.
Rand follows up the attack with a flurry of punches of his own! He finds that the large turtle remarkably easy to hit as all but one of his strikes land on the turtle. Matamah follows up with a shout that sounds like a peal of thunder directed squarely at the turtle. It reels under the combined assault and roars in pain, then begins to sink beneath the waves.
Round 5
Matamah (-42) ------ Cast thundercall
Alden (-18/-18) ------
Turtle R (-)[2] ------
Turtle L (-139) ------ Unconscious and sinking
Itamar (-26) ------ Potion sponge of touch of the sea
42 (-72) ------ sinking and blinking (10ft below water)
Rhon (-67) ------ trades blows with the turtle
Rand (-31) ------ full attack!
Now waiting on Alden.