[dice=Will, Brutus]1d20+19[/dice]
[dice=Will, Roary]1d20+12[/dice], +3 when raging, +9 morale vs spells, SLA's and SU when raging, heroism +2 morale
[dice=Will, Emberwick]1d20+11[/dice]
[dice=Will, Sarek]1d20+14[/dice], +3 vs mind affecting
[dice=Will, Lenny]1d20+19[/dice], [ooc]+1 vs mind affecting
[dice=Will, Daxter]1d20+11[/dice], Heroism +2
All: +2 morale versus charm and fear if within 30' of the flag and it is being wielded
[dice=Reflex, Brutus]1d20+12[/dice]
[dice=Reflex, Roary]1d20+12[/dice], +9 morale vs spells, SLA's and SU when raging, heroism +2 orale
[dice=Reflex, Emberwick]1d20+10[/dice]
[dice=Reflex, Saarek]1d20+10[/dice]
[dice=Reflex, Lenny]1d20+13[/dice]
[dice=Reflex, Daxter]1d20+10[/dice], Heroism +2
[dice=Fortitude, Brutus]1d20+19[/dice]
[dice=Fortitude, Roary]1d20+19[/dice], +4 when raging, +9 morale vs spells, SLA's and SU when raging, heroism +2 morale
[dice=Fortitude, Emberwick]1d20+11[/dice]
[dice=Fortitude, Saarek]1d20+17[/dice]
[dice=Fortitude, Lenny]1d20+22[/dice]
[dice=Fortitude, Daxter ]1d20+13[/dice], Heroism +2
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Knight-Captain Garm Chainbreaker, his glittering celestial armor showing through the ragged holes in his humble peasants clothing, slips quietly towards the crater.
Sarek retrieves his glaive. If I need to make a saving throw as a result of an Attack of Opportunity I'd like to make use of my four leaf clover for a +2 luck bonus on the save.
Scrab finds himself trapped by the rockfall. His leg badly crushed he calls out weakly for help. From inside the cave mouth he hears, rather than Pathfinders coming to help, the rasp of scale on stone and a long, low hiss.
Scrab is not quite killed but he adds no successes
Garm:
Knight captain Garm easily slips through the outer lines, scouting the crater. Coming to a low hill with several rocky fingers rising in a circle he pauses for a breather as he surveys a number of different possible entrances. However, his presence has stirred something to wakefulness and nine shadowy wraiths rise up from the ground around him!
Garm generates a success but he needs some help. If the mission fails he will be injured and need to spend 8PP to survive.
Sarek retrieves his glaive but the giant is a bit too nimble fot him and avoids his blow.
Emberwick launches a barrage of scorching rays at the giant. Each connects and she screams in pain. As the last bolt strikes her in the face she clutches at her eyes and collapses, overwhelmed by the pain.
The giant takes 41 fire damage. Note, you do not take the -4 penalty for shooting into melee as you can target part of the creature at least 10' away from one of its enemies.
The green giant takes exception to Lennys singing and tries to take him out before he can do any more. Lenny is hit four times in quick succssion and starts to feel unwell.
Lenny takes 65 damage. Do you want to do something about the natural one on the fort save?
Rolls:
The green giant full attacks Lenny, it switches to a one handed grip on its flail so it can also make a slam attack. I have ennys fort save as +27 vs disease.
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Sorry was super busy yesterday. Was waiting to post with Roary's turn
Not to worry, life overtakes us all at times. We have plenty of time still left to finish this encounter
Lenny looks down at his hands and arms in horror as the flesh begins to rot before his very eyes.
Dex drain:1d4 ⇒ 3 Con damage:1d4 ⇒ 4
As a reminder, drain reduces the actual stat, damage just does what it says it does. In this case Lenny loses 24HP and his maximum HP is reduced by 24. I havent yet rolled you into round 5 as Lenny will fall unconscious at the start of his turn due to life link damage at this rate.
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
In game you would not know that. You can see his is very badly injured and you know he has life links on everyone except you. He has also just used hhis immediate action on saving finale so he cannot sever them. As a note, this means inspire is down.
Darius takes to the front of the squads heading down into the crater. He cuts quickly and quietly through the enemy, forging ahead, but he gets overeager and finds himself cut off. From out of the rocks all around him emerge a host of undead monstrosities. He is going to need help if he is to survive...
Darius generates a success, if the mission succeeds he is fine, if it does not he is injured and needs to spend 8PP.
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Oy, this scenario has it out for me. Thankfully Lifelink won't kill me, but I don't currently have Hero's Defiance to keep me standing (I will definitely use the Pearl of Power after this fight though, thanks again, Brutus). Also glad to see that the Con is just damage as I can cure that with Lesser Restoration easily enough after the fight. The Dex drain I will probably just live with for now. I don't want to burn a Restoration on it, at least not yet when I suspect that we will be contending with negative levels soon enough.
Lenny coughs and spits out a distubing amount of blood. He weakly looks to his allies he believed capable of healing his wounds. "I don't think Iomedae can see me through this alone. Can you help?"
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Dammit, I just remembered that these last couple of rounds when Inspire Courage was up that it should have been adding 1d6 sonic damage to our attacks thanks to Discordant Voice. Sorry, I'll make sure to remind you guys next time.
Emerging from the shadows ahead, a group of vigilant Pathfinder agents keeps a close eye out for danger. Surely, they will help you act quickly against your foes. The Scout Mission was successful!
Table GMs, the Scout Mission Success condition on page 11 is in effect.
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Alright. I'll tie it up another round until Roary can come in and kill this thing.
Brutus takes a defensive stance and continues pounding on the giant's knee.
Activate defensive stance. Full attack.
Also, it occurs to me that I've been declaring power attack this whole time and not actually applying the modifiers to attack or damage. That's been corrected.
Scout Mission Success: The PCs gain a +2 bonus on all initiative checks for the rest of the scenario. Also, no aid characters are injured as the mission succeeded!
The giant doesnt seem to bothered by the stunning fist. Brutus only manages to connect once while the archon manages to hit twice.
The giant takes 17 damage. Brutus, I am not sure if you are saying you are or are not power attacking, I cannot work it out from your rolls. I am not sure where the extra +2 is from in your damage roll, Lenny stopped inspiring on the giants turn to saving finale himself into a second natural 1. For now I have assumed the numbers are all correct but please let me know.
Lenny then falls over unconscious as he heals Sarek and Roary, blood begins to leak from his ears.
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
I was kinda hoping for a lay on hands and/or an aid from the archon, but maybe it is best that I stay down and don't become a target again. Although I will definitely need a heal before my next turn or Lifelink will kill me.
@GM I think the Lenny stuff Brutus was counting was my flagbearer which would have still applied since he and the archon are within 30'. However now that we've hit my turn and I've dropped, I'm no longer holding my flag so the bonus is gone.
Brutus can lay on hands you if he has a swift action left, not sure if entering defensive stance takes it up. If he wants to change that action to do so then he may.
So I have a possible plan or two so I can save Lenny. But pouring a potion down Lenny's throat is a full round action. So if I start pouring it this turn, could it save him or do I do plan B?
LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours
All good.
Emberwik grows wings of shadow Swift Action, then drops his staff of fire. He flies with great speed as fast as he can to Lenny, drawing his staff of healing as he moves. He getes up to Lenny and waves the staff over the man. "Zon Kuthon has you, young one. Do not waste his blessing. You must suffer more before your end."
My movement is more than likely going to provoke, so don't let me get smashed in vain guys.
Remaining Resources:
Staff of Fire Charges Left 4/10
Staff of Healing Charges Left 8/10
1st Level Spells Remaining 8/8
2nd Level Spells Remaining 6/8
3rd Level Spells Remaining 8/8
4th Level Spells Remaining 7/8
5th Level Spells Remaining 4/5
6th Level Spells Remaining 3/4
Save and SR Math:
Feats: Spell Penetration (+2), Greater Spell Penetration (+2), Elemental Focus: Fire (+1), Metamagic Tenebrous Spell (+1)
Traits: Affinity to Elements (Fire) +1 to Save DC for Fire Spells
Caster Stat (Charisma): 26
Caster Stat Modifier: 8
Caster Level: 13
Spell Penetration Total: 17
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Using lay on hands on others is a standard action. For some reason paladins are better at healing themselves than healing others. I considered doing so anyway but I didn't think it would leave Lenny any better off since it would just make him a target again at ~10 hp.
The +2 was from flagbearer. I corrected the power attack error by removing the reference to it in my attack line.
Daxter starts forming overly complex plans when he sees Lenny fall. In the few moments he does so, he sees Emberwick fly over and save the bard.
"I need to stop overthinking sometimes."
So he does the simple thing and keeps using the wand to finish off the giant.
Aah, right, defensive stance increases your strength as well. OK, that makes sense
Ember flies in to save Lenny and does indeed get walloped for his trouble. The flail tears through the flesh on his back and Ember feels the deathyl chill of disease seeping into his flesh. He does hoever restore Lenny to consciousness. Daxters wand sadly does not finish off the giant.
Ember takes 21 damage, would you like to do anything about your fort save Ember?
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Sarek draws power from his transmutation implement and activates his boots of speed, rushing across the battlefield to attack the remaining giant.
Swift and a focus to use Sudden Speed, free action to activate the boots of speed for a movement rate of 70. Move action to cross the battlefield and standard to attack.
Attack, Power Attack, Haste:1d20 + 24 - 3 + 1 ⇒ (18) + 24 - 3 + 1 = 40+2 if the giant can't see me due to invisibility.
Damage, power attack:1d10 + 17 + 9 ⇒ (8) + 17 + 9 = 34
It is a horrific disease inflicted by the Plague giants. It was inflicted by his opportunity attack. You have seen the effect on Lenny, it imposes dex drain and con damage
LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours
I shall deal with it after the giant is dead. Going to utilize a boon, check off 1 box to cast restoration free of charge to remove drain, and a boon from a module to cast Remove Disease as well.
Boon Sources:
Ruby Pheonix Feather from tier 10-11 of 10-00 Hao Jin Cataclysm
Friend of the Green from Dragon's Demand Chronicle 3.
Ember finds himself feeling very unwell and then looking down the barrel of an angry giant who dislikes people using healing magic on those she is trying to kill. She strikes him four times in quick succession and Ember falls backwards. As he does so shadows seem to wrap around him and he vanishes, replaces by an indistinct shadowy outline of himself.
Ember takes 78 damage, falls unconscious and triggers shadow endurance. He is stable and on another plane which also severs lie link.
Rolls:
Dex drain:1d4 ⇒ 3 Con damage:1d4 ⇒ 4, current and maximum HP are reduced by 26
To be fair you lot are after the same things she came here for and you have just murdered her sister. Now someone has to explain to her little plague ridden neices and nephews why mummy isnt coming home.
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Thank you again, Emberwik! I plan to stay down and play dead though until after the giant's turn though. The last thing I want to do is get myself instantly dropped again. Sidenote: Wow, I had completely forgotten about my boons. I really need to review all of these.
With her having adopted a more defensive posture Brutus finds the giant more difficult to hit. The archon also seems to be having some difficulty.
The nat20 hits but does not confirm as she has started using combat expertise. The archon hits once. You deal 22 damage total. Please give the pluckiest little archon a name to increase the pathos when I inevitably kill it.
Round 5
Lenny
Daxter
Sarek
Shadow Emberwick
Green Giant
Brutus
Archon
Roary
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Wow. Everybody's super active all of the sudden. In the time it took me to type that out, like 4 people took a turn! I would like to return the favor to Emberwik and use Paladin's Sacrifice on Ember to take that last hit for him so he can stick around. If I am tracking my HP right I should have 29 before the hit, and 18 afterwards.
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
It very much does. Are you sure you want to do that? You would take the damage and the disease with no save. I am uncertain what happens if you get the same disease twice, I will need to dig into that.
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
It does, but I will be a target either way since I am conscious again, and I get a turn before it gets to go again, so I can do some major healing. Besides if we can't drop it this round, we are in deep crap either way.
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
I would assume that I can't be doubly diseased (maybe increases the save DC like double doses of poison?), but either way I should clarify that I am just talking about soaking that last bite or whatever, which would just cause me to take some damage. Even if the bite inflicts disease and the disease can be cumulative I should get a save against the disease, shouldn't I?
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
The Alarune encounter and the Demilich encounter both nearly TPKed us. The boss fight is obviously going to be even tougher.
However, I believe we can handle it, but only if we all bring our A game. We need to make smart choices with our turns and use every resource we have available to us and not hold anything back.
In play-by-post we have the luxury of time so we should be looking over our boons, our spells, our class/archetype features, our magic items, everything so we make sure we get the most out of our turns.
We should be doing things like using Delay to our advantage so that we take our turns in the order we want to. If no enemies go in between us, there is no reason we can't shift around the turn order by "delaying until after Sarek goes" etc. Lenny's schtick is all about buffing everyone else, so if you can wait til after my turn I can make your turns better. Likewise Daxter should be able to control the battlefield so we can divide and conquer like we did with the oozes.
Lastly if anyone still has a 1st level pearl of power they haven't used and don't expect to use, I would greatly appreciate the opportunity to refresh another of my Heroic Defiance emergency buttons. I am happy to return the favor in any way I can.
LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours
Lenny is correct. If we coordinate down to the wire then we have a chance of victory and bragging rights. To this effect, Emberwik will be sneaking to the next encounter with stealth.
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters
Has anyone used the boon Moment of Glory that turns you into a mythic character for 3 rounds? I was wondering if you gain the feat, path ability, and swift ability as well? The boon doesn't mention that but it does say you are mythic tier 1..
I have played it but it was a long time ago. My recollection is that the boon does not give you the full range of stuff for being an actual mythic character. Post the boon text or PM it to me.
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters
Text:
"Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment ot perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before the effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario using the ""hard mode"" option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive."
Seems like you would gain all benefits of tier 1..
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters
Going with full tier 1 benefits unless you tell me otherwise.
So there was way to hear the buzzing from the monument before we entered the room? Seems like if it can negatively effect us we could have heard it outside entering the room and had time to cast buffs beforehand.
Going with full tier 1 benefits unless you tell me otherwise.
So there was way to hear the buzzing from the monument before we entered the room? Seems like if it can negatively effect us we could have heard it outside entering the room and had time to cast buffs beforehand.
I have consulted with the online VOs and the suggestion is that you only get what is explicitly listed ather than everything that a mythic tier 1 character does. So mythic surge and auto stabilise.
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Roary, I am not sure how your death ward scroll is going to play out. With only the 1 buff round, no one had time to cast it on you. I still need to cast mine on myself, and we have a lot of PCs in danger of dying.
My current plan is to death ward myself this turn. Then start Raging Song next turn to boost all of our Fort/Will saves and boost healing. Possibly the other order if I am willing to gamble that it can't unleash it's breath for a couple rounds at least. But from the looks of things I may need to crank out healing first. We have Daxter down, Sarek teetering, and me and Ember in danger.
Either way we need to focus fire and start dropping targets asap. The dragon is obviously the bigger threat, but it is also much harder to attack, let alone kill. I vote we burn down these gashdoroku in short order then move on to the dragon.
Ember, any awesome healing or protection you can dish out? I'm combing through my boons right now.
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Ok seeing just how low Sarek and Daxter are and the fact that the other gashdoroku still has yet to act and can unleash a breath weapon of its own, I think that I may need to channel instead.
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters
I can't find the sheet that has Moment of Glory boon. I thought it was from the Destiny of Sands trio but I can't find it. Seeing as it's pretty much worthless don't worry about it.
As far as tactics go I drank my fly potion so baring something else happening I'm going to try and charge the dragon. I have ghost rager so perhaps I can get lucky..
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Dude you gotta know that you can’t drop the dragon in one round. If you split our forces, you put us all at risk. Whereas you did drop the last gashdoroku in a round. The best thing you can do (by far) is pounce and kill the other gashdoroku before it gets to go.
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Moment of Glory is different from the bonus sheets from Destiny of the Sands. It was a convention boon, #9 from 2013-2014, per Eshleman's boon spreadsheet.
I received it during a gameday a few years ago, one of those roll d20, 1 and 20 gets something. I rolled a 20 and got to pick from 4 boons. I picked Moment of Glory bc I thought it was full tier 1 benefits. Guess I should picked something else lol.. Anyways it was usable on any character so I was gonna use it hear, but it such a small benefit I'm not really worried about it. Guess I could use it on a failed save it that happens..
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Heh, it’s a hell of a lot better than the stuff I usually see for RSP boons, and a retroactive save boost is pretty dang good. I don’t think you can rage before the save normally but didn’t you mention you had some that let you do it as an immediate action in a previous fight?
LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours
Lenny 236648 wrote:
Ember, any awesome healing or protection you can dish out? I'm combing through my boons right now.
Sorry, was studying for my scenario tomorrow then passed out. Yeah I can toss out a Mass Cure Moderate. I will also have 3 Breath of Life spells remaining for today.
If you want much better than that, well, I got a Flame Strike I can hit them both with.
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters
The immediate rage is not available flat-footed wince my perk that I thought worked didn't due to alignment issues.. I should be ok with the fort saves and after I rage all should be ok with the other save.
Type: Burst of Healing
Generated By:Kiku Caritas Heroic? Yes
Effect:Kiku Caritas, an Onmyoji spiritualist with strong ties to the Empyreal Pantheon, rushes into the fray and spins her quarterstaff around, spreading healing energies! Kiku heals all Pathfinders 8d6 hit points (6d6 for your tier +2d6 for Heroic).
Aid Token Type: Athletic Assistance
Generated By: Rylai
Heroic? No
Effect: A weathered looking half-elf swashbuckler swings in to help you with the load - her arms aren't much, but she's mighty good with a rope! You count as having Strength 6 higher for a round, though not for the purposes of attack and damage rolls
Type: Healing
Generated By: Honaria Mangin
Heroic? No
Effect: Honaria Mangin, a human paladin arrives to help! She prays to Erastil, restoring 6d6 hit points to all PCs.
Passing From: Yours is mined (via GM DougH)
Passing To: GM AndrewW
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)
Yes, thanks for running this brutal, but exciting scenario! Surviving something like this really feels like an accomplishment. Way more than a typical scenario.
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28