| Omari the Landless |
Standing at the edge of the pool, Omari has clean line of fire; his bow sings in response to the Immentesh's spellcasting. Khedron, having move around the pool last turn, charges the Immentesh, the bodyguard on his side having been eliminated with arrow and fireball...
To Hit, Arrow 1&2, manyshot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 ⇒ (5) + 7 + 4 + 2 + 2 + 1 + 2 - 2 = 21
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties
Damage, Arrow 1&2, manyshot: 2d8 + 4d6 + 4d6 + 4 + 4 + 2 + 4 ⇒ (4, 7) + (5, 3, 2, 1) + (4, 4, 4, 5) + 4 + 4 + 2 + 4 = 53 (lawful damage)
+4 2*str +2d6*2 Bane + 2d6*2 Axiomatic +2*2 sacred Hunter's Blessing + +1*2 enhancement +2*2 enhancement (bane)
To Hit, Arrow 3, rapid shot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 ⇒ (17) + 7 + 4 + 2 + 2 + 1 + 2 - 2 = 33
Damage, Arrow 3, rapid shot: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (1) + (2, 1) + (3, 5) + 2 + 2 + 1 + 2 = 19 (lawful damage)
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)
To Hit, Arrow 4, Bab-5: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 ⇒ (3) + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 = 14
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot -5 iterative
Damage, Arrow 4, Bab-5: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (5) + (4, 3) + (6, 6) + 2 + 2 + 1 + 2 = 31 (lawful damage)
Khedron Charge, To Hit: 1d20 + 6 + 7 + 2 - 1 + 2 - 2 + 2 ⇒ (3) + 6 + 7 + 2 - 1 + 2 - 2 + 2 = 19
+6+7str +2 bulls strength -1 size+2 charge -2 PA +2 sacred Hunter's Blessing
Khedron Charge, Damage: 2d6 + 2d6 + 10 + 6 + 2 ⇒ (1, 2) + (6, 4) + 10 + 6 + 2 = 31
+2d6 powerful charge +14=1.5* str +6 PA +2 sacred Hunter's blessing
CMB Grapple check - Impaling Charge: 1d20 + 6 + 7 + 2 + 2 ⇒ (3) + 6 + 7 + 2 + 2 = 20
+6 BAB +7str +2 buls's strenght +1 size +2 charge +2 sacred Hunter's Blessing
| Ohrmizd |
Ohrmizd engages with whatever remains still alive after Omari's barrage of arrows, attacking the same creature as Khedron if possible.
Zenzirad-PA+flank+HR+HB+jg+haste+BS: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (19) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 40
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (5) + 6 + 6 + (3) + 2 + 1 = 23
Crit?: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (6) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 27
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (3) + 6 + 6 + (1) + 2 + 1 = 19
Battlemind link changes Khedron attack to a 19 => 35 instead of 3 => 19
As Ohrmizd had made a haste fly 50x2 feet, he might be able to engage with a full attack after just a 5' step.
Zenzirad-PA+flank+HR+HB+jg+haste+BS: 1d20 + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (8) + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 24
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (1) + 6 + 6 + (3) + 2 + 1 = 19
Haste attack: Zenzirad-PA+flank+HR+HB+jg+haste+BS: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 ⇒ (3) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 1 = 24
Lawful/Magical/Slashing nonlethal damage+PA+PS+HB+BS: 1d6 + 6 + 6 + 1d6 + 2 + 1 ⇒ (4) + 6 + 6 + (4) + 2 + 1 = 23
HP 103/103 AC 33 TAC 16
judgement 3/4
- protection +3 AC
- justice +3 to hit
haste 10 rounds
greater invisibility 10 rounds?
shield of wings 10 min
bull's strength 10 min
owl's wisdom 10 min
align weapon (lawful) 4 min
protection from chaos 5 min
battlemind link (Khedron) 10 min
shield of faith 10 min
keen edge 100 min
clay skin 100 min
heightened awareness 100 min
heroism 100 min
bloodhound 10 h
telepathic bond 100 min
hunter's blessing (outsider chaotic/Isles of Not) 10h
| Omari the Landless |
@ GM Foxy, If Khedron gets to use Ohrmzid's 19, does that hit become a crit, as Khedron has 19-20 threat range due to Tusk Blades?
Khedron Charge, Crit Confirm: 1d20 + 6 + 7 + 2 - 1 + 2 - 2 + 2 ⇒ (4) + 6 + 7 + 2 - 1 + 2 - 2 + 2 = 20
+6+7str +2 bulls strength -1 size+2 charge -2 PA +2 sacred Hunter's Blessing
Khedron Charge, Extra Damage: 2d6 + 2d6 + 10 + 6 + 2 ⇒ (5, 2) + (4, 1) + 10 + 6 + 2 = 30
+2d6 powerful charge +14=1.5* str +6 PA +2 sacred Hunter's blessing
| Heshan Antar |
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Will Save: 1d20 + 7 ⇒ (2) + 7 = 9
Heshan shrugs as his protections is removed due to the incoming spell. Instead, Heshan retaliated with a spell of his own. "There is sand in your eye!" And the remaining proteans would be covered with blinding magic that threatened to blind them.
Casting Glitterdust. DC 17 or be blinded.
| Foxy Quickpaw |
Omari finds the Imantesh Protean hard to hit. Only one of his arrows find their target. Khedron thanks to Ohrmizd's help manages to hit too and Ohrmizd cuts into the Imantesh.
Will: 1d20 + 14 ⇒ (13) + 14 = 27
Will: 1d20 + 9 ⇒ (16) + 9 = 25
Both proteans vanish.
Imentesh(82), Naunet(32)
Omari, Ohrmizd, Heshan, Samuel <--
| Omari the Landless |
To ID whatever (SLA?) they did to disappear... Note that if it was invisibility, they are still covered with glowing sparkles from Heshan.
Spellcraft: 1d20 + 9 + 3 ⇒ (10) + 9 + 3 = 22
| Omari the Landless |
I would not have expected that spell/SLA to work in Kakishon.
Omari's head is on a swivel as he tries to look in all directions at once.
He barks a command at Khedron "Watch!', and then continues to the rest of the party: "They turned Ethereal. They'll turn back to normal soon, but they can walk through walls in that state, so they may not stick around here..." He sets an arrow on the string and then begins to move around the pool to join up with Khedron again.
Khedron stands tall, letting wild-honed senses search for enemies...
Omari Free action - talk
Omari move action - walk 30' around the pool
Omari Standard action - ready an attack for a protean who pops out of ethereality
Khedron - standard action - ready an attack for a protean who pops up within reach...
Perception, Omari: 1d20 + 10 + 4 + 5 + 2 ⇒ (16) + 10 + 4 + 5 + 2 = 37
10 rank +4 wis+5 racial+2 Sacred (Hunter's blessing)
Perception, Khedron: 1d20 + 3 + 3 + 2 + 2 ⇒ (18) + 3 + 3 + 2 + 2 = 28
3 rank +3 trained +2 wis+2 Sacred (Hunter's blessing)
@ party: I think whomever has See Invisiblity up can still see them. They can be hit with force effects and few specialized spells. They pretty much can't hit us (although they can buff and heal themselves).
| Ohrmizd |
Ohrmizd turns around to see the whole room "Where have they gone?" he sniffs the air using bloodhound to search for their enemies with the nose.
"They must be nearby, there is no much other places for them to go, as I understood they are trapped here as much as us" he uses scent to trace a track of them in the air, going around the room if necessary.
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (5) + 20 + 2 + 4 = 31
| Ohrmizd |
"They are nowhere nearby, otherwise I would be able to scent them" Ohrmizd sniffs around once more "But there were other caves on those tunnels, perhaps we should give it a look."
He does look down at the pool "Unless we can find a way in this place to just escape the plane and leave all those outsiders to their own doings"
| Omari the Landless |
"We should keep our deal with the Sultan. After all, he may tell us something useful about Javhul and we do not know how to use the entropy pools. So let us hunt..."
@Foxy, we had a map of this placed previously, but it's gone from the slides. It would probably help with the action and decision making. Could you put it back up?
Omari begins to head deeper into the tunnels, Khedron by his side...
| Foxy Quickpaw |
As we are short of a map for now...
The caves are known already, but the psychedelic look of everything isn't helping with the orientation. The next cave that should hold the insane protean is empty. Only the entropic pool is found with no one in it.
Assuming, that you don't spread out, but stay together.
| Omari the Landless |
Ok, Pink box is where we docked and fought the first set of proteans. Green Box is where we fought the second set of proteans (where they dimension door'ed from. Insane Protean was in the red box area, and isn't any more.
Did Samuel actually figure out and get into the concealed caves (yellow dashed boxes)? Like he thought he did, Link. If so, we know about at least one of them... and it might be time for Samuel to speak up.
| Ohrmizd |
"We should move on and try to find out where are them" Ohrmizd moves forward looking for a clue or smell of the proteans.
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (15) + 20 + 2 + 4 = 41
| Omari the Landless |
Bow in one hand, with arrows on the string, holding onto Khedron's harness with the other hand for extra speed, off runs Omari...
Moving back to the docks area...
| Ohrmizd |
"The boat you say!?!? Let's finish this for once and for all!" Ohrmizd turns back and flies with his fiery wings.
50' fly speed, so 100' per turn, unless we still have some haste which would make that even faster.
As the group approaches the lighthouse, Ohrmizd halts a bit to let others catch up and casts flames of the faithful in preparation for the inevitable clash "You see that guys? The goddess has blessed me with the flames even in such a remote place! This must mean we are involved in something big!"
With flaming wings and blade Ohrmizd resembles some kind of fire angel right now.
| Ohrmizd |
"How many times per day can they do that thing?" inquiries Ohrmizd to the sages, then shouts up for the proteans to hear "We can play this the whole day or you can help us go back to the Material Plane, what do you prefer?"
| Omari the Landless |
Unfortunately (as it means more work for Foxy), I think we need to start tracking actual map positions. For example, I can't tell if Omari can get a LOS to the other side of the ship ( where the protean which jumped overboard) by a single move (30') right now, or if I need a double move. That makes taking a turn very complex right now...
Omari hustles into position to shoot down the far side of the boat. As he peers down the length of it, he takes a shot if he sees the protean...
Either a single move or a double move to where he can see where the second protean went overboard. If he can a) spot the protean, and b)has a standard action left, he will shoot at the Protean
Perception, Omari, to see the protean if he is there and hiding in the fog: 1d20 + 10 + 4 + 5 + 2 ⇒ (2) + 10 + 4 + 5 + 2 = 23
10 rank +4 wis+5 racial+2 Sacred (Hunter's blessing)
He snaps off a shot at the protean...
To Hit: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 ⇒ (2) + 7 + 4 + 2 + 2 + 1 + 2 = 20
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties
Damage: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (6) + (6, 3) + (4, 6) + 2 + 2 + 1 + 2 = 32
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)
| Foxy Quickpaw |
Omari moves onto the ship and searches the foggy waters for the protean. But there is nothing to see at first. Until it emerges after almost two minutes not too far away from the boat to catch breath.
Stealth: 1d20 + 11 ⇒ (7) + 11 = 18
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
Stealth: 1d20 + 11 ⇒ (1) + 11 = 12
Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
Stealth: 1d20 + 11 ⇒ (8) + 11 = 19
Stealth: 1d20 + 11 ⇒ (3) + 11 = 14
This is a repeating move. The protean dives, stays down for 20 rounds, comes up. If you see it, you can shoot. If you don't it will cast a shatter on your bow (DC14) and dive again. Your choice how long you want to play that game, or if at all.
| Omari the Landless |
"One of them is hiding in the sea of fog; when it pops up to get a breath, hit it!"
If it's trying to cast shatter when it's up, I will get a full attack... So I will try to play the game once... and I may have friends play as well...
Omari waits patiently for the enemy to come back up above the fog, and greets it with a storm of arrows... (I hope)
Will: 1d20 + 7 + 4 + 2 ⇒ (4) + 7 + 4 + 2 = 17 vs DC 14 Shatter
+7 Cleric + 4 wis +2 resistance (protection from Chaos, doesn't stack with cloak of resistance)
and a full attack:
To Hit, Arrow 1&2, manyshot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (18) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 35
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot +1 higher ground (shooting down from the pier) and deadeye bowman trait, so I ignore 1 person's worth of soft cover penalties
Damage, Arrow 1&2, manyshot: 2d8 + 4d6 + 4d6 + 4 + 4 + 2 + 4 ⇒ (2, 8) + (2, 1, 2, 4) + (6, 3, 2, 2) + 4 + 4 + 2 + 4 = 46 (lawful damage)
+4 2*str +2d6*2 Bane + 2d6*2 Axiomatic +2*2 sacred Hunter's Blessing + +1*2 enhancement +2*2 enhancement (bane)
To Hit, Arrow 3, rapid shot: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 ⇒ (9) + 7 + 4 + 2 + 2 + 1 + 2 - 2 + 1 = 26
Damage, Arrow 3, rapid shot: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (7) + (3, 3) + (5, 5) + 2 + 2 + 1 + 2 = 30 (lawful damage)
+2 str +2d6 Bane + 2d6 Axiomatic +2 sacred Hunter's Blessing +1 enhancement +2 enhancement (bane)
To Hit, Arrow 4, Bab-5: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 ⇒ (20) + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 = 31
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot -5 iterative
Damage, Arrow 4, Bab-5: 1d8 + 2d6 + 2d6 + 2 + 2 + 1 + 2 ⇒ (3) + (3, 3) + (6, 6) + 2 + 2 + 1 + 2 = 28 (lawful damage)
Edit: Possible Crit Arrow 4
Crit Cofirm, Arrow 4, Bab-5: 1d20 + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 ⇒ (11) + 7 + 4 + 2 + 2 + 1 + 2 - 2 - 5 = 22
7 bab +4 dex +2 cat's grace +2 sacred Hunter's blessing +1 enhancement +2 enhancement (bane) -2 rapid shot -5 iterative
Extra Damage, Arrow 4: 2d8 + 4d6 + 4d6 + 4 + 4 + 2 + 4 ⇒ (1, 8) + (6, 1, 3, 2) + (1, 6, 5, 6) + 4 + 4 + 2 + 4 = 53 (lawful damage)
+4 2*str +2d6*2 Bane + 2d6*2 Axiomatic +2*2 sacred Hunter's Blessing + +1*2 enhancement +2*2 enhancement (bane)
| Omari the Landless |
@ Foxy : Anything that is rds/lvl is dead (Haste, Greater Invis); we have spent approximately 3 minutes so far of everything longer...
@ everyone, we have roughly a minute left before align weapon wears off on Ohrmizd's scimitar, and 7 minutes before a bunch of min/lvl buffs wear off. Any ideas on how to get the last Protean to stand still long enough for us to fight her (especially as she has fast healing of some sort...)
| Ohrmizd |
"We need to split I think, or we will never catch them" Ohrmizd states when Omari decides to fly over the boat, he takes the other direction towards the caves.
Through the two minutes Omari plays with his protean, Ohrmizd looks for the other one in the caves, using his nose to track the position of the creature.
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (7) + 20 + 2 + 4 = 33
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (8) + 20 + 2 + 4 = 34
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (18) + 20 + 2 + 4 = 44
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (4) + 20 + 2 + 4 = 30
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (2) + 20 + 2 + 4 = 28
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (10) + 20 + 2 + 4 = 36
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (4) + 20 + 2 + 4 = 30
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (13) + 20 + 2 + 4 = 39
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (3) + 20 + 2 + 4 = 29
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (20) + 20 + 2 + 4 = 46
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (9) + 20 + 2 + 4 = 35
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (2) + 20 + 2 + 4 = 28
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (2) + 20 + 2 + 4 = 28
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (5) + 20 + 2 + 4 = 31
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (15) + 20 + 2 + 4 = 41
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (13) + 20 + 2 + 4 = 39
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (20) + 20 + 2 + 4 = 46
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (19) + 20 + 2 + 4 = 45
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (3) + 20 + 2 + 4 = 29
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (10) + 20 + 2 + 4 = 36
Survival+HR+bloodhound (track): 1d20 + 20 + 2 + 4 ⇒ (19) + 20 + 2 + 4 = 45
Note: Ohrmizd is flying and moves at 50', that is 100' per round.
| Omari the Landless |
"We need to split I think, or we will never catch them" Ohrmizd states when Omari decides to fly over the boat, he takes the other direction towards the caves.
...]
"At least stay in pairs!" Interjects Omari "Otherwise it will be too easy for the thing to stage an ambush on it's own turf."
| Foxy Quickpaw |
"We take the last cave." One of the shaitans tells and they also move back to the caves.
who: 1d2 ⇒ 2
The protean in the first cave hits Heshan with a warpwave.
@Heshan
Effect Fort DC22: 1d10 ⇒ 8
Str Dmg: 1d4 ⇒ 4 + nauseated
Cave A5 is covered by the shaitans and nothing will happen there. The caves A3 are covered with some corrosive goo that is especially harmful for lawful creatures. In A4 there is the entropic pool which you can't enter, but the protean can. Other possible locations are the two boats. The spell to move is dimension door, so once the protean appears you got a full round of actions. In addition you have the rogue protean somewhere.
Welcome to a game of Whack a Mole.
| Ohrmizd |
When the fire team finds the protean in the first cave, Ohrmizd flies over charging on him just after the warpwave hits Heshan "You stop tricking my friend! Pay for this!" while activating bane.
Zenzirad-PA+charge+HR+HB+justice+BS+bane: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 2 ⇒ (17) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 2 = 39
Lawful/Magical/Slashing damage+PA+HB+BS+destruction+bane: 1d6 + 5 + 6 + 2 + 2 + 1 + 4 + 2d6 ⇒ (1) + 5 + 6 + 2 + 2 + 1 + 4 + (1, 2) = 24
Critical?: 1d20 + 13 - 3 + 2 + 2 + 2 + 6 + 1 + 2 ⇒ (5) + 13 - 3 + 2 + 2 + 2 + 6 + 1 + 2 = 30
Lawful/Magical/Slashing damage+PA+HB+BS+destruction+bane: 1d6 + 5 + 6 + 2 + 2 + 1 + 4 + 2d6 ⇒ (2) + 5 + 6 + 2 + 2 + 1 + 4 + (2, 4) = 28
HP 103/103 AC 32 TAC 15
bane 9/10 (swift)
judgement 3/4
- destruction +4 damage
- justice +3 to hit
shield of wings 10 min
bull's strength 10 min
owl's wisdom 10 min
align weapon (lawful) 4 min
protection from chaos 5 min
battlemind link (Khedron) 10 min
shield of faith 10 min
keen edge 100 min
clay skin 100 min
heightened awareness 100 min
heroism 100 min
bloodhound 10 h
telepathic bond 100 min
hunter's blessing (outsider chaotic/Isles of Not) 10h
| Ohrmizd |
Fort+HR DC 22: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Acid damage: 2d6 ⇒ (5, 5) = 10
Ohrmizd suddenly starts to burn in acid.
The inquisitor steps forward engaging at full on the protean "You f!##er are really driving me nuts!"
Zenzirad-PA+charge+HR+HB+justice+BS+bane: 1d20 + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 2 ⇒ (1) + 13 - 3 + 2 + 2 + 2 + 3 + 1 + 2 = 23
Lawful/Magical/Slashing damage+PA+HB+BS+destruction+bane: 1d6 + 5 + 6 + 2 + 2 + 1 + 4 + 2d6 ⇒ (5) + 5 + 6 + 2 + 2 + 1 + 4 + (3, 6) = 34
Zenzirad-PA+charge+HR+HB+justice+BS+bane: 1d20 + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 2 ⇒ (1) + 8 - 3 + 2 + 2 + 2 + 3 + 1 + 2 = 18
Lawful/Magical/Slashing damage+PA+HB+BS+destruction+bane: 1d6 + 5 + 6 + 2 + 2 + 1 + 4 + 2d6 ⇒ (6) + 5 + 6 + 2 + 2 + 1 + 4 + (4, 5) = 35
As a swift prayer Ohrmizd calls the help of the goddess "Dawnflower protect me from this protea-s*&%!" switching destruction judgement for resistance.
Gaining resistance to acid 12
HP 93/103 AC 32 TAC 15
acid damage 9 rounds
bane 8/10 (swift)
judgement 3/4
- resistance 12 vs acid
- justice +3 to hit
shield of wings 10 min
bull's strength 10 min
owl's wisdom 10 min
align weapon (lawful) 4 min
protection from chaos 5 min
battlemind link (Khedron) 10 min
shield of faith 10 min
keen edge 100 min
clay skin 100 min
heightened awareness 100 min
heroism 100 min
bloodhound 10 h
telepathic bond 100 min
hunter's blessing (outsider chaotic/Isles of Not) 10h
| Foxy Quickpaw |
Ohrmizd almost stumbles over his own feet as he violently swings at the creature. The protean again steps back and uses its connection to chaos to warp Ohrmizd's reality.
Effect DC22: 1d10 ⇒ 5
Target’s body becomes hyperactive and slightly unhinged from surrounding time—the target is hasted but becomes fatigued.
Protean(52)
Ohrmizd, Heshan <-