Kala, daughter of Krokum
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knowledge (religion): 1d20 + 1 ⇒ (8) + 1 = 9
Ugh. Singing. Awkwardly, Kala joins in the singing. Contrary to Davorge's assumption, her voice is more of a harsh, brash sound.
Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10
Mun of Ashava
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Knowledge (religion): 1d20 + 6 ⇒ (19) + 6 = 25
Mun needs no introduction to the symbol of his own beloved Lord. "Ahh, my dear Ashava. Indeed, I have something to add."
Mun begins circling around the array of chalk and petals, flitting in and out elegantly. Every time his gentle footstep lands, the puff of air seems to lift and right an errant flower petal until all are seemingly just perfectly placed. It's only when all of this is complete that you realize the haunting, soft words that have arisen are coming from the elf, as he adds an extra layer to the song and dance Davorge leads.
Diplomacy, extremely fashionable: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Eredur Smagg the Younger
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Know Arcana: 1d20 + 9 ⇒ (17) + 9 = 26
Know religion: 1d20 + 7 ⇒ (3) + 7 = 10
Dancing? I didn't knew there was a god for dancing. I ain't a dancer myself, but I know a few things about that kind of ritual
Meanwhile, Lybna the weasel got out off the dwarf's shirt, and starts ondulating to the song, but the result is more comical than anything else
Perform dance: 1d20 - 2 ⇒ (8) - 2 = 6
Even Eredur has an hard time keeping a straight face
GM Badblood
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I'm assuming the Kn:Religion checks are to ID Davorge's holy symbol, but wasn't clear from your posts. I want to clarify that you can only attempt one of the checks to purify the monument. Its important becuse this mechanic is going to show up again later.
The blue petals rise into the air and clump together in groups of four,
creating the likeness of a dozen butterflies that flit about before resting on the ground in calm silence. Moments later, a spectral visage of a Chelaxian woman with black hair and plain clothes appears in a nearby alleyway, clutching a silver butterfly in one hand and a starknife in the other. She stares off into the distance, terrified, and mutters a single word: “Help!”
The ghost has a frantic, fearful look in her eyes, but appears to calm herself through a sheer effort of will. In a wispy, distant sounding voice she says, "“Monument corruption siphoning my essence. Cannot manifest properly. Please, sanctify the Cenotaph and the Founder’s Flame. You must hurry. A life depends on your haste!”
Davorge looks towards the group with a pained look. "I have never seen Ordellia suffering so. I will stay with her and see if I can do anything to soothe her agony. I would recommend that you attend to the other monuments and see if you can purify them also. You've seen me start the ritual and you have all participated in it. Together you should be fine."
"There is one more thing. Each of these monuments are known to grant a boon to those you ask for a blessing. Those who have faith and a knack with religious rituals will be most likely to succeed at getting this boon. You could try it here if you'd like."
Accessing this boon requires a Kn:Religion check and ten minutes of time. You can only have one boon at a time and if you acquire another one you lose the previous boon you had.
checks for the rest of the scenario. This bonus increases to +2 if you roll a 25 or higher.
Therin Baldaros
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Therin's jaw drops when the spirit asks for help. He grabs his holy symbol and a vial of blessed water to sanctify the statue.
know religion: 1d20 + 6 ⇒ (15) + 6 = 21
He performs a cleansing ritual taught to him by his mentor at the abbey.
Begone, evil spirits! Let the light burn your blight from this world.
Kala, daughter of Krokum
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A boon? Huh. Can't hurt to try. Kala kneels reverently and silently opens herself to whatever power there may be here.
Knowledge (religion): 1d20 + 1 ⇒ (20) + 1 = 21
Eredur Smagg the Younger
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Sorry, you're right the previous Know Religion was to identify the holy symbol. Just to know: will we be allowed to take 10 in the future rituals? (total 17 in Know Religion, 19 in Know Arcana for me)
Know religion: 1d20 + 7 ⇒ (16) + 7 = 23
We will save you, Lady ghost.
Mun of Ashava
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Mun joins the others in the boon ritual.
Knowledge (religion) DC 15: 1d20 + 6 ⇒ (10) + 6 = 16
When everyone is done with their dancing, Mun urges action. "We should head to the Founder's Flame next! No time to waste; let's go." He grips the skin around Selune's shoulder firmly and gives the bear a firm tug towards the bridge that leads north towards the small island separating Ordellia from the rest of Magnimar proper.
Arbiscar
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Arbiscar is disturbed by the sudden appearance of a ghost, but lets Davorge conduct the encounter.
The dwarf nods respectfully and follows the expert advise "Ordellia we are coming to your help. Please grant us your blessing"
K. religion: 1d20 + 7 ⇒ (15) + 7 = 22
+1 initiative, yay!
"Yes, I do agree with Mun, let's hurry up to the Funder's Flame and find out if what the ghost is saying is true" giving farewell to Davorge and the witnesses Arbiscar informs the inquisitor before leaving "You should now the ghost of Ordelia is disturbed and wants us to check the other monuments. We are heading there now"
GM Badblood
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The trip across town is uneventful until they turn a corner and suddenly the monument is right in front of them.
The Founder's Flame is a relatively unassuming monument standing at the center of a small park in Magnimar’s Naos district. It consists of a simple stone pedestal bearing a small bowl filled with green oil. There is a long, sickly green flame burning in the bowl.
As the party approaches they can see two small creatures cavorting around the flame. They appear to be small winged humanoids bathed in the same sickly looking green flame that is coming out the corrupted monument.
Finnius Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Eredur Initiative: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Arbiscar Initiative: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Therin initiative: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Mun Initiative: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Yellow Imp: 1d20 + 6 ⇒ (15) + 6 = 21
Blue Imp: 1d20 + 6 ⇒ (6) + 6 = 12
Round 1
Mun
Kala
Yellow
Arbiscar
Eredur
Blue
Finnius
Therin
Bold may act first!
GM Badblood
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I did include the bonus's to initiative. I think everyone but Finnius earned it. Also to answer an earlier question, yes, when more ritual checks come up you can attempt to take 10 on them. I just won't tell you if you've succeeded or not until everyone has made their checks.
Kala, daughter of Krokum
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Do we have to consider height/elevation in this encounter, or is the bowl low enough that Stinky would be able to participate in this fight?
That can't be good. Finally! Something Kala is confident she can do well! She springs into action, calling out: "Stinky! Flank!" Striding into place and drawing her cold iron warhammer, she waits for Stinky to get into position before taking a mighty swing.
Cold Iron Warhammer: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 171d8 + 2 ⇒ (4) + 2 = 6
Includes Outflank bonus
Stinky the Wolverine
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Oooh! I don't think I've tasted any of these before! What do they taste like? Do I get to eat any? Huh? Do I? Oh, I hope so! Stomach grumbling, Stinky swings wide around the not-bat-thingy that Kala is targeting and dashes into place opposite her, eager for the command to attack.
Arbiscar
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K. religion (id the monsters?): 1d20 + 7 ⇒ (13) + 7 = 20
Trying to identify the creatures Arbiscar curses them "Critters! I do not think those are well intended. What are they doing to the monument?"
Mun of Ashava
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Knowledge to identify: 1d20 ⇒ 5 (+6 arcana, local, planes, religion; +3 nature)
"Ashava, protect us!" Mun quickly calls on his patron Lord, a shimmering field like soft moonlight briefly encapsulating both he and Selune before fading into their flesh. He points at one of the creatures, sending Selune forward while he follows in her wake, drawing his spear.
Standard: cast shield of faith on self and Selune with Improved Spell Sharing (3 minutes each)
Free: Handle Animal (flank) DC 10, link: 1 + 7 + 4 = 12
Move: 30' drawing longspear
| Selûne of Ashava |
Selune follows with Mun briefly, notes where he sets up to attack, and circles around to flank with him.
Double move: 60'
Eredur Smagg the Younger
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Eredur tries to identify the flying foes
Know your enemy so you can bring it down easier.
Taking 10 with Dungon/PLanes/Religion/Nature +7 total 17; Arcana +9 so total 19
GM Badblood
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The two creatures are flying about five feet off the ground, airborne but close enough to strike. The steps are going up, so double movement cost and they keep you from charging. This doesn't affect the Mun and Kala's actions, but keep it in mind. Eredur, you typically can't take 10 during combat. I'll roll the Kn:Planes for you, since you'll get to act right after Yellow.
Kn:Planes: 1d20 + 7 ⇒ (1) + 7 = 8
Sorry, not great.
Mun and Eredur can tell that these are extraplanar creatures, but beyond that they are not sure.
Kala moves in and swings her hammer at the little creature. The impact travels painfully down her arm as the hammer bounces off the creature's iron hard skin. The blow just barely damaged the creature.
The yellow creature flies up and just over Selûne's head to escape being pinned in by the two foes. This would be a five foot step that positions itself in the bear's space, but ten feet above. That puts it out of most creature's reach.
Cackling, the imp casts a spell. The creature points a skinny finger and a ray of searing energy strikes Mun in the leg as elf attempts to leap out of the way.
Scorching Ray: 1d20 + 6 ⇒ (12) + 6 = 18
Fire Damage: 4d6 ⇒ (4, 4, 5, 1) = 14
Round 1
Mun -14
-Selune
Kala
-Stinky
Yellow
Arbiscar
Eredur
Blue -1
Finnius
Therin
Dwarves up!
Arbiscar
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"Abadar ease my steps!" Arbiscar launches himself to the attack swinging his enormous silver hammer while invoking Abadar's agile feet blessing to easily climb up the stairs.
From there he attempts to destroy the imps life while flat-footed before he can too harm any of the dwarf's associates.
+1 silver earthbreaker-PA+sky sentinel (flatfooted): 1d20 + 8 - 1 + 1 ⇒ (7) + 8 - 1 + 1 = 15
Silver/Bludgeoning damage+PA: 2d6 + 5 + 3 ⇒ (2, 5) + 5 + 3 = 15
If the height on the stairs is not enough to strike the imp, he instead uses inspiring word to boost Eredur's ability.
Sky Sentinel gives Arbiscar +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures
HP 43/43 AC 23 TAC 13 (including Sky Sentinel)
Blessings: 3 or 4/5
GM Badblood
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Arbiscar swings his silvery maul at the creature, who happens to have its back turned to the dwarf. Unlike Kala's attack, the magic hammer strikes true, crushing bone and flesh. The creature cries out in pain and fear; but is still air borne.
Round 1
Mun -14
-Selune
Kala
-Stinky
Yellow
Arbiscar
Eredur
Blue -16
Finnius
Therin
Eredur Smagg the Younger
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Eredur uses one of his many wands to attacks the same flying creature, adding more wounds
Magic Missile wand: 1d4 + 1 ⇒ (2) + 1 = 3
GM Badblood
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The bolt of energy from Eredur's wand strikes the creature and it plummets to the ground, knocked unconscious from its wounds.
GM Roll: 1d3 ⇒ 1
The sickly green flame sputters and flares up and out of it jumps a fiery green hound. The creature lands about 20 feet from the fountain and leaps onto the still flat footed Therin. The jaws manage to get a crushing grip on the cleric's legs and the flames from it's jaws start catch his pants on fire.
Charge, Slam: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Bludgeoning: 1d4 ⇒ 2
Fire Damage: 1d4 ⇒ 2
Therin, I will need a Reflex save from you (DC 11) or you will catch on fire, taking another 1d4 fire damage at the start of your turn. This is some kind of new extraplanar creature, so players can attempt a new knowledge Planes check on their turns.
Round 1
Mun -14
-Selune
Kala
-Stinky
Yellow
Arbiscar
Eredur
Blue -19
Firehound
Finnius
Therin
Round 2
Mun -14
-Selune
Kala
-Stinky
Yellow
Arbiscar
Eredur
Blue -19
Firehound
Finnius
Therin
The party has taken down one of the imps but the other is flying ten feet in the air, safe from most melee weapons. Out of the fire another creature has emerged and the green flame still continues to burn with unnatural fury. Mun was badly burnt, and Therin is face to face with a small but very hot and very quick moving beast.
Bold may act!
Therin Baldaros
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reflex: 1d20 + 3 ⇒ (19) + 3 = 22
Cursed beast! To the depths with you! Therin yells as he brings down his morningstar with a small grunt of exertion.
attack, cold iron: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 1 ⇒ (5) + 1 = 6
Mun of Ashava
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"Selune, get it!" Mun calls, dropping his longspear and grabbing his bow. His fingers dance over the fletches in his quiver; he pulls out an arrow, lines up his shot, and the arrow flies towards the creature.
Free: Handle Animal (attack any) DC 10, link: 1 + 7 + 4 = 12
Free: drop longspear
Move: draw longbow
Standard: attack yellow
darkwood comp (+2) longbow: 1d20 + 5 ⇒ (19) + 5 = 24
Damage, P: 1d8 + 2 ⇒ (6) + 2 = 8
Knowledge (planes): 1d20 + 6 ⇒ (11) + 6 = 17
| Selûne of Ashava |
Selune growls as she stands on her hind legs, eyeing the imp that seems just out of reach. Her command from Mun resonates in her head. She lowers her body, strength coiling in her frame as she then leaps up to the best of her ability, her neck extended to full length and her jaws open to snap! Her jump fails to reach, however; when she lands, she stands ready to snap if it comes within reach.
Move: back 10' to get a 10' running start for a 5' high jump (25' total movement)
Standard: readied attack vs. yellow if it moves within reach
Acrobatics DC 20, speed > 30': 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Bite, power attack: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21
Damage, P, power attack: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Finnius von Galimar
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Finnius charges, drawing his fire forged steel dagger and MWK cold iron dagger from his belt as he goes, then stabbing it Charge, with power attack
MWK Cold Iron Dagger, Charging, Power Attack: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 1d4 + 11 ⇒ (3) + 11 = 14
Knowledge Planes: 1d20 + 7 ⇒ (18) + 7 = 25
"Aha! Taste my blade!"
GM Badblood
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This new creature is simply a small fire elemental. These creatures are completely immune to fire but vulnerable to cold damage. Their slam attacks cause damage and can cause targets to catch fire. In addition, attacking these creatures with unarmed or natural attacks will also cause fire damage. As an elemental they are immune to bleed, paralysis, poison, sleep, and stunning. They also are immune to critical hits, flanking, and any kind of precision damage.
Finnius, you are stabbing a creature that is 10 feet in the air. I will let you retcon your action if you'd like.
Finnius swings his morningstar, connecting with a solid swing to the fire creatures jaw. Unlike the attacks on the imps, his unenchanted weapon seems to have its full affect.
Mun's bear tries to jump up and strike at the imp, but the creature laughs as the bear doesn't get up quite high enough to reach them. Mun hits the creature with his arrow, which strikes it in the face. The arrow bounces off with a loud ring, but the creature still winces in pain as the missile leaves a large welt on the creature's face.
Round 1
Finnius
Round 2
Mun -14
-Selune
Kala
-Stinky
Yellow-3
Arbiscar
Eredur
Firehound -6
Finnius
Therin
Still need actions from Kala and Finnius!
Finnius von Galimar
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Sorry, I missed that the creature was flying and didn't see the fire elemental- I'd attack the closer target since I can get there, but my roll without the charge is AC 9 so I've repositioned on the board and take a whiff with my dagger on the elemental.
Finnius shouts, "This one's a fire elemental!" and quickly relays it's abilities.
Kala, daughter of Krokum
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"Drat! Stinky! Heel!" There's only one land-bound foe that Stinky can reach, but it would set his fur on fire if he gets close enough to attack it. She's not going to risk her partner's safety *that* much, so instead she stows her warhammer and nocks her bow. Two move actions to stow and draw weapons.
Stinky the Wolverine
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Heel, huh? Ok. I'll just take a nibble of this little thing here. It smells weird. Does it taste weird, too? Stinky begins gnawing gingerly on the fallen imp's body. Yup. It tastes weird. Yuck! He immediately spits out the bite he had taken, pawing at his mouth to get the flavor out. (I imagine it tastes like a mixture of brimstone and Dutch Boy soap.)
GM Badblood
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Finnius moves into to help Therin, but the creature darts out the way of Finnius's dagger. Kala keeps her wolverine away from the fire elemental, not wanting her companion to accidently hurt itself. Stinky sullenly starts gnawing on the prone imp instead and noticed a strange sensation when he bites into its metallic hard skin. Frustrated, the wolverine shakes the creature vigorously, snapping its neck.
The imp has fast healing, but Stinky just coup de graced it.
The other imp cries out, "Nooooooo!!!! Igzalea!!!" and flies towards Kala and her wolverine, deliberately diving through the green flame.
It descends to where it's only five feet above the ground and blows a cone of fire all over Arbiscar, Kala and her animal companion. Kala notices that the welt that Mun gave it is already gone.
Cone of Fire, Reflex DC 13 for half: 1d8 ⇒ 5
Round 2
Mun -14
-Selune
Kala
-Stinky
Yellow-1 (Flying 5 feet up)
Arbiscar
Eredur
Firehound -6
Finnius
Therin
Arbiscar
|
Ref+hardy DC 13: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Enduring the flames Arbiscar grunts lowly "Pesky creature. What have you done to the Flame?!"
Seeing an opportunity at the creature flying close to the ground, the dwarf moves forward swinging his heavy silver hammer with the expertise of a sky hunter "For Abadar you will be punished for your desecration!"
+1 silver earthbreaker-PA+sky sentinel: 1d20 + 8 - 1 + 1 ⇒ (20) + 8 - 1 + 1 = 28
Silver/Bludgeoning damage+PA: 2d6 + 5 + 3 ⇒ (6, 3) + 5 + 3 = 17
Critical? x3: 1d20 + 8 - 1 + 1 ⇒ (7) + 8 - 1 + 1 = 15
Silver/Bludgeoning damage+PA: 4d6 + 10 + 6 ⇒ (3, 1, 5, 3) + 10 + 6 = 28
Total damage if critical confirms: 17 + 28 = 45
HP 38/43 AC 23 TAC 13 (including Sky Sentinel)
Eredur Smagg the Younger
|
Better to keep the same strategy. At least I'm sure to hit with this.
Grumbling in his beard, Eredur whips his wand again, and send another bolt of energy on the fiery dog's muzzle
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
GM Badblood
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Too bad, that just barely missed the confirmation!
The hammer strikes the imp hard, almost bringing it down. With crumpled looking wings and an arm dangling like it might be dislocated the imp is barely managing to remain in the air. The creature definitely regrets flying down close enough to spray the group with its breath weapon. It let's out a squeal in Ignan.
Eredur blasts the small fire elemental with another magic missile. A chunk of green substance flies off the beast and it howls in pain but is still in the fight.
The fiery hound manages to get another chomp on Therin's weapon arm this time, causing more burning and bruising the cleric's flesh.
Slam: 1d20 + 4 ⇒ (18) + 4 = 22
Bludg. + Fire: 1d4 + 1d4 ⇒ (2) + (2) = 4
And another Reflex save DC 11 to avoid catching fire.
The green flame shutters and another fire elemental appears next to Finnius. This one is shaped like a coiled viper, but otherwise seems to have the same properties as the fire hound.
Slam: 1d20 + 4 ⇒ (2) + 4 = 6
The snake lunges at Finnius like a viper, but the warrior nimbly steps to the side, ready to strike at these creatures with his razor sharp dagger.
Round 2
Mun -14
-Selune
Kala -5 or -2
-Stinky -5 or -2
Yellow-18 (Flying 5 feet up)
Arbiscar -5
Eredur
Firehound -10
Firesnake
Finnius
Therin -8
Round 2
Mun -14
-Selune
Kala -5 or -2
-Stinky -5 or -2
Yellow-18 (Flying 5 feet up)
Arbiscar -5
Eredur
Firehound -10
Firesnake
Finnius
Therin -8
Bold may act!
Kala, daughter of Krokum
|
Reflex DC 13: 1d20 + 6 ⇒ (17) + 6 = 23
"Ow! Why you--! Stinky! Attack!" Kala takes aim and fires at the imp.
Composite short bow with cold iron arrow: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (3) + 2 = 5
D'oh!
Do any of us catch on fire from that blast?
Stinky the Wolverine
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Reflex DC 13: 1d20 + 7 ⇒ (19) + 7 = 26
Ow! Oooh, now I'm MAD! For some reason, the over-sized wolverine isn't taking being suddenly burned on the behind while trying out a potential snack in a calm manner. He flies into a rage as he whirls around, viciously attacking the injured imp with everything he's got.
bite: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 231d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10
1 claw: 1d20 + 6 + 3 ⇒ (6) + 6 + 3 = 151d4 + 3 + 3 ⇒ (1) + 3 + 3 = 7
1 claw: 1d20 + 6 + 3 ⇒ (9) + 6 + 3 = 181d4 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Includes bonuses from raging and Animal Focus
GM Badblood
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No burning effect, it's just straight damage.
Stinky pulls the imp out of the air and begins tearing it apart. Even with it's fast healing it won't be getting up anytime soon.
Therin Baldaros
|
reflex: 1d20 + 3 ⇒ (17) + 3 = 20
reflex: 1d20 + 3 ⇒ (5) + 3 = 8
Therin swats at some of the flames, snuffing some but with the hound on him he can't get them all. He swings his morningstar at the beast.
attack: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 1 ⇒ (3) + 1 = 4
Finnius von Galimar
|
Finnius swings with both hands for maximum effect. [ooc]2WF + Power attack[/dice]
Fire Forged Steel Dagger: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 11 ⇒ (3) + 11 = 14
MWK Cold Iron Dagger: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 + 9 ⇒ (4) + 9 = 13
"Ah! I have got you flame beast!"
GM Badblood
|
Therin, you just had the one additional save. Finnius, you have two fire elementals in range. Which one are you going after?
GM Badblood
|
Finnius finishes off the hound shaped fire elementals with his long knife. The creature explodes, leaving chunks of burning green plasma on the ground. When the creature dies, the green flame sputters and appears to shrink a bit in size.
Round 3
Mun -14
-Selune
Kala -2
-Stinky -2
Arbiscar -5
Eredur
Firesnake
Finnius
Therin -8
Arbiscar
|
Observing the flame shrink Arbiscar voices up "Ok, so it seems the flame weakens by destroying the elementals. Let's keep doing just that!"
The dwarven pathfinder turns back and moves towards the remaining creature while giving a inspiring word to Finnius "You can do it great warrior! Shatter the fire that fires our monument!"
Inspiring word: Finnius gains a +2 to attack, saves, and skill checks for 1 minute
HP 38/43 AC 21 TAC 11
Blessings: 3/5
Eredur Smagg the Younger
|
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Once again, Eredur uses his wand, now on the fiery snake
Mun of Ashava
|
"Selune! This one, flank; you know how." He steps down from the monument, planning for where Selune will arrive, with a prayer to Ashava at the ready. "Ashava, grant us your favor that we may destroy this fiery beast and cleanse this monument!"
Free: Handle Animal (flank) DC 10, link: 1 + 7 + 4 = 12
Move: 5' through difficult terrain (10' cost)
Standard: readied action to cast divine favor on self and Selune with Improved Spell Sharing when Selune arrives (5 rounds each)
| Selûne of Ashava |
Selune leaps down the steps and around to flank the fire elemental with Finnius, ever eager to please her master.
Move: 30' including 5' of difficult terrain (35' cost)
Standard: attack fire snake
Bite, divine favor, flank: 1d20 + 9 + 3 + 2 ⇒ (17) + 9 + 3 + 2 = 31
Damage, P, divine favor: 1d6 + 5 + 3 ⇒ (3) + 5 + 3 = 11