| Benarik |
DC 26 Perception: 1d20 + 19 ⇒ (2) + 19 = 21
Benarik is glad to have another healer among them. Still caught up in the destruction, he doesn’t notice the large thing approaching until Fero points at it.
| Ketra Driscoll |
Ketra nods along with Garret's explanation before adding "This uh, bomb, is probably really dangerous to just keep around too. We can take it somewhere where it won't be a danger to you. You wouldn't want a big shaking thing to happen here too, right?"
"By the way, can you tell us where you found it, and how? It'd help us work out just how dangerous it is and what it might be connected to."
| GM CrusaderWolf |
Cleverquill looks from Ketra to Garret and back again and makes a strange whining sound. "But--if the treasure is fake, then this is my only real treasure left!" The peluda's claws flex and retract as it hems and haws. "I can't have no treasure, who ever heard of such a thing? It just isn't done! ...I know! Give me a magic sword--magic swords are much better than evil jars anyway! Maybe two magic swords."
"By the way, can you tell us where you found it, and how? It'd help us work out just how dangerous it is and what it might be connected to."
"In the temple! Guarded by ghosts and monsters and traps!" Cleverquill points towards the fungus-overgrown temple you just departed. "It was a mess, and very boring--the only interesting thing was a jar that bleeds, but I couldn't...er, decided not to open it. Probably nothing interesting inside. Weird druid moved in there a few years later, I don't like them very much but they dare not bother me!"
+ + + + + + + + + + + + + + + + + + + + +
7d6 ⇒ (6, 5, 1, 5, 6, 1, 6) = 30
Fero: 1d20 + 10 ⇒ (20) + 10 = 30
Benarik: 1d20 + 12 ⇒ (3) + 12 = 15
Ceto: 1d20 + 16 ⇒ (14) + 16 = 30
1d20 + 8 ⇒ (1) + 8 = 9
Fero: 1d20 + 4 ⇒ (17) + 4 = 21
Benarik: 1d20 + 4 ⇒ (14) + 4 = 18
Ceto: 1d20 + 1 ⇒ (12) + 1 = 13
Fero's warning comes a heartbeat too late--even as the others are whirling to see what he points at, something vast and terrible emerges from the smoke. It appears to be an enormous skeletal bat with eyes like coals and wreathed in shadow; indeed it is hard to tell where the creature's shadow ends and the roiling smoke begins. It lets out a bone-chilling shriek as a it swoops down, a sheet of shadow-stuff rolls out from its outstretched wings to blanket your party. The screams of soldier and civilian alike are choked off and flesh blackens and necrotizes in seconds, killing a dozen souls in seconds. Fero sets his will against the deadly touch of the Void and prevails--Benarik is not so fortunate, but each of them feels a strange warmth radiating from their chests, and it seems that Void's grasp somehow isn't as strong upon them. Ceto Maldera grimmaces but also weathers the magical assault relatively well. "What the devil is that thing?!" she bellows as she hefts her sword, though it remains well out her reach as of yet.
Your blood runs cold as your recognize this being as a vanyver, one of the dreaded darvakka. Like all of their kind, vanyver--called nightwings by some scholars--are ancient monsters of death and entropy, hailing from the Void and relentless enemies of all life and warmth. How such a creature came to be here you do not know, but they are horrifically powerful.
CE Huge undead with the Extraplanar and Nightshade subtypes; all the usual questions apply!
+ SURPRISE ROUND +
The Haunting Dark (20ft up, concealment)
Fero
+ ROUND ONE +
Fero
Benarik (-12hp)
Ceto Maldera (-15hp)
Lastwall Troop (-45hp)
The Haunting Dark (20ft up, concealment)
| Fero Ardus |
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)
How much concealment is the question. I assume as we’ve seen it, it’s not total. Fero takes his shot if he has one.
Fero uses his ki power to launch a pair of fiery rays at the beast! He summons forth Scorching Ray (2 rays) in the surprise round.
Scorching Ray (touch): 1d20 + 13 ⇒ (9) + 13 = 22 damage f: 4d6 ⇒ (1, 5, 1, 2) = 9 Miss (low is bad): 1d100 ⇒ 30
Scorching Ray (touch): 1d20 + 13 ⇒ (3) + 13 = 16 damage f: 4d6 ⇒ (2, 4, 1, 6) = 13 Miss (low is bad): 1d100 ⇒ 86
On round one he moves a bit from the others in case of another area effect. He imagines it’ll stay in the air, so flank is folly. If it seemed to take damage from fire, he’ll shoot it again, if not, he'll take total defense. Though he worries about depleting resources, this looks nasty!
Scorching Ray (touch): 1d20 + 13 ⇒ (6) + 13 = 19 damage f: 4d6 ⇒ (4, 4, 6, 6) = 20 Miss (low is bad): 1d100 ⇒ 37
Scorching Ray (touch): 1d20 + 13 ⇒ (16) + 13 = 29 damage f: 4d6 ⇒ (5, 3, 2, 3) = 13 Miss (low is bad): 1d100 ⇒ 67
Ugh! What bad roll-combos!
| Ketra Driscoll |
Ketra looks to the others, wondering what they think, before turning back to Cleverquill "Well, we don't have much in the way of treasure, but before we got here we did find a fancy magic sword. I agree, it would be embarrassing not to have any treasure. Maybe we can part with that one if you're willing to make the trade. Garret here is an expert on magic so he can explain exactly what kind of magic it has." She nods.
She crosses her arms "We ended up having to fight the weird druid. I agree. Didn't like them very much."
| Garret Fallows |
Thinking for a moment, Garret responds, "You have a point, Cleverquill--you do certainly live up to your name...We actually have two matched magic longswords which were, until recently, used by Sealbreaker knights. If you want both of them, though, we will need a promise from you in addition to the necrotic jar..."
"I do like the symmetry of granting you the magic swords of the defeated Sealbreakers given the promise I need from you -- if Sealbreakers return here and wish to set up a lair again, I want your word that you will destroy them in honor of our deal," adds Garret, hoping to give the clever creature a request in line with its nature.
If the agreement is made, Garret will produce the two +1 longswords from the Sealbreaker Knight and Golem fight, then carefully wrap up the jug and put it in his magic haversack.
| Benarik |
Benarik has no idea what the unnatural horror could be, but the devastation it unleashes is terrible. He sends a volley of arrows at the creature.
Manyshot, the old bow, favored enemy: 1d20 + 13 - 2 + 2 ⇒ (14) + 13 - 2 + 2 = 27
Damage: 2d8 + 2 + 2 + 2d6 ⇒ (4, 4) + 2 + 2 + (6, 6) = 24 (12 from fire damage)
Concealment, high is good: 1d100 ⇒ 60
Rapid Shot, the old bow, favored enemy: 1d20 + 13 - 2 + 2 ⇒ (13) + 13 - 2 + 2 = 26
Damage: 1d8 + 2 + 2 + 1d6 ⇒ (5) + 2 + 2 + (3) = 12 (3 from fire damage)
Concealment, high is good: 1d100 ⇒ 32
the old bow, favored enemy: 1d20 + 8 - 2 + 2 ⇒ (5) + 8 - 2 + 2 = 13
Damage: 1d8 + 2 + 2 + 1d6 ⇒ (6) + 2 + 2 + (1) = 11 (1 from fire damage)
Concealment, high is good: 1d100 ⇒ 55
| GM CrusaderWolf |
Cleverquill hems are haws and makes a show of examining the swords, criticizing any knicks or blood flecks, and generally haggling ineffectually in the face of Garret & Ketra's relentless persuasion the peluda eventually gives in and accepts the swords. With obvious reluctance, he slips beneath the inky dark waters of the lake and returns shortly thereafter with the jar clutched in his claws, and with even more reluctance he hands it over.
The jar is a strange and unsettling thing, about two feet tall and its lid shaped like a draconic skull. More unsettling still, the seal weeps blood, though none of you are able to get the lid to so much as budge if you try to open it.
Despite its appearance, you don't feel the expected weight of dread or menace you expected--rather, a sense of quiet determination fills you, like a commitment to some ancient duty still unfulfilled. You begin to understand why Cleverquill didn't want to give it up.
As long as you have the jar in your possession you gain Iron Will as a bonus feat, or Improved Iron Will if you already have it. If you have access to Domains class feature you gain all the benefits of the Knowledge domain including its bonus spells. If you do not have access to the Domain class feature then you gain the "lore keeper" ability from the Knowledge domain, as though you were a cleric of your same level.
+ + + + + + + + + + + + + + + + + + + +
Fero vs SR: 1d20 + 9 ⇒ (7) + 9 = 16
Fero vs SR: 1d20 + 9 ⇒ (1) + 9 = 10
THD Ref: 1d20 + 11 ⇒ (1) + 11 = 12 Troop Dmg: 3d8 + 3 ⇒ (1, 7, 7) + 3 = 18
THD Ref: 1d20 + 11 ⇒ (7) + 11 = 18 Troop Dmg: 3d8 + 3 ⇒ (5, 3, 2) + 3 = 13
Maldera vs SR: 1d20 + 11 ⇒ (6) + 11 = 17
Troop Ref: 1d20 + 7 ⇒ (3) + 7 = 10
Fero Ref: 1d20 + 11 ⇒ (12) + 11 = 23
Benarik Ref: 1d20 + 10 ⇒ (20) + 10 = 30
Ceto Ref: 1d20 + 9 ⇒ (3) + 9 = 12
Cone of Cold: 14d6 ⇒ (3, 2, 6, 1, 2, 5, 3, 4, 3, 6, 3, 6, 1, 5) = 50
Searing Light: 1d20 + 9 ⇒ (20) + 9 = 29 Conceal: 1d100 ⇒ 48 Dmg: 10d6 ⇒ (3, 3, 5, 5, 4, 4, 2, 6, 5, 3) = 40
Fero draws on his inner power and launches forth scything beams of fire--even within its shroud of smoke and darkness the monster is far too large too miss (Huge in size, if I didn't mention before.). Each beam finds its mark...but fizzles away into nothingness, leaving the creature unharmed! Beside him, Benarik smoothly nocks arrow to string and fires again and again--his aim is good, better than against the thorn-creatures even, but its not enough. Each arrow rebounds from the creature without effect.
"Give it a volley--fire at will!" Maldera roars, and the troops under her command obey; with the snap and twang of bowstrings two dozen arrows and bolts rise into the arrow in a sudden storm. They too find their mark with little difficulty...and they too rebound to no effect, save for one which somehow punches through at the monster's shoulder. It gives another shriek and wheels away, only to circle tightly around a half-collapsed tower and come rushing at your group again! This time, a it opens its mouth and releases a blue-black sheet of icy magic that sweeps over to your band of survivors with devastating effect. Flesh and bone freezes solid in an instant, and just like that fifteen brave soldiers of Lastwall are gone, their corpses shattering as they fall. Several more civilians get caught in the blast--the Field Marshal takes a direct hit, going down to one knee and struggling back to her feet. Fero and Benarik are caught in the blast as well, but are able to shelter behind some of the rubble and avoid the blast...or at least the worst of it, in Benarik's case.
"Field Marshall, what do we do?!" come the panicked cries from the remaining soldiers--whatever their courage and training, the sudden devastation unleashed by this creature has pushed them to the edge of breaking. Maldera doesn't answer at first, desperately wheezing for air as her eyes track the movements of the monster as it wheels through the sky. She draws in a breath. "RUN!" she screams, "FOR THE CATHEDRAL, RUN GODS DAMN YOU!"
Unless anyone objects, we're going to transition from a combat to a skill challenge, as this foe is beyond any of you. Your objective is to a) escape, and b) help the others with you escape if you can, while The Haunting Dark hunts you for sport.
THE CHASE (Skill Challenge)
+ ROUND ONE +
Fero
Benarik (-37hp)
Ceto Maldera (-65hp)
Lastwall Troop (-120hp)
The Haunting Dark (-3hp; 20ft up, concealment)
| Ketra Driscoll |
Ketra is absolutely happy to see the jar disappear into Garret's bag of holding. Whatever evil and powerful magic it holds, its safer with the team, but even so she appreciates not having to look at it. She smiles at Cleverquill "Hope you can rebuild the rest of your hoard soon. Maybe you'll find something we missed in the overgrown temple that the druid left behind."
With that, we've just got the rather tricky goon that was trapped in the jail cell. It would be funny to forget about her but... maybe she'll be important.
| Garret Fallows |
Garret's countenance takes on a more contemplative cast as he lifts the jar and puts it in his magical haversack. Perhaps he misjudged the jug--he should Identify the item at his earliest convenience.
In case there is a creature inside, he instinctively tries the new Lorekeeper ability (15+level(9)+wis(0) = 24).
| Fero Ardus |
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)
Fero speaks up, ”As there is unknown rubble between here and the cathedral, and likely many dead ends, I will run ahead and scout the way.” I have a 60’ move, so by scouting ahead if I reach a dead end, I can come back quickly and save the group some wasted time.
He runs ahead, looking for a clear path.
Perception: 1d20 + 17 ⇒ (2) + 17 = 19
| Benarik |
”Those that need healing to me!” Benarik calls loudly, as he centers himself to the group. He channels the energy of Desna, healing as many as he can, then follows the speedy monk. "This way, we've got to get to safety!" move 30 feet in the direction that Fero went
Channel Heal: 4d6 ⇒ (4, 3, 5, 1) = 13
| Silvia Macatus |
"What an odd bit of pottery," Silvia comments, looking back towards the temple. "We should probably collect that gnome, before our newest friend finds and eats her."
| Garret Fallows |
”Oh, right,” says Garret, ”Though given the bomb detonation above, the authorities are likely quite busy. What are we going to do with her until we can turn her over? I worry the guards may not be quick enough to keep her in captivity very long.”
| Ketra Driscoll |
"Considering her circumstances, she might find it in her heart to join us in fighting to survive whatever's up there now. Not that I think we could trust her very far, but at least she could realize that she'd be safer banding together with us."
| GM CrusaderWolf |
Mysterious artifact in hand, you cross the bridge back into the temple until your reach the hall where the gnome Kilibrandt is imprisoned. Her chains rattle as she gives you all a cheerful little wave
"Glad you changed your mind! I'd just as soon not be down here if another earthquake hits. Never been in an earthquake before--ha! take that, Bleaching!--but I've also never been crushed to death either and I'm not ready to give it a try just yet." She raises one hand and places the other over her heart. "I solemnly swear to be a good prisoner as long as you don't, y'know, throw me to the literal or metaphorical wolves. Good enough?"
+ + + + + + + + + + + + + + + + + + + + +
Benarik, I can gladly apply the healing but also if you have any skills, spells, etc that you think would contribute to helping escape the monster feel free to post it! You need a certain minimum of successes before you hit 3 failures.
Ceto Maldera: 1d20 + 22 ⇒ (12) + 22 = 34
Target?: 1d4 ⇒ 4
THD: 1d20 + 23 ⇒ (10) + 23 = 33 Damage: 4d10 + 18 ⇒ (2, 4, 4, 10) + 18 = 38
Fero is quick and alert, but while he's able to find a route through the city's wreckage, he isn't able to do so fast enough to get everyone out of the monster's next flyby! As he ushers several soldiers and civilians through an alleyway and out onto the next street beyond, the horror swoops down and snatches three of them right off the ground! Their screams face into the distance as it gains height and disappears into the smoke cover, only ending right before a shower of blood paints the street. Unfortunately a 19 just barely misses the DC.
Panic sweeps through the survivors, but just as they're about to break and scatter Maldera's voice cuts through the chaos. "Keep you're heads! It wants you terrified and scattered, so don't give it what it wants!" She points at Fero. "Find us a route that doesn't give it room to dive at us!"
A 34 Intimdate scares the survivors into maintaining discipline, and counts as a success. The troop won't contribute any skills to this challenge, nor will the civilians.
THE CHASE (1 Success / 1 Failure)
+ ROUND TWO +
Fero
Benarik x2 (-24hp)
Ceto Maldera (-52hp)
Lastwall Troop (-120hp)
The Haunting Dark (-3hp; 20ft up, concealment)
| Fero Ardus |
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (4/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)
”Don’t shoot the pretty bird!” Fero cries as he becomes a small songbird to get a better vantage point for the next leg of the journey. He flies up, a bit (being mindful of the enemy in the vicinity), and scouts ahead again.
Perception: 1d20 + 17 ⇒ (3) + 17 = 20
Gee, thanks dice-bot. Maybe a circumstance bonus for flight?
AC as a songbird temporarily climbs to 35 (f22/t28) due to size and dex bonuses. Note he can only fly for 10m with a speed of 40’. Hopefully that's long enough to get a lay of the land.
| Benarik |
I can gladly apply the healing but also if you have any skills, spells, etc that you think would contribute to helping escape the monster feel free to post it! You need a certain minimum of successes before you hit 3 failures.
Benarik does have the Freedom’s Call ability and will use that to suppress the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. I'll start it up this round, and then help Ceto with her checks/attacks with the Bit o' Luck ability
Benarik summons a mantle of stars to shield the troupe from the presence of the creature. ”Stand firm, stay near Ceto and myself, together we are stronger!” Benarik calls to the damaged and frightened troupe.
Here’s the block of text I’ll use for resource tracking, and it’s also good for pointing out that Benarik is built around a support role of helping you’s all succeed on your rolls.
7/7 - Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
2/4 - Cleric Channel Positive Energy 4d6 (4/day, DC 15)
7/8 - Freedom's Call (30 ft., 8 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
7/7 - Liberty's Blessing (7/day) (Su) Allow target to re-attempt a save.
1/1 - Tugging Strands (1/day) (Su) Target rerolls a roll it just made.
| Ketra Driscoll |
"Solemnly swear? Not sure we've got much reason to trust in your word. But then again..." Ketra looks over at Rosalind "You felt all that shaking? That was your client's doing. I'd guess they set off another terrible necrotic explosion, like we saw them do before. Which means there's nowhere for you to escape to, considering everything's probably in bad bad shape." She figures Kilibrandt doesn't have much of a conscience, but she presses her anyway. "So, you're coming with us, but you're also going to need to fight with us if you plan to survive this."
She looks down at the gnome, uncertain if this is the right strategy.
| Garret Fallows |
Garret says tiredly, ”I haven’t the heart to leave her down here to die, however much she has enabled the cultists. Perhaps if she sees the devastation of their handiwork on the city she will take the opportunity to make some recompense.”
”In any case, I will need to rest while the soldiers dig us out if I am to be of any use topside,” he adds, looking for a place to curl up and sleep.
| GM CrusaderWolf |
"Fight with you?" Kilibrant arches once garish pink eyebrow. "You're willing to put a weapon in my hand and take the manacles off? Things must really be bad up there. Before I say yes or no...who exactly would we be fighting anyway?"
Rosalind frowns at Ketra in response to the dancer's glance, and gives the gnome a sour look. "It wouldn't be right to leave her here to starve, and she may still know something that will help us combat the cult." The Watchknight captain sighs. "We do our duty, even when it leaves a bitter taste."
"That's the spirit!" Kilibrandt beams at you all, impervious to Rosalind's glare.
I assume you'll keep her manacled until you get up top? I think I mentioned when you first explored this room but her gear was in a chest by the far wall.
Otherwise now is an okay time to rest while you wait for the Watchknight work crews to finish clearing the stairwell.
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
Normally reattempting with the same skill would have a higher DC, but I think the bird-form would be sufficiently useful to counteract the higher DC.
In his smaller, more agile form Fero is able to rapidly explore the area ahead of the fleeing Vigilites, finding a route that winds through half-collapsed buildings that aren't burning yet. It's not a fast route, but it trades speed for safety as the monster's vast bulk and vaster wingspan prevent it from closing in on its prey. The group's progress feels agonizingly slow, but after a time the spires of the Sancta Iomedaea can be seen between the ruins ahead. So close, yet still so far...
THE CHASE (2 Success / 1 Failure)
+ ROUND THREE +
Fero
Benarik x2 (-24hp)
Ceto Maldera (-52hp)
Lastwall Troop (-120hp)
The Haunting Dark (-3hp; 20ft up, concealment)
| Benarik |
Benarik continues along with the Lastwall troop and Ceto, ready to provide freedom’s call or a bit of luck whenever it can help them get closer to the spires of the Sancta Iomedaea.
2/4 - Cleric Channel Positive Energy 4d6 (4/day, DC 15)
6/8 - Freedom's Call (30 ft., 8 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
7/7 - Liberty's Blessing (7/day) (Su) Allow target to re-attempt a save.
1/1 - Tugging Strands (1/day) (Su) Target rerolls a roll it just made.
| Garret Fallows |
Drained of magical energy more than recent memory recalls, Garret finds a nearby likely sleeping place, arranges his cloak into an ersatz pillow, and falls into a deep, restorative sleep.
| Ketra Driscoll |
Yes, keeping her manacled for now, until we can show her that sticking with us as allies of convenience is the right move. Ketra will take her gear.
Ketra nods "If it's anything like last time, there'll be ghosts and horrors and mutated monsters beyond comprehension. If we're lucky there'll be survivors. I only hope it was smaller than the one in Roslar's Coffer and the city is already responding." Though she leaves the gnome manacled she helps her up and leads her out of the cell and toward the square where the guards are gearing up to start clearing the rockfall. "Lets take that rest while we can. It's been a long day."
Knowing there's little she can do, drained as she is, she joins Garret in resting.
| Fero Ardus |
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (4/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (8/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)
For his next trick, Fero makes himself the target. He runs ahead, intentionally down a more ‘public’ path while the group heads down a different way. When the creature descends, at the last minute, he dives aside to a small cubby-hole that he pre-planned. He'll use his boots for the dive!
Not sure if this is the sort of thing you’re looking for - just winging it mostly!
Acrobatics: 1d20 + 16 + 5 ⇒ (10) + 16 + 5 = 31 (boots - while moving)
He’ll wait out the creature’s scrabbling attacks, hopefully unable to get to him in his small space. Then he’ll sneak out to rejoin the group.
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16