| Mary Kay Ponzi |
Spellcraft Chain1: 1d20 + 18 ⇒ (6) + 18 = 24
Spellcraft Chain2: 1d20 + 18 ⇒ (18) + 18 = 36
This is some nice stuff. Probably will need to share this out before we start looking in the... Mary drops the chain she was looking at to the floor. We go some unfinished beesnius coming in from.... that way.
Arcane Bolt 9 | Sorcerer 8/8/5 | Extend Rod 3 | Pierce Rod 3
I put the 2nd level spell back as you said the Make Whole was not needed. Also edited for formatting
| Evan “Fang” Grissom |
let us sally forth in the unknown :P
| GM Bozzinator |
Kelpy and Fang slowly approach the bee sitting motionless in the middle of the room, staying on guard. When you approach it the bee looks mechanical. You have seen something similar before in your main camp. This is a clockwork spy but this one is made to look like a bee. Kelpy notices that the golden key he found in the cabinet seems like it would fit in the clockwork spy bee. You decide to come back to that at the moment and check out the other rooms.
You all approach the door on the top left and the closer you get you hear the buzzing louder and louder. You all open the door slowly and Eustice from the angle he is at can see that this hive has not been tended to by any one in a very long time. You see a large number of bees but they are not attacking you since you are just standing there. From looking inside, Eustice and Mary can tell that you could get a number of pounds of honey from just this room and that it looks to be of very fine quality. You can look at the honey from right at the door and know that you could get 100gp per pound.
If you are careful and do not anger the bees you can try to get honey from this room. Also the other room to the top right is the exact same as this room. You can get 5lbs of honey from each room.
| Evan “Fang” Grissom |
no good reason I can see to go grabbing up honey right this second. Could come back and collect it, or tell the folks at the camp about this location for later use/collection
Fang shrugs. ”Looks tasty, but needs more meaty bit. Maybe we comes back later, eh?”
| GM Bozzinator |
You can easily close the door back and you are confident that no one will bother this until you come back to get the honey at a later date.
You are able to go back to the Clockwork Spy Bee and see that the golden key would fit. You put the key in and wind it up. After it is wound up, you remove the key and the bee lifts off the ground and starts to fly off. You could get about 500gp for just the key.
You follow the bee and it leads you to the temple ground and keeps moving in.
Slide 1 has been updated. The Statue is 10ft off the ground and requires a climb check to climb up it. The area with rubble counts as difficult terrain. The pedestal area in the south is 10 feet up and requires a climb check. You can take 1 turn to move into the area but then we will pause here until every one is updated to LEVEL 8!!
| Evan “Fang” Grissom |
As Fang looks up at the rubble and then down to his fish tail, he sighs, but then lights up as if an idea occurred to him just then. With a look of peace on his face, he closes his eyes and starts to float up off the ground. His eyes pop open and the all too familiar toothy grin spreads across his lips.
"Well, I dunno why I di'nt think a dis sooner."
updated sheet and ready to roll
| Mary Kay Ponzi |
Mary Kay wanders over to the enlarged head. Glancing at fang, Someday soon I will join you up there.
updated sheet and moved on slides
| Evan “Fang” Grissom |
Floating off the ground, Fang follows towards where Mary was heading, then a bit further and perches on the stone face.
| GM Bozzinator |
You all take a move in and Fang flies up on top of the head of the statue. Once you come around the corner you notice 3 creatures in waiting and Fang notices a 4th that he can see but the creature is obscured from the rest because of the height of the head.
Eustice: 1d20 + 5 ⇒ (5) + 5 = 10
Kelpy: 1d20 + 8 ⇒ (18) + 8 = 26
Fang: 1d20 + 3 ⇒ (20) + 3 = 23
Mary Kay: 1d20 + 2 ⇒ (19) + 2 = 21
Atlan: 1d20 + 12 ⇒ (17) + 12 = 29
Red: 1d20 + 7 ⇒ (6) + 7 = 13
Blue: 1d20 + 7 ⇒ (1) + 7 = 8
Green: 1d20 + 7 ⇒ (11) + 7 = 18
Yellow: 1d20 + 7 ⇒ (10) + 7 = 17
These guys seem to have Polearms and are ready to fight.
**Round 1**
Bold Can Act
Atlan
Kelpy
Fang
Mary Kay
Green
Yellow
Red
Eustice
Blue
Knowledge Dungeoneering to ID
| Evan “Fang” Grissom |
”Gots plenty ta fight. So, let’s have a little boost.”
standard to use Celerity, taking 1 burn. Lasts 8 rounds
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Burn 1 (8NL)
Overflow +1/2
Buffer 1/1
Hasted, +1 atk and +1 dodge to AC and Reflex
5% chance to ignore Sneak Attack or Critical Hits
current stats AC21/Touch15/FF17
Fort +12, Reflex +10, Will +4
| Kelpy |
Kelpy will delay and wait for them to come closer.
Will come off delay once one of them comes within a 20 ft move or closer so he can stride and strike.
| Mary Kay Ponzi |
Mary Kay looks around at the creatures. Everybody clear?! With a flick of the wrist at glowing ball explodes with a dull roar in the far side of the room.
Fireball DC 20 Reflex: 8d6 ⇒ (3, 4, 4, 2, 5, 3, 4, 4) = 29 Red and Yellow
Arcane Bolt 10 | Sorcerer 8/8/6/4 | Extend Rod 3 | Pierce Rod 3
| Atlan Moredew |
Atlan will charge red and strike him
Unarmed strike pirahna: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Damage P/B: 1d6 + 10 ⇒ (1) + 10 = 11
sneak attack damage: 4d6 ⇒ (5, 6, 2, 1) = 14
| GM Bozzinator |
Reflex Save Red: 1d20 + 4 ⇒ (1) + 4 = 5
Reflex Save Yellow: 1d20 + 4 ⇒ (11) + 4 = 15
Fang focuses and shoots out a burst of electricity and everyone feels the familiar static around their body. Haste is up for everyone. Kelpy is waiting carefully for the enemies approach. Mary shoots a fireball at Red and Yellow and they take the full force of the blast. Atlan sees an opening and charges at Red finishing it off.
Green will move up to the bottom of the head and with his long reach will strike out at Fang.
Attack vs Fang: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d10 + 6 ⇒ (10) + 6 = 16
Yellow will take a 5ft step back and strike out at Atlan.
Attack vs Atlan: 1d20 + 8 ⇒ (16) + 8 = 24 Miss
Damage: 1d10 + 6 ⇒ (8) + 6 = 14
**Round 1** Haste is Up
Bold Can Act
Atlan
Kelpy **On Delay**
Fang *HP 102/118
Mary Kay
Green
Yellow -29
Red -25
Eustice
Blue
Knowledge Dungeoneering to ID
| Kelpy |
With it appearing that Atlan has the west flank covered with timely fire support from Mary, Kelpy heads to the east. With his hasted movement, and being small, he can easily cover the ground between himself and Blue, squeezing between the north wall and statue pieces if need be.
He then attacks Blue with his sword he drew along the way.
Longsword: 1d20 + 10 ⇒ (3) + 10 = 13
Slashing: 1d6 + 3 ⇒ (1) + 3 = 4
| GM Bozzinator |
Eustice will put his hand on Kelpy's shoulder and cast Shield of Faith. Kelpy with the enhancement from Eustice moves forward with confidence but is unable to make contact with the creature.
Blue will move back and then attack at Kelpy. This will draw an AoO from Kelpy
Attack vs Kelpy: 1d20 + 8 ⇒ (10) + 8 = 18 Miss
Damage: 1d10 + 6 ⇒ (6) + 6 = 12
**Round 2** Haste is Up
Bold Can Act
Atlan
Fang *HP 102/118
Mary Kay
Green
Yellow -29
Red -25
Eustice
Kelpy
Blue
Knowledge Dungeoneering to ID
| Evan “Fang” Grissom |
”Bad call there bud.”
Fang flicks his arm dramatically to one side, a tendril of swirling air forming, and then he swing the weapon with vigor at the offending creature that dared to strike him.
taking a point of burn to empower for this round
Melee vs AC: 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22
Bludgeoning: 4d6 + 4 + 6 ⇒ (3, 2, 2, 2) + 4 + 6 = 19
total of 28
Melee vs AC: 1d20 + 9 - 5 + 2 + 1 ⇒ (11) + 9 - 5 + 2 + 1 = 18
Bludgeoning: 4d6 + 4 + 6 ⇒ (1, 3, 2, 4) + 4 + 6 = 20
total of 30
Melee vs AC, hasted: 1d20 + 9 + 2 + 1 ⇒ (5) + 9 + 2 + 1 = 17
Bludgeoning: 4d6 + 4 + 6 ⇒ (4, 5, 4, 1) + 4 + 6 = 24
total of 36
Fang then takes a step closer to green’s square.
| Kelpy |
Kelpy takes his AoO.
Longsword: 1d20 + 10 ⇒ (19) + 10 = 29
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Critical Threat
Longsword: 1d20 + 10 ⇒ (16) + 10 = 26
Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
| GM Bozzinator |
Kelpy slashes as Blue moves back and is able to hit just the right spot to land a good slash on the creature.
These are Faceless Stalkers (Chaotic Evil Medium Abberation (Shapechanger)) that have adapted to focus on using Polearm weapons. You remember from previous encounters that they have:
DR5/Piercing or Slashing
Sneak Attack
Lowest Save is Reflex
**Round 2** Haste is Up
Bold Can Act
Atlan
Fang *HP 102/118
Mary Kay
Green
Yellow -29
Red -25
Eustice
Kelpy
Blue -11
| Mary Kay Ponzi |
With a bit of electricity playing over her body, Mary Kay heads west. Once she gets close to Yellow, she tosses a bolt of force at him.
Hasted Arcane Bolt w/ PB/PS vs Touch: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Force: 1d4 + 4 ⇒ (1) + 4 = 5
Arcane Bolt 9 | Sorcerer 8/8/6/4 | Extend Rod 3 | Pierce Rod 3
Hasted AC 15/ Touch 13 / FF 12 | F/R/W 5/7/10
| Atlan Moredew |
Atlan will move around the wall and attack the enemy
Unarmed strike pirahna: 1d20 + 11 ⇒ (18) + 11 = 29
Damage P/B: 1d6 + 10 ⇒ (4) + 10 = 14
| GM Bozzinator |
Atlan moves up to Yellow but Yellow will strike out at Atlan as he moves closer.
AoO: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d10 + 6 ⇒ (8) + 6 = 14
Atlan will easily dodge the Glaive and with a quick punch the creature falls.
**Round 2** Haste is Up
Bold Can Act
Atlan
Fang *HP 102/118
Mary Kay
Green
Yellow -34
Red -25
Eustice
Kelpy
Blue -11
| GM Bozzinator |
Blue will strike out at Kelpy as he moves closer.
AoO: 1d20 + 8 ⇒ (18) + 8 = 26 Miss
Damage: 1d10 + 6 ⇒ (8) + 6 = 14
Unfortunately Kelpy misses the attack on Blue.
Blue takes a 5ft step back and strikes at Kelpy.
Attack vs Kelpy: 1d20 + 8 ⇒ (16) + 8 = 24 Miss
Damage: 1d10 + 6 ⇒ (9) + 6 = 15
**Round 3** Haste is Up
Bold Can Act
Atlan
Fang *HP 102/118
Mary Kay
Green
Yellow -34
Red -25
Eustice
Kelpy
Blue -11
| Evan “Fang” Grissom |
Holding out his hands, Fang floats a few feet up and forward before throwing a ball of pure electricity at blue.
I’ve never really been clear on it it’s possible to 5ft step with other movement types. I -think- it’s possible, but just to be safe, I didn’t use my move to gather and add stuff to the blast
Ranged vs Touch: 1d20 + 9 + 2 + 1 ⇒ (4) + 9 + 2 + 1 = 16
Elec: 4d6 + 3 + 4 + 1 ⇒ (5, 3, 3, 5) + 3 + 4 + 1 = 24
| Mary Kay Ponzi |
Mary Kay rushes around. She fires a blast at the floor under Blue.
Jolt w/ PB/PS vs Touch: 1d20 + 6 ⇒ (17) + 6 = 23
"How could I miss that! We will finish him for sure next time!"
Arcane Bolt 9 | Sorcerer 8/8/6/4 | Extend Rod 3 | Pierce Rod 3
Hasted AC 15/ Touch 13 / FF 12 | F/R/W 5/7/10
| Evan “Fang” Grissom |
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
meant to add it to my posts to keep it easily visible and forgot
| GM Bozzinator |
Mary takes a shot but is a bit short. Eustice gives some words of encouragement. Kelpy barely misses with his first swing.
Kelpy gets 1 more attack with Haste
**Round 3** Haste is Up
Bold Can Act
Atlan
Fang *HP 102/118
Mary Kay
Green
Yellow -34
Red -25
Eustice **Delay**
Kelpy
Blue -35
| Kelpy |
More attacks based on our discussion.
Longsword: 1d20 + 5 ⇒ (8) + 5 = 13
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
Longsword: 1d20 + 10 ⇒ (18) + 10 = 28
Slashing: 1d6 + 3 ⇒ (1) + 3 = 4
| GM Bozzinator |
Atlan moved closer to the action.
Blue is going to take a 5ft step back and the strike at Kelpy.
Attack vs Kelpy: 1d20 + 8 ⇒ (11) + 8 = 19 Miss
Black: 1d20 + 7 ⇒ (19) + 7 = 26
White: 1d20 + 7 ⇒ (1) + 7 = 8
Pink: 1d20 + 7 ⇒ (15) + 7 = 22
Purple: 1d20 + 7 ⇒ (17) + 7 = 24
Teal: 1d20 + 7 ⇒ (19) + 7 = 26
Orange: 1d20 + 7 ⇒ (16) + 7 = 23
**Round 4** Haste is Up
Bold Can ActAtlan
Fang *HP 102/118
Mary Kay
Eustice **Delay**
Kelpy
Polearm Blue -39
| Atlan Moredew |
Atlan will run and parkour over the wall and strike the enemy with a thumb attack
Acrobatics: 1d20 + 15 ⇒ (10) + 15 = 25
Unarmed strike pirahna: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Damage P/B: 1d6 + 10 ⇒ (4) + 10 = 14
| GM Bozzinator |
Atlan moves up quickly as he hurdles over the broken ledge. Using all of the momentum he lands 1 punch and drops Blue.
After Blue drops you all see more of these things coming from the south but they are carrying Javelins and not polearms.
Black, Teal, Purple, and Orange will double move up closer.
**Round 4** Haste is Up
Bold Can ActAtlan
Javelin Black
Javelin Teal
Javelin Purple
Javelin Orange
Fang *HP 102/118
Javelin Pink
Mary Kay
Eustice **Delay**
Kelpy
Javelin White
| Evan “Fang” Grissom |
"Oi! There are more over here!"
Fang draws in power before unleashing a charged up blast of air and lightning at teal.
Ranged vs AC: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Bludgeoning and Electric: 8d6 + 15 + 4 ⇒ (4, 4, 5, 4, 5, 3, 4, 1) + 15 + 4 = 49
Crit confirm: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Bludgeoning and Electric: 8d6 + 15 + 4 ⇒ (1, 1, 5, 3, 4, 6, 5, 6) + 15 + 4 = 50
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Burn 3 (24NL) +2 CON/+2 DEX
stat updates in header, noted with *
Overflow +2/+4
AC, Reflex, Fort, Atk, and Damage +1, HP +8 (126)
Buffer 1/1
15% chance to ignore Sneak Attack or Critical Hits
current stats AC22/Touch16/FF17
Fort +13, Reflex +11, Will +4
Hasted, +1 atk and +1 dodge to AC and Reflex
| GM Bozzinator |
Fang moves a bit and shoots out a bolt of a electricity with all he has leaving him breathing heavy. You all see a bright flash that makes you temporarily close your eyes. When you open your eyes all that is left in the space of Teal is a pile of dust and 3 Javelins.
Pink will double move up and stand in the space, making a cloud of dust brush up that was his ally.
**Round 4** Haste is Up
Bold Can ActAtlan
Javelin Black
Javelin Purple
Javelin Orange
Fang *HP 102/118
Javelin Pink
Mary Kay
Eustice
Kelpy
Javelin White
| Mary Kay Ponzi |
Mary Kay heads to get a better look. Seeing the large group, she turns in the opposite direction. After setting another blast a flame in the group she exclaims,
"I just softened some up, but there is at least 3 more. Can someone come out here? Please."
Fireball DC 20 Reflex: 8d6 ⇒ (2, 5, 1, 5, 4, 3, 3, 5) = 28
Arcane Bolt 9 | Sorcerer 8/8/5/4 | Extend Rod 3 | Pierce Rod 3
Hasted AC 15/ Touch 13 / FF 12 | F/R/W 5/7/10
| GM Bozzinator |
Reflex Black: 1d20 + 5 ⇒ (17) + 5 = 22
Reflex Pink: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex Purple: 1d20 + 5 ⇒ (10) + 5 = 15
Reflex Orange: 1d20 + 5 ⇒ (5) + 5 = 10
Mary holds up a finger and a small red bead flies towards the creatures and explodes. 2 of the creatures dodge some and the other 2 take the full hit.
**Round 4** Haste is Up
Bold Can ActAtlan
Javelin Black -14
Javelin Purple -28
Javelin Orange -28
Fang *HP 102/118
Javelin Pink -14
Mary Kay
Eustice
Kelpy
Javelin White
| Kelpy |
Kelpy moves up and readies an attack to hit any of the enemies that come within range.
Slashing: 1d6 + 3 ⇒ (2) + 3 = 5