| GM Euan - Rise |
Izomandakus draws first blood on the succubus as his magic missiles thud into her body. DR 10 is applied to the club portion of the damage and I need an SR check for the magic missiles please. Valena connects with the first swing (her cold iron weapon overcomes DR) and then pops two images from dear Delvahine. Seamus closes in and pops another image. Rastaf does something heroic. Kast, awash in old glories, fails to make new ones. Koba stands at the ready in the rear in case anyone tries sneaking up on you (delay).
Casting defensively (she can’t fail the roll), Delvahine tries confusion! Izomandakus, Kast, Pachemu, Seamus and Valena - each of you please make a Will DC 27 or be confused (link).
”Oh my, let’s play!”
- Round 14 -
Seamus - 22 (-32hp)
Izomandakus - 16 (-18hp)
Valena - 12+ (3 images)
Rastaf - 12- (-19hp)
Kast - 9 (-38hp)
Koba - 5
Delvahine - 4 (-42hp, 1 image)
Everyone is up!
| Seamus Passeri |
Will DC 27: 1d20 + 13 ⇒ (8) + 13 = 21confusion: 1d100 ⇒ 73
Will DC 27 hero point: 1d20 + 13 ⇒ (17) + 13 = 30
Smiling that he popped one of the horned ladies images, Seamus blinks when she casts her spell and declares 'oh my let's play. he lifts his hand to strike himself in the head. Pausing he blinks, instead he shakes his head, "My lute's in my pack, and I'm not putting down my long knives to get it. Let's try something else." He then slashes at her repeatedly with the cold iron long knives.
Stuff in effect (for my own remembrance) Magic Circle Against Evil +2 deflection bonus to AC and a +2 resistance bonus on saves. Perfect Blessing Make one extra attack as part of a full attack action, using its highest base attack bonus. AC will be 32 using weapon in bucklered hand: Full attack: MW cold iron shortsword: WF, twf/MW cold iron shortsword: WF/twf (buckler) Full attack: MW cold iron shortsword: WF
shortsword: 1d20 + 18 + 1 + 1 - 2 ⇒ (9) + 18 + 1 + 1 - 2 = 27 for damage: 1d6 + 7 ⇒ (1) + 7 = 8
shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 ⇒ (20) + 18 + 1 + 1 - 1 - 2 = 37 for damage: 1d6 + 7 ⇒ (2) + 7 = 9
shortsword: 1d20 + 13 + 1 + 1 - 2 ⇒ (11) + 13 + 1 + 1 - 2 = 24 for damage: 1d6 + 7 ⇒ (6) + 7 = 13
Shortsword (buckler): 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (10) + 13 + 1 + 1 - 1 - 2 = 22 for damage: 1d6 + 7 ⇒ (2) + 7 = 9
Perfect blessing: shortsword: 1d20 + 18 + 1 + 1 - 2 ⇒ (3) + 18 + 1 + 1 - 2 = 21 for damage: 1d6 + 7 ⇒ (6) + 7 = 13
cofirm crit: shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 ⇒ (8) + 18 + 1 + 1 - 1 - 2 = 25 for damage: 1d6 + 7 ⇒ (1) + 7 = 8
| Kast Phaer |
1d20 + 12 + 7 ⇒ (10) + 12 + 7 = 29 Will
Kast, perfectly, stays on task and is not distracted.
Last round of the fun stuff.
Round 14, Init 9
Kast heals slightly (2 fast healing), and moves over to lunge at the final foe.
Iron Quill, two handed:
1d20 + 18 + 2 + 3 ⇒ (20) + 18 + 2 + 3 = 43 to hit; (GMW,DivFavor)
1d10 + 18 + 3 + 3 ⇒ (10) + 18 + 3 + 3 = 34 magic cold iron damage
Autoconfirm crit: 1d10 + 18 + 3 + 3 ⇒ (3) + 18 + 3 + 3 = 27 additional magic cold iron damage
Iron Quill, two handed:
Blessing: 1d20 + 18 + 2 + 3 ⇒ (9) + 18 + 2 + 3 = 32 to hit; (GMW)
1d10 + 18 + 3 + 3 ⇒ (10) + 18 + 3 + 3 = 34 magic cold iron damage
Iron Quill, two handed:
1d20 + 11 + 2 + 3 ⇒ (1) + 11 + 2 + 3 = 17 to hit; (GMW)
1d10 + 18 + 3 + 3 ⇒ (8) + 18 + 3 + 3 = 32 magic cold iron damage
Autoconfirm crit: 1d10 + 18 + 3 + 3 ⇒ (1) + 18 + 3 + 3 = 25 additional magic cold iron damage
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
- *Increase its speed by 30 feet.
- *Stand up as a swift action without provoking an attack of opportunity.
- *Make one extra attack as part of a full attack action, using its highest base attack bonus.
- *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended
hp: 113/113 - 38 +2
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 2 Soul
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 3/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]
Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 18 ⇒ (3) + 18 = 21 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (9) + 10 = 19 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage
[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:
[ /spoiler]
| Valena Dalloway Versade |
Will Save (charm or compulsion): 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
Mask Misery Duration: 1d4 ⇒ 4
She ignores the effects of confusion for 4 rounds, which counts against the duration of confusion
Val presses the attack against the cornered succubus, but the confusion forming its way into her mental defenses throws her off.
Primary Attack with Irreconcilable Differences (power attack): 1d20 + 21 - 4 ⇒ (1) + 21 - 4 = 18
Primary Damage (power attack, painful stare): 1d6 + 10 + 8 + 2d6 + 3 ⇒ (6) + 10 + 8 + (3, 6) + 3 = 36
Perfect Blessing Attack with Irreconcilable Differences (power attack): 1d20 + 21 - 4 ⇒ (7) + 21 - 4 = 24
Perfect Blessing Damage (power attack, painful stare): 1d6 + 10 + 8 + 2d6 + 3 ⇒ (5) + 10 + 8 + (5, 3) + 3 = 34
Secondary Attack with Irreconcilable Differences (power attack): 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19
Secondary Damage (power attack, painful stare): 1d6 + 10 + 8 + 2d6 + 3 ⇒ (2) + 10 + 8 + (5, 4) + 3 = 32
Tertiary Attack with Irreconcilable Differences (power attack): 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
Tertiary Damage (power attack, painful stare): 1d6 + 10 + 8 + 2d6 + 3 ⇒ (4) + 10 + 8 + (4, 2) + 3 = 31
Crit Confirm (critical focus): 1d20 + 11 - 4 + 4 ⇒ (17) + 11 - 4 + 4 = 28
Crit Damage: 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21
Only use the first instance of painful stare that hits, which is probably…none of them lol
HP: 122/122
AC: 35/18/27
Saves: F16/R17/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: succubus
Painful Stare: succubus
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, active)
Hero Points: 2
Spells/Conditions: Mirror Image (3), Perfect Blessing (extra attack), Confusion (suppressed 4 rounds)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx0, Eldritch Weaponx1)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.
| Izomandakus |
SR for magic missiles: 1d20 + 14 ⇒ (3) + 14 = 17
Izomandakus Will+HR DC 27: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Pachemu Will DC 27: 1d20 + 10 ⇒ (16) + 10 = 26
Not using Hero Points
Confusion Izomandakus: 1d100 ⇒ 29
Confusion Pachemu: 1d100 ⇒ 50
Both Izomandakus and Pachemu decide the best approach here is to babble incoherently in front of Delvaine's deeds "Abbba boba bob" "Ion kion k!"
Pig - HP 119/119 AC 25 TAC 14 +2 if within circle vs evil
BoF (+2 included)
confused ?-1/?
Boy - HP 101/119 DR 5/adamantine (50/50) AC 29 TAC 19 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 8/8 (+4 or +3 nat. AC 6 rounds)
Perfection: 14/14 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 4/4 (+2 DC for 1 round)
Effects:
confused ?-1/?
resist energy (fire 30) 140 min
BoF (+2 included) r14
shield 14 min
heightened awareness 140 min
see invisibility 280 min
heroism 280 min
clay skin 140 min
mage armor 14 h
greater magic weapon (+3) 14 h
greater reversion 24 h (dispelled)
Rastaf of Sarenrae
|
Sorry I'm late! Tough week.
Round 13
Seeing his comrades struggling to stop the last succubus, Rastaf casts Greater heroism on himself.
Round 14
Needing a way to actually harm her, he casts Holy Sword and activates his armor for flight.
| GM Euan - Rise |
The magic missiles do not get through. Sorry Izomandakus, rough round.
Izomandakus and Pachemu jointly babble at each other for a moment, in a language only they can understand. Maybe. Valena follows in Izomandakus’ misery and misses with a flurry of attacks. Seamus has better luck, dropping her final image and tweaking her under the ribs with a slight hit. Rastaf prepares to wade into melee. Kast crits with his first swing, and hits with his second, but unless his hitting himself with his fumble, there is no crit on the third stroke. At last, she now appears to be slightly wounded (below half) Koba continues to guard the rear though he does call out asking how things are going.
Casting defensively (she can’t fail the roll), Delvahine tries to control Rastaf, standing back a bit from all the protection from evil floating about. Rastaf, Will save DC 29 or cast fireball to light up the party. You should be able to get all of the party and not her I think.
- Round 14 -
Izomandakus - 16 (-18hp)
Valena - 12+ (3 images)
Seamus - 12 (-32hp)
Rastaf - 12- (-19hp)
Kast - 9 (-32hp)
Koba - 5
Delvahine - 4 (-141hp)
Everyone is up!
Rastaf of Sarenrae
|
will: 1d20 + 19 + 4 ⇒ (10) + 19 + 4 = 33
The cleric uses the blessing to increase his fly speed, and gives her a blessing of his own.
I'm about sick of your sh*t, he says.
falchion power attack: 1d20 + 13 + 4 + 5 ⇒ (3) + 13 + 4 + 5 = 25
slashing: 2d4 + 12 + 6 + 5 ⇒ (2, 4) + 12 + 6 + 5 = 29
| Kast Phaer |
All the fun magics are gone. And so goes Kast's fortune.
Round 16, Init 9
Kast steps up and attacks from the air.
Iron Quill, two handed:
1d20 + 18 + 3 ⇒ (2) + 18 + 3 = 23 to hit; (GMW,DivFavor)
1d10 + 18 + 3 ⇒ (4) + 18 + 3 = 25 magic cold iron damage
Iron Quill, two handed:
1d20 + 11 + 3 ⇒ (6) + 11 + 3 = 20 to hit; (GMW)
1d10 + 18 + 3 ⇒ (6) + 18 + 3 = 27 magic cold iron damage
hp: 113/113 - 32
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 2 Soul
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 3/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]
Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 18 ⇒ (18) + 18 = 36 to hit; (GMW)
1d10 + 18 ⇒ (3) + 18 = 21 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (13) + 10 = 23 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:
[ /spoiler]
| Valena Dalloway Versade |
With Kast’s magic gone and no hits in her last flurry, Val switches tacts to try to break through the succubus’s defenses.
Greater Feint: 1d20 + 26 ⇒ (2) + 26 = 28
Attack with Irreconcilable Differences (power attack): 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37
Damage (power attack, painful stare): 1d6 + 10 + 8 + 2d6 + 3 ⇒ (2) + 10 + 8 + (3, 3) + 3 = 29
Crit Confirm (critical focus): 1d20 + 21 - 4 + 4 ⇒ (6) + 21 - 4 + 4 = 27
Crit Damage: 1d6 + 10 + 8 ⇒ (6) + 10 + 8 = 24
Surprise Strike with Irreconcilable Differences (power attack, surprise): 1d20 + 21 - 4 - 5 ⇒ (14) + 21 - 4 - 5 = 26
Surprise Damage (power attack): 1d6 + 10 + 8 ⇒ (2) + 10 + 8 = 20
HP: 122/122
AC: 35/18/27
Saves: F16/R17/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: succubus
Painful Stare: succubus
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, active)
Hero Points: 2
Spells/Conditions: Mirror Image (3), Confusion (suppressed 3 rounds)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx0, Eldritch Weaponx1)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.
| Seamus Passeri |
I don't know if it matters, but Seamus landed. Here's hoping Val's feint worked.
Watching Val, as she moved in to attack, Seamus, staying close to the demon girl, attacked as well; slashing with both cold iron long knives reapeatedly.
Stuff in effect (for my own remembrance) Magic Circle Against Evil +2 deflection bonus to AC and a +2 resistance bonus on saves. AC will be 32 using weapon in bucklered hand: Full attack: MW cold iron shortsword: WF, twf/MW cold iron shortsword: WF/twf (buckler) Full attack: MW cold iron shortsword: WF
shortsword: 1d20 + 18 + 1 + 1 - 2 ⇒ (10) + 18 + 1 + 1 - 2 = 28 for damage: 1d6 + 7 ⇒ (2) + 7 = 9 sneak: 6d6 ⇒ (1, 4, 2, 3, 2, 1) = 13
shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 ⇒ (12) + 18 + 1 + 1 - 1 - 2 = 29 for damage: 1d6 + 7 ⇒ (3) + 7 = 10 sneak: 6d6 ⇒ (5, 3, 4, 3, 4, 6) = 25
shortsword: 1d20 + 13 + 1 + 1 - 2 ⇒ (14) + 13 + 1 + 1 - 2 = 27 for damage: 1d6 + 7 ⇒ (3) + 7 = 10 sneak: 6d6 ⇒ (6, 1, 5, 4, 1, 6) = 23
Shortsword (buckler): 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (20) + 13 + 1 + 1 - 1 - 2 = 32 for damage: 1d6 + 7 ⇒ (1) + 7 = 8 sneak: 6d6 ⇒ (4, 4, 1, 3, 1, 3) = 16
confirm crit: Shortsword (buckler): 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (5) + 13 + 1 + 1 - 1 - 2 = 17 for damage: 1d6 + 7 ⇒ (6) + 7 = 13
| Izomandakus |
| 1 person marked this as a favorite. |
Confusion Izomandakus: 1d100 ⇒ 87
Confusion Pachemu: 1d100 ⇒ 22
With eyes totally lost, Izomandakus steps up to attack on Seamus "The cubus! The cubus buscus! No kisses for the cubus!"
+3 Club+HR: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
Magical/Bludgeoning damage+AS: 1d6 + 13 + 3 ⇒ (5) + 13 + 3 = 21
Pachemu K. arcana: 1d20 + 15 ⇒ (9) + 15 = 24
Pachemu protests, realizing things are going bad, she tries to grab the boy from foot with a bite.
CMB to grapple: 1d20 + 6 ⇒ (16) + 6 = 22
The boy is too strong though, and just drags the pork through the battlefield.
| GM Euan - Rise |
The magic missiles do not get through. Sorry Izomandakus, rough round.
Izomandakus perceives a new threat in the room as he attacks Seamus dragging Pachemu along for the ride. Valena goes back to the feint now that the images are gone, but can’t quite manage it as Desna looks away (so close). But she plants a solid, though not critical blow. Seamus stabs her once again as the damage starts to build. Rastaf resists the lure to attack the party and tries to plant one of his own but he misses. Kast too has a rough time of it. Koba continues to watch the rear.
Casting defensively (she can’t fail the roll), Delvahine summons the power of the vampire! She touches, or tries to, Seamus.
melee touch on Seamus: 1d20 + 19 ⇒ (1) + 19 = 20 damage: 6d6 ⇒ (1, 5, 2, 3, 5, 3) = 19
And the bad luck rolls the GMs way as Delvahine misses with her attack. There seems to be hope in her eyes.
- - -
- Round 15 -
Izomandakus - 16 (-18hp)
Valena - 12+ (3 images)
Seamus - 12 (-32hp)
Rastaf - 12- (-19hp)
Kast - 9 (-30hp)
Koba - 5
Delvahine - 4 (-178hp)
Everyone is up!
Rastaf of Sarenrae
|
Rastaf keeps swinging.
falchion power attack: 1d20 + 13 + 4 + 5 ⇒ (16) + 13 + 4 + 5 = 38
crit confirm: 1d20 + 13 + 4 + 5 ⇒ (1) + 13 + 4 + 5 = 23
damage: 2d4 + 12 + 6 + 5 ⇒ (4, 2) + 12 + 6 + 5 = 29
falchion power attack: 1d20 + 8 + 4 + 5 ⇒ (7) + 8 + 4 + 5 = 24
In spite of his heightened prowess, the cleric can't seem to connect with his swings.
| Kast Phaer |
Round 17, Init 9
Kast steps up and attacks from the air, ganging up on the lustful demon.
Iron Quill, two handed:
1d20 + 18 + 3 ⇒ (11) + 18 + 3 = 32 to hit; (GMW,DivFavor)
1d10 + 18 + 3 ⇒ (5) + 18 + 3 = 26 magic cold iron damage
Iron Quill, two handed:
1d20 + 11 + 3 ⇒ (13) + 11 + 3 = 27 to hit; (GMW)
1d10 + 18 + 3 ⇒ (4) + 18 + 3 = 25 magic cold iron damage
hp: 113/113 - 32
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 2 Soul
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 3/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]
Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 18 ⇒ (1) + 18 = 19 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (14) + 10 = 24 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:
[ /spoiler]
| Izomandakus |
Confusion Izomandakus: 1d100 ⇒ 46
Confusion Pachemu: 1d100 ⇒ 27
Izomandakus refrains from attacking the clearly evil half-elf this round as he has more pressing matters to deal with "Sucub! Sucub! Bus! Bus! Buscus!"
Pachemu totally agrees "Knio! Knio! Knio-i-o-k!"
| Seamus Passeri |
"What the ?????' Not sure why Izomandakus was trying to hit him, Seamus is relieved that his friend has decided to talk to Pachemu instead.
Turning towards the succubus it time to see her reaching for him, jumping back, he squeaks loudly "NO, NO, not yours!" Regaining his composure, he tries to stab her again with his cold iron long knives/
Stuff in effect (for my own remembrance) Magic Circle Against Evil +2 deflection bonus to AC and a +2 resistance bonus on saves. AC will be 32 using weapon in bucklered hand: Full attack: MW cold iron shortsword: WF, twf/MW cold iron shortsword: WF/twf (buckler) Full attack: MW cold iron shortsword: WF
shortsword: 1d20 + 18 + 1 + 1 - 2 ⇒ (14) + 18 + 1 + 1 - 2 = 32 for damage: 1d6 + 7 ⇒ (2) + 7 = 9 sneak: 6d6 ⇒ (3, 3, 2, 5, 4, 5) = 22
shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 ⇒ (17) + 18 + 1 + 1 - 1 - 2 = 34 for damage: 1d6 + 7 ⇒ (5) + 7 = 12 sneak: 6d6 ⇒ (3, 6, 5, 1, 5, 4) = 24
shortsword: 1d20 + 13 + 1 + 1 - 2 ⇒ (13) + 13 + 1 + 1 - 2 = 26 for damage: 1d6 + 7 ⇒ (4) + 7 = 11 sneak: 6d6 ⇒ (6, 4, 2, 3, 4, 4) = 23
Shortsword (buckler): 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (4) + 13 + 1 + 1 - 1 - 2 = 16 for damage: 1d6 + 7 ⇒ (4) + 7 = 11 sneak: 6d6 ⇒ (1, 2, 2, 3, 2, 3) = 13
| Valena Dalloway Versade |
Val manages an impressive feint this time, but she is beginning to have difficulty aiming with the crowded melee.
Greater Feint: 1d20 + 26 ⇒ (18) + 26 = 44
Attack with Irreconcilable Differences (power attack): 1d20 + 21 - 4 ⇒ (8) + 21 - 4 = 25
Damage (power attack, painful stare): 1d6 + 10 + 8 + 2d6 + 3 ⇒ (2) + 10 + 8 + (4, 2) + 3 = 29
Surprise Strike with Irreconcilable Differences (power attack, surprise): 1d20 + 21 - 4 - 5 ⇒ (6) + 21 - 4 - 5 = 18
Surprise Damage (power attack): 1d6 + 10 + 8 ⇒ (5) + 10 + 8 = 23
HP: 122/122
AC: 35/18/27
Saves: F16/R17/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare: succubus
Painful Stare: succubus
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, active)
Hero Points: 2
Spells/Conditions: Mirror Image (3), Confusion (suppressed 2 rounds)
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 2/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex1, Invigoratex0, Remove Fearx0, Eldritch Weaponx1)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/3 used (Dimension Doorx0, Freedom of Movementx1, Tough Crowdx1)
Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.
| GM Euan - Rise |
| 2 people marked this as a favorite. |
Izomandakus has a delightful conversation with Pachemu in which they solve the literacy problem in the world - but no one understands what they’re saying. Valena squeaks in a hit thanks to the flat-footed nature of Delvahine after the feint. Seamus gets a triple for 101 points of damage - which she simply can’t soak. Rastaf and Kast pile on with hits of their own, but she’s already falling.
”I’ve lived so long… in these few rooms.” she mutters as she perishes. She too decays quickly, becoming nothing more than dust for time always exacts its revenge.
The confusion lingers, but with a little care, not too much damage should be done.
We are out of initiative!
Izomandakus (-18hp)
Valena (3 images)
Seamus (-32hp)
Rastaf (-19hp)
Kast (-30hp)
Delvahine (dead)
| GM Euan - Rise |
Seamus peeks into the next chamber - her personal boudoir. This room has no furniture, but mounds of blankets, pillows, and shimmering silk sheets lie heaped on the floor - in some places built into nests.
Strewn about the chamber are a dozen exotic, bejeweled toys and devices of decidedly erotic natures that Delvahine uses in her debauches. The functions of some of these devices are salaciously obvious in some cases, but in others isn’t always clear at first glance.
She also had some magics upon her.
Mithral chain shirt +2 glimmered (7,800gp)
Sadist’s lash (22,301gp)
Dagger +1 (2,301gp)
Belt of Physical Might +2 (Dex, Con) (10,000gp)
A quick detect magic sweep of the first room uncovers a pack further filled with magic.
Handy Haversack (2,000gp)
Potion Cure Serious Wounds (750gp ea, x5)
Potion Remove Disease
Potion Remove Paralysis
Koba joins you in the room, and kicks at some of the dusty remains with his toe. "Do you think that'll happen to me when I die? 'Cause I've been in here so long?"
| Kast Phaer |
"Do you think that'll happen to me when I die? 'Cause I've been in here so long?"
"I think that happens to all of us when we die, Koba," Kast replies grimly. "But no, probably not to you that quickly. And if you would like us to make special arrangements while you travel with us, we are happy to see to them. But no, that shouldn't happen to you."
Kast air limps around, helping gather and sort the loot.
"That was a heck of a fight, series of fight, wasn't it? Might be that we rest again here tonight? It's nicer than any of the other areas, wouldn't you say? And try another area on the morrow. What do you think Izo?" Kast asks.
Kast looks around for anything that might help them with their reason for being here.
Rastaf of Sarenrae
|
GM Euan - Rise wrote:"Do you think that'll happen to me when I die? 'Cause I've been in here so long?"You're far from dead, and when you die, you will be honored and remembered. You're nothing like these fiends.
"Kast Phaer wrote:Kast air limps around, helping gather and sort the loot.
"That was a heck of a fight, series of fight, wasn't it? Might be that we rest again here tonight? It's nicer than any of the other areas, wouldn't you say? And try another area on the morrow. What do you think Izo?" Kast asks.
Kast looks around for anything that might help them with their reason for being here.
Agreed. Now would be a good time to rest. We have a little respite for now. Let's see if we can rest enough to move on at full power in a few hours.
Rastaf casts Mass CMW, because he can. Full hp for all!
healing: 3d8 + 14 ⇒ (8, 8, 3) + 14 = 33
Tomorrow will require different spells. He's thinking about it.
| Valena Dalloway Versade |
| 2 people marked this as a favorite. |
”I am fine either way. I still have a fair amount of magic left for the day myself.” She makes no claim to any of the succubus’s gear, finding nothing better than what she has. She does take one of the potions of cure serious wounds and turns her attention to sorting through the more scandalous objects. Not to take anything, of course, but if someone killed an ancient painter who was surrounded by paintings, wouldn’t it be natural to take a peek at what they have been painting for the past few millennia? Not everyday you get to see all the tools of an ancient master. ”Honestly all of this here seems rather exhausting. Maybe if I was still in my twenties….”
| GM Euan - Rise |
Koba relaxes a bit, "I don't suppose I mind much what happens to my body when I die, but to ash so quickly like that. Just feels weird."
You can certainly rest here if you must, though the dead bodies hanging in cages around you is a little weird feeling. At least they're on the other side of the curtains.
What do you do with the last living survivor? You readily confirm there's no one home inside that man's head. He's been tortured for hundreds of years. His brain is mush, and there's not much left of his body either to be clear. He's been drained and assaulted to the point of death, but just to the line.
| Izomandakus |
Izomandakus and Pachemu look confused as Valena lifts the confusion on them, but they do casually shrug while going through the succubus' possessions "Sorry to be the herald of the bad news Koba, but if you dare step out of this place, you will age to death. That's how this place became a prison for powerful wizards."
The boy uses prestidigitation to clean a few of the toys before picking them up "Izomandakus went through a lot of trouble and wicked things to escape that very same fate"
Pachemu smells the toys and grimaces while they are stored "So sorry, but you are trapped here if you wish to be alive"
As for the survivor, he asks Rastaf "Is there anything you can do to restore his mind? Although after so long here, he is as much trapped here as Koba is"
| GM Euan - Rise |
"Sorry to be the herald of the bad news Koba, but if you dare step out of this place, you will age to death. That's how this place became a prison for powerful wizards."
The previously relaxed Koba jerks back to attention, ”Wait. What? What do you mean I can’t leave? You mean, to live, I’m stuck here?”
He looks around the hall, and considers the places you’ve already been. ”I suppose cleaned up it might not be too bad. Certainly larger than my cell at the monastery. Still. I really can’t leave?”
He ponders life in the Runeforge. But does he really have a choice?
| Izomandakus |
"You kind of CAN leave... but you CANNOT live outside" Izomandakus makes it out plainly "Unless you find a solution for the eternal youth. That is"
He looks around "The place is not as bad. I guess. With some decoration."
| Seamus Passeri |
| 3 people marked this as a favorite. |
Looking into the room Seamus was frankly surprised; not by the 'toys' that were laying all around. Most of them he'd seen, usually shown to him by 'working girls' that wanted to make him blush. He'd learned at a young age, how to keep from blushing. He was surprised by the lack of beds, he outer room had four beds, he assumed for the winged girls, but that would mean the one called Delvahine would have to sleep in one of the 'pillow forts' strewn in the corners. He looked into the outer room then back in the 'pillow' room. Pillows on the floor were a terrible bed, he'd tried it when he first slept in the attic of the 'kitten' it was horrible. Even a scratchy straw mattress was better, he could lay a horse blanket on it and never know it was straw. A pillow, slide and leaned, they were terrible to sleep on.
Distracted in his own thoughts about pillows, he realized Koba was asking Izomandakus about what might happen to him if he left the complex. Seamus wasn't surprised by the answer, but he was surprised by how Izomandakus answered. Taking a moment to pick up one of the Potions Cure Serious Wounds
Waiting until Izomandakus was done storing his new toys, Seamus asked. "Hey Izomandakus, you said 'a fellow named Izomandakus went through a lot of trouble.'" Almost afraid to continue the quest, Seamus swallows, "Um how do you know about this other Izomandakus, did you read about him while you were in school in Magnimar?"
| Kast Phaer |
""So sorry, but you are trapped here if you wish to be alive""
Kast ponders what Izo is saying, as he didn't quite have the same takeaway. After all, Koba's mind was fine, and so was his connection to Aroden, or whatever supplanted the god...so he might be fine? He takes some time to ponder.
1d6 ⇒ 6 rounds
1d20 + 20 + 20 ⇒ (14) + 20 + 20 = 54 Know (Arcana)
Kast will help clean up the area so that they might rest someplace and clean.
| Izomandakus |
"The same way I know everything about this place and was able to vanish the Nalfeshnee" Izomandakus lips stretch and the shapely toy on his hand shatters into pieces as his fist tenses around while his eyes turn watery "It is all because this abuser decided it was just fine to take someone else's fate"
Throwing away the broken piece, he picks a new one for substitution "Let's press on a bit, I want to remain here as little as possible"
| Seamus Passeri |
Very confused, Seamus asks, as he follows Izomandakus, "Yes I understand that, and I see about abusers and fate and all?" Adding with a smile. "But pretend you're explaining it to someone who doesn't know much about magic and has never heard about most of this before six months ago."
Are we continuing or are we resting?
| GM Euan - Rise |
Kast considers. He studies the ley lines, plots the magical matrix, and studies the ensorcelment generally.
So when the party leaves, if they have not had anything to eat or drink, they’ll suddenly suffer starvation and thirst - which could kill you even after only a few days in here (well several days).
And any aging that’s been deferred suddenly returns. Not a big deal for a few days of age, but Koba has been here around 106 years, and he’s human. So Izomandakus is right. It’s a death sentence for Koba to leave.
He could be reincarnated (link)…
- - -
| Kast Phaer |
”Hmmm….Koba. I did some more thinking and I *think* there is a very slight, very good chance, that Izo was absolutely correct. And, thinking about it more, please be sure, ALL OF YOU, to eat and drink even if you do not feel the need,” Kast explains to the party, and will explain the contents of the spoiler above as needed. See for yourselves.
”Knowing what we know, we should all spend some time eating and resting, and not falling behind. We don’t want to die as time catches up with us if and when we leave here.”
| Seamus Passeri |
Moving back into the room with four beds, Seamus gestures towards the pile of ash. "At least we don't have rotting bodies to contend with." Plopping down on one of the beds, he bounces up and down. "And their fairly comfortable."
As Kast explains how the magic in the odd place worked, Seamus takes his rucksack off, and digs out some beef jerky and dried fruit. After eating a little, he also takes out his lute and begins to play.
perform (string): 1d20 + 22 ⇒ (3) + 22 = 25
| GM Euan - Rise |
The party spends the day in the Iron Cages of Lust. Just as you idly pass the time, you'll note a number of dead bodies in the various cages that hang from the wall. They're not all full, but mostly. From decomposition, most of them died early on - before the folks here realized that Thassilon had fallen and fresh slaves would not be forthcoming.
Koba continues to consider his options. "I suppose I could trade in my bow - if I could find a druid powerful enough to cast the spell."
He wanders about the areas you've already cleared, considering, "I could also make this a bastion of good. A fortress in the north to keep, I dunno, the cold at bay. Getting in and out is a bit tricky though."
Something occurs to him, "Say, how are you planning on getting out by the way? Our priest was going to plane shift us back out, and we were pretty sure that would work. Did you have the same plan?"
He also listens with rapt attention to the Izomandakus discussion. He's very confused by what the youthful but clearly powerful man is saying.
Either way, time passes, and before you know it you're facing Kuthana 11, an Oathday.
| Izomandakus |
"But pretend you're explaining it to someone who doesn't know much about magic and has never heard about most of this before six months ago."
Kast explains to the party, and will explain the contents ** ... He could be reincarnated (link)… ... ** of the spoiler above as needed. See for yourselves.
"And exactly that, reincarnation, is what Izomandakus did, without any consideration for whom should had been Aneka's sister" the sentence comes out with spite and increasing pitch until the voice is distorted as the screeching of a breaking window.
Something occurs to him, "Say, how are you planning on getting out by the way? Our priest was going to plane shift us back out, and we were pretty sure that would work. Did you have the same plan?"
"This place is way more empty that it should be, so perhaps, there is indeed a way out" Pachemu comes by and looks up with round wide eyes "Although maybe it was just death. So, this plane shift idea sounds better. Only... we will need a properly attuned rod to the plane to shift to."
| Valena Dalloway Versade |
”We will figure out something. We always do. Maybe we can flush Sloth and ride out the tubes.” She laughs to herself at the thought. ”And do not worry about me forgetting to eat, sleep, or drink. I never do, darling. Particularly the last one.” She takes a sip from her goblet.
”So what sin is next? We did Greed, Sloth, Envy, Lust…I think that leaves Wrath, Pride and Gluttony?”
| Seamus Passeri |
Seamus Passeri wrote:"But pretend you're explaining it to someone who doesn't know much about magic and has never heard about most of this before six months ago."Kast Phaer wrote:Kast explains to the party, and will explain the contents ** ... He could be reincarnated (link)… ... ** of the spoiler above as needed. See for yourselves.
I thought the comment about 'reincarnation' was aimed at what they could do with Koba.
Resisting the urge to shake his head, Seamus still did not understand what Izomandakus, or Kast, for that matter was saying. Hearing the spite in Izomandakus' voice he didn't want to press the conversation. Realizing it really didn't make any difference, he chuckles at Val's comment about not forgetting to drink.
When his song was finished he offers Koba, "Hey Koba if you want to sell your bow let me know, I'll give you a fair price." As he returns his Lute to his pack he asks, "Can't we get out the way we came in?" Standing he moves near Val, waiting to see what they decide to do.
| Kast Phaer |
”We will figure out something. We always do. Maybe we can flush Sloth and ride out the tubes. So what sin is next? We did Greed, Sloth, Envy, Lust…I think that leaves Wrath, Pride and Gluttony?”
Kast is quick to agree with Valena.
”Yeah, we can probably figure something out. Reincarnation, even resurrection, might be possible if you want us to try Koba. We’ll do what we can. We just need to deal with the godlike Runelord trying to destroy all that we love, you know?”
Kast tries to change the subject to avoid making any promises that he cannot keep.
”Yeah, Wrath, I think. Let’s get ready to be encouraged to be wrathful. Let’s be careful.”
Kast will apply his usual magics and follow Val in Wrath.
| GM Euan - Rise |
Fine, skip your clockwise pattern and go to Wrath. Be that way…
A wide corridor of polished marble opens into a brightly lit and extremely tall chamber. The upper portion of the far wall is entirely covered in a mural of an armored woman with crimson hair holding a burning ranseur and riding on the back of a massive red dragon. Truly it must be Runelord Alaznist.
A square outcropping of smooth marble juts out from the far wall, rising from the floor to a height of thirty feet. An opening in the wall directly behind the flat top of the stone column leads deeper into this section of the vault. A twelve-foot-tall iron statue stands on this platform, an enormous iron bow gripped in its metal fists and a strange rune that looks almost like a pair of fangs decorating its chest - the Rune of Wrath.
You see flaming long swords (likely continual flames) held in stone sconces high up on the walls acting as torches providing light to the chamber below.
As the first of you see the iron statue - it sees you as well. It opens its mouth and sounds a thunderous alarm that triggers other alarms throughout the Halls of Wrath - metallic clanking that vibrates the very stones!
Rastaf, Seamus, and Valena all feel more comfortable here then you have felt elsewhere. No one feels particularly opposed to Wrath.
- - -
- Round 1 -
Seamus - 28
Valena - 21 (4 images)
Good Folk - 18
Izomandakus - 12
Kast - 11
Rastaf - 8
Kast: 1d20 + 0 ⇒ (11) + 0 = 11
Rastaf: 1d20 + 1 ⇒ (7) + 1 = 8
Seamus: 1d20 + 10 ⇒ (18) + 10 = 28
Valena: 1d20 + 6 ⇒ (15) + 6 = 21
Good Folk: 1d20 + 1 ⇒ (17) + 1 = 18
Seamus and Valena are up! Naturally, you'd have prepared as Valena did, so feel free to have weapons out, spells cast, etc.
| Valena Dalloway Versade |
Val motions for Seamus to wait for her, then holds up a hand. ”May I offer all of you a dimension door in this trying time?”
She’s casting Dimension Door. She can get everyone except Koba. Let her know if you are taking her up on it
HP: 122/122
AC: 35/18/27
Saves: F16/R17/W17 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, used), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: Mirror Image (4), freedom of movement, apport object precast
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/6 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx0)
2: 2/5 used (Mirror Imagex1, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/3 used (Dimension Doorx1, Freedom of Movementx1, Tough Crowdx0
Irreconcilable Differences:
[ dice]1d20+21[/dice] to hit;
[ dice]1d6+10[/dice] damage.
| Seamus Passeri |
Jauntily walking down the hallway with his friends, his magical rapier in his right hand, gently resting on his shoulder, spinning his mithril long knife in his left, Seamus felt much more comfortable in this area than he had the previous. Hearing the iron giant thunderous alarm Seamus squinted at the creature, considering using his magical flying armor. When Val Offered a 'doorway' he smiled at his friend. "That's why I love you Val, you always the best tricks."
Moving to her shoulder he 'stepped' through the doorway, readying his weapons. Appearing behind the iron creature, he thrust with his rapier at its groin, while he slashed at its calves with the long knife.
Stuff in effect (I think) (for my own remembrance) Magic Circle Against Evil +2 deflection bonus to AC and a +2 resistance bonus on saves. AC 32 using weapon in bucklered hand: Full attack: + 1 keen Rapier: twf/MW + 1 giant bane mithril short sword: WF/twf (buckler)
rapier: 1d20 + 18 + 1 - 2 ⇒ (3) + 18 + 1 - 2 = 20 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 sneak: 6d6 ⇒ (4, 1, 1, 4, 4, 1) = 15
shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 ⇒ (12) + 18 + 1 + 1 - 1 - 2 = 29 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 sneak: 6d6 ⇒ (2, 3, 5, 5, 3, 5) = 23
rapier: 1d20 + 13 + 1 + 1 - 2 ⇒ (18) + 13 + 1 + 1 - 2 = 31 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 sneak: 6d6 ⇒ (6, 2, 1, 2, 6, 3) = 20
shortsword (buckler): 1d20 + 13 + 1 + 1 - 1 - 2 ⇒ (7) + 13 + 1 + 1 - 1 - 2 = 19 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 sneak: 6d6 ⇒ (6, 6, 2, 5, 3, 2) = 24
confirm crit: rapier: 1d20 + 13 + 1 + 1 - 2 ⇒ (15) + 13 + 1 + 1 - 2 = 28 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
| GM Euan - Rise |
Valena dimension doors the party (or at least elements of it) up onto the platform. Seamus delays before leaping into action hitting but once against the flat footed opponent though the DR is heavy (DR 15).
The iron golem breathes as a free action, affecting Seamus and Valena (and anyone standing north or east of Valena). All effected please make a Fort DC 21 or suffer 1d4 con damage from the inhaled poison.
It then swats at Seamus twice before stepping to the extreme edge of the platform. Note the map has a lovely graphic of a statue, but the chit is where it actually is at this time.
Seamus: 1d20 + 34 ⇒ (5) + 34 = 39 damage: 2d10 + 19 ⇒ (9, 4) + 19 = 32 images: 1d3 ⇒ 3
Seamus: 1d20 + 34 ⇒ (12) + 34 = 46 damage: 2d10 + 19 ⇒ (9, 10) + 19 = 38 images: 1d2 ⇒ 2
The enormous creature pops both of Seamus' images with a pair of enormous blows! Makes you wonder what it can do with a bow...
- Round 1 -
Izomandakus - 12
Kast - 11
Rastaf - 8
- Round 2 -
Seamus - 28 (0 images)
Valena - 21 (4 images)
Koba - 20
Good Folk - 18 (-14hp)
You’re all up! Izomandakus, Pachemu, Kast, and Rastaf may start within one square of Valena, or where they are - your choice (mind the poison gas). Valena, you had to move to touch everyone I think, so no moving after the 'spell'.
| Kast Phaer |
Round 1, Init 11
Kast does blooop over with 'Mus, taking up Val on the offer. Seems better than air limping the long distance to get to the creature. Seeing the diminished effect of 'Mus' stabs, Kast steps and carefully casts Divine Favor.
Also, what is this thing? 1d20 + 20 ⇒ (19) + 20 = 39 Know (Arcana) Best way to hurt? Special attacks outside of breath? Weaknesses?
Edit: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 Fort
hp: 113/113
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 2 Soul
Saves: F9/R14/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 3/8 left
2: 7/8 left
3: 6/8 left
4: 3/7 left
5: 7/7 left
6: 6/6 left
7: 4/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 90minutes).[ /spoiler]
Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 18 ⇒ (19) + 18 = 37 to hit; (GMW)
1d10 + 18 ⇒ (9) + 18 = 27 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (2) + 10 = 12 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage
[spoiler=Perfect Blessing Round 1/14]Choose one at the start of your turn:
[ /spoiler]