Dimple McSweetness
|
The bard waves off the others. "Alright, alright. Give him some room. He's gonna be fine. Just fine. Go help those guys." Her voice cracks with worry, betraying her confident words.
CLW x5: 5d8 + 5 ⇒ (7, 2, 3, 5, 5) + 5 = 27
Dimple love Channel: 1d6 ⇒ 4
If needed, I can do this so the workers are in range.
She kneels next to the half-elf, "C'mon big guy. Stay away from the light. Come to the sound of my voice."
| GM TOP |
Liet-Gar's vision fades to black, but mercifully there are no gods or goddesses there to torment him. He just hears the pounding of blood in his ears and the muffled sounds of something happening outside. Suddenly a rush of something hits him and his eyes snap open. Tired, but alive. He stares up deeply into the one softly caressing his head and smiles.
Stormy smiles back...
Muahahahahaha
Eventually, things get sorted out and the half elf's wounds are magically mended.
The two stand carefully, "Ye, we da workahs. Pel's me name, dis heah is Saala. Da boddeh oveh dere was Riemme. Died fightin dem tings, some sick kinda game dey wanted. Kept cuttin us, say ta geddup an faght. Rem did, didn't last long. We just cow'd an pray." He shows all his scars, some that have healed better than others. Some just recently healed from the channel, "Dey didna like dat."
They very happily accept your healing. Saala pipes up, "Uhm, is it safe to go out? There aren't more of those things, right? Can you get us out of here now?"
Liet-Gar Zirulak
|
Dimple has my wand of CLW so I'm happy to use it for all the wand healing
"And that was the third time I shared a bed with a camel!" shrikes LGZ, as his eyes open. Blinking a few times, his eyes focus on Dimple.
"Oh dear, I...hmmm...." Picking up his weapon, he stretches a bit and pats his legs and chest. "Did I die again? I didn't see any pompous spawn this time..."
"I feel...not bad."
Glancing towards the workers, he nods. "I would recommend you allow us to leave this room first, but the rest of the way out should be clear...ish. There's one of your companions outside."
| GM TOP |
Salla gives her best puppy dog eyes, "Please? Just take us outside. Assuming this is the temple, we can make it to the base camp ourselves after that. I'm assuming... the base camp is still there?" Her tone is hopeful.
Arboreal
|
Halla is just outside trying to prepare the bodies of your comrades who fell there. She was not expecting to have survivors to emerge. The camp is still there with a few others We will return here for Riemme's body before we leave but we need to be sure there are no others here Will also take out two pearls and reset cure light wounds and summon monster so they can be cast again
| GM TOP |
The two workers adamantly refuse to go out on their own. If not escorted, they will stay at the back of the group.
Where too next?
Dimple McSweetness
|
It is literally just 50 or 60 yards/meters, correct. Let's just walk them out. It's just a couple of minutes.
Arboreal
|
Bring poor Riemme's body with you I'll take you to Halla. You lot carry on I will be with you shortly
| GM TOP |
| 1 person marked this as a favorite. |
Finally, a tiny glimmer of empathy breaks through the cold facade of the mission focused pathfinders. Dimple and Arboreal escort the two terrified workers and carry the body of Reimme Batelle out to where Halla is still working on organizing the bodies for transport. A tearful reuniting commences as Dimple and Arboreal head back inside.
And... 1 PP earned.
_______________________
Meanwhile, the rest of the group searches the area for valuables, probably. That's what pathfinders do, after all. They pry off quite a few black pearls from the statues, to make sure they get safely to a museum of course. The wrathspawn have a few magical items on them as well. Their ranseurs and armor are both enchanted.
4x +1 Ranseurs and 4x +1 Chain Shirts
One other item in the halls radiates some magic as well (other than the walls/floors/ceiling/statues of course). A small metal item that looks almost like a small cheek covering. It looks like it snaps into the mask-like thing you all found upstairs.
Where to next? Time-wise, it has been about 10 total minutes since buffs were cast when you all came into the ruins.
Liet-Gar Zirulak
|
"Neat! Perhaps the archeologists will not have to come back in here."
As Dimple and Arboreal rejoin the group, LGZ moves down the hall. Stopping, he glances back at the group. "You guys coming?"
Liet-Gar Zirulak
|
Blushing sheepishly... "Uh...no. Sorry. I guess that blow to the head did more than I realized..."
Quickly turning around, he heads deeper into the temple.
Niza and Albis
|
Nizeagle (probably still up? 5m duration from start of last fight) flutters out and down the next hall, quietly keeping an eye out for dangers around the next corner. She lands next to the half-elf.
Dimple McSweetness
|
And... 1 PP earned.
I love how the bar for empathy and kindness in Pathfinder is so low that just treating someone like a person gets you a PP.
| GM TOP |
GM TOP wrote:And... 1 PP earned.I love how the bar for empathy and kindness in Pathfinder is so low that just treating someone like a person gets you a PP.
It's so true!
Should have about a minute and a half left Niza. If you all get into another fight quickly, it'll be up. Otherwise it'll probably expire.
Niza notices an odd line in the wall to the west. She thinks it might be another secret door. Must have been a sneaky cult that built this place!
Yellow Circle is what she sees. What do you all do next?
Dimple McSweetness
|
SoP for traps? Then let the big man toss it open.
Kasvot Vaxt
|
Kasvot points to the wall near him. "Another secret door? Didn't you all say there was one in this area, though? Let's not get ahead of ourselves."
| GM TOP |
The group has discovered two secret doors and can also keep going around the corner. What do they do?
Dimple McSweetness
|
"Well, how about a quick peek around the corner to make sure nothing is waiting to be all sneaky 'n stuff? Then go through the door."
| GM TOP |
Niza and Liet-Gar peek around the corner. There isn't much there except another one of those dang bricked up walls! I wonder what could be behind this one? Mayhaps we shall never know!
Liet-Gar Zirulak
|
"There's a lot of bricked up doors in here...we should check them out after we secure the others."
Moving back to the first secret door they haven't checked (Blue), he glances to the others. "Lets just do them in order then?"
| GM TOP |
Liet-Gar reaches up to the crack in the wall the others noticed and starts tugging. He grunts and his fingers slip off. Jabbing his weapon in there he tries to lever it open before Dimple steps up and pulls on a wall sconce while rolling her eyes.
The 'door' slides down into the floor with a mechanical clacking sound. A thin dark hallway presents itself to the group.
| GM TOP |
If you all go down the narrow passage, let me know if you want to vary from the standard marching order or if you want to space out more or less than every other square. Otherwise I’ll set you up in order with a space between.
Arboreal
|
| 1 person marked this as a favorite. |
would suggest two pcs one space ratio a good idea. Gives some wiggle room without leaving those at the back 60 feet from the front
Dimple McSweetness
|
And so Arboreal's will shall be done!!! **Thunder cracks** MUA HA HA HA! **cough** Ew! I think I swallowed a gnat when my mouth was open. Gross! What were we talking about?
| GM TOP |
Timing note, it has taken about two minutes to search all this area and discover the doors and check for traps and move into the side tunnel, so Niza's bird buff and shield spell are expired. You may buff as you head into the tunnel, though you have no way of knowing if enemies are present until...
Niza and LGZ lead the way. Stormy has to put her foot down a bit as Shade is resisting a bit, but finally the large kitty squeezes into the narrow passage.
At the end Niza peaks around and sees a large room.
The stench of death is strong in this ornate shrine. Another mosaic like that found in the grand temple above lies on the floor immediately west of the entryway. Two rows of slender columns carved with dizzying designs support the ceiling twenty feet overhead and every inch of the chamber’s walls is covered with intricate sigils and pictograms. A fat pillar stands in the center of the chamber. Six corpses lie on the floor near the base of this central pillar. An altar of red marble stands near the western wall, and it has iron manacles attached to its surface. The air is charged with palpable malevolence.
Four undead-looking monstrosities look up from their meals as the pathfinders poke their head's around the corner.
Initiative
Niza & Albis: 1d20 + 2 ⇒ (13) + 2 = 15
LGZ: 1d20 + 6 ⇒ (18) + 6 = 24
Stormy: 1d20 + 1 ⇒ (18) + 1 = 19
Dimple: 1d20 + 9 ⇒ (10) + 9 = 19
Kasvot: 1d20 + 8 ⇒ (14) + 8 = 22
Arboreal: 1d20 + 6 ⇒ (5) + 6 = 11
Enemy R/B: 1d20 + 4 ⇒ (13) + 4 = 17
Enemy G/Y: 1d20 + 4 ⇒ (9) + 4 = 13
Round 1: It's THE FINAL COUNTDOWN (da da dun dun duh)...
LGZ
Kasvot
Dimple
Stormy & Shade
Red
Blue
Niza & Albis
Green
Yellow
Arboreal
Bold may act! You can assume that Niza released a warning that there are multiple horrid looking enemies inside feasting upon human bodies and they are aware of you all.
If Trained, you may roll Knowledge “Religion”. With a success on your roll I will ID the creature. This ID will include basic type/subtype and one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.
Kasvot Vaxt
|
Kasvot wastes no time; he immediately darts forward. "Quick, Dimple, step up; I can just get you in this!" He readies himself to cast a familiar transmutation once Dimple steps forward 5'.
Move: 30'
Standard: readied action to cast haste when either of these conditions is met: a) Dimple steps within 30' of Niza or b) Stormy, Shade, and/or LGZ moves in front of Niza
Sorry Arboreal, you keep drawing the short straw on haste; it's purely a "within 30'" thing, I promise!
Dimple McSweetness
|
Religion: 1d20 + 6 ⇒ (13) + 6 = 19
Do they look like the icky guys from our adventure in the Hall of the Flesh Eater?
"More sorcerers? Oh come ON! For real?"
Inspire Courage. +2 to all the things. Round Four of 21. Seventeen Rounds remain. Bless incoming next round.
Hmmm...can I trust him? "Oh heck, I might be a sorcerer too, right? Sure, why not?" Dimple takes a few begrudging steps forward.
| GM TOP |
Dimple eventually recognizes these creatures as Ghasts. Pretty much super-charged ghouls these...
...CE Medium Undead are most known for their ability to paralyze their victims for later (Fort Save to resist each round). If anyone somehow survives their encounter, they are also at risk of contracting ghoul disease from their bite (another fort vs disease), which is a very nasty disorder that can easily kill most who contract it over a course of about a week.
The buffers buff the crap outta the group. It's time to KIIIILLLL!!!
Round 1: It's THE FINAL COUNTDOWN (da da dun dun duh)... (Haste on all but Arby 6 rds, IC for All)
LGZ
Kasvot
Dimple
Stormy & Shade
Red
Blue
Niza & Albis
Green
Yellow
Arboreal
Bold may act! You can assume that Niza released a warning that there are multiple horrid looking enemies inside feasting upon human bodies and they are aware of you all.
If Trained, you may roll Knowledge “Religion”. With a success on your roll I will ID the creature. This ID will include basic type/subtype and one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.
Stormy Weathers
|
Before oppening the door Stormy renews her shillelagh spell if needed. After being hasted she moves in and readies an attack should one of the undead come near. and she calls Shade to her, who must squeeze through the tight passage but is faster than the druid. He has enough movement to attack Green as he emerges.
Bite: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 291d8 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14
Grab: 1d20 + 15 + 1 + 1 ⇒ (4) + 15 + 1 + 1 = 21
Young female Lion - shadowy grey black coat
N Large animal
Init +3; Senses low-light vision; Perception +8
Defense
—————
Current AC 27, touch 12, flat-footed 21 (+5 armor, +3 Dex, +7 (10) natural, -1 size) hp 51 (6d8+24)
Fort +9, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects) Defensive Abilities evasion
—————
Offense
—————
Speed 40 ft.
Melee bite +9 (1d8+6 plus grab), 2 claws +10 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+6)
—————
Statistics
—————
Str 23, Dex 16, Con 18, Int 3, Wis 15, Cha 10
Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Light Armor Proficiency, Weapon Finesse, Weapon Focus (claw)
Tricks Air Walk, Attack, Attack, Attack Any Target, Come, Defend, Down, Fetch, Guard, Heel, Stay, Track, Work
Skills Acrobatics +6 (+10 to jump), Climb +9, Perception +7, Stealth +2, Swim +9
SQ air walk, attack, attack any target, come, defend, devotion, down, fetch, guard, heel, stay, track, work Other Gear +1 chain shirt
—————
Special Abilities
—————
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flank [Trick}
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Work [Trick] The animal pulls or pushes a medium or heavy load.
Liet-Gar Zirulak
|
Stepping into the room, LGZ swings his blade at the beast to the east. (Green)
+1 Adamantine Ranseur, Heroism, Haste, Combat Expertise: 1d20 + 9 + 2 + 1 - 2 ⇒ (8) + 9 + 2 + 1 - 2 = 18 for Piercing, IC: 2d4 + 4 + 2 ⇒ (1, 2) + 4 + 2 = 9 x3 crit
+1 Adamantine Ranseur, Heroism, Haste, Combat Expertise: 1d20 + 9 + 2 + 1 - 2 ⇒ (14) + 9 + 2 + 1 - 2 = 24 for Piercing, IC: 2d4 + 4 + 2 ⇒ (1, 2) + 4 + 2 = 9 x3 crit
+1 Adamantine Ranseur, Heroism, Haste, Combat Expertise: 1d20 + 9 + 2 + 1 - 2 ⇒ (11) + 9 + 2 + 1 - 2 = 21 for Piercing, IC: 2d4 + 4 + 2 ⇒ (4, 4) + 4 + 2 = 14 x3 crit
+1 Adamantine Ranseur, Heroism, Haste, Combat Expertise: 1d20 + 9 + 2 + 1 - 2 ⇒ (12) + 9 + 2 + 1 - 2 = 22 for Piercing, IC: 2d4 + 4 + 2 ⇒ (3, 4) + 4 + 2 = 13 x3 crit
+1 Adamantine Ranseur, Heroism, Haste, Combat Expertise: 1d20 + 9 + 2 + 1 - 2 ⇒ (14) + 9 + 2 + 1 - 2 = 24 for Piercing, IC: 2d4 + 4 + 2 ⇒ (1, 4) + 4 + 2 = 11 x3 crit
AC - +1 Haste +2 Combat Expertise = 23
| GM TOP |
Moved Shade up because again, she does not have reach.
But the two pathfinders and the lioness quickly discover something quite nasty as they enter the room. A WAVE on disgusting scent pours down their throats, maybe even making them sick!
Liet-Gar (3 rolls please, one each vs. red/green/blue), Stormy & Shade (2 rolls each please, one each vs. green/blue), please make a Fort Save vs. Poison/Stench. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.
But even if grossed out, the polearm wielding pathfinder works together with Shade to drop their first target!
Green is down, even if you fail those saves.
_____________
And then the remaining ghasts swarm forward to attack! One unleashes a flurry of blows against the half-elf.
Red Bite vs. LGZ: 1d20 + 7 ⇒ (11) + 7 = 18
Red Claw 1 vs. LGZ: 1d20 + 7 ⇒ (1) + 7 = 8
Red Claw 2 vs. LGZ: 1d20 + 7 ⇒ (19) + 7 = 26 for PS: 1d6 + 3 ⇒ (1) + 3 = 4
And while the wound is small, Liet-Gar feels the paralyzingly cold touch creeping towards his heart!
Liet-Gar, please make a Fort Save vs. Paralysis. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.
And the last moves up, bringing its wave of stench with it and bites at the kitty!
Blue Bite vs. Shade: 1d20 + 7 ⇒ (18) + 7 = 25
But no matter how sure it was on that strike, it just can't chew through Shade's tough skin!
Round 1: It's THE FINAL COUNTDOWN (da da dun dun duh)... (Haste on all but Arby 6 rds, IC for All)
LGZ (3 fort saves due vs. poison/stench & 1 vs. Paralysis)
Kasvot
Dimple
Stormy (2 fort saves due vs. poison/stench)
Shade (2 fort saves due vs. poison/stench)
Red
Blue
Niza & Albis
Green
Yellow
Arboreal
Bold may act!
If Trained, you may roll Knowledge “Religion”. With a success on your roll I will ID the creature. This ID will include basic type/subtype and one tidbit of knowledge. I will dole out the tidbits starting with signature special abilities and then working to more mechanical things like DR and other resistances. Multiple rolls from multiple players, assuming they both beat the DC, will grant additional information and not duplicate tidbits.
Niza and Albis
|
The angry gnome tries to recall those stupid undead they faced that one time. Or are these something else?
Knowledge: Religion: 1d20 + 7 ⇒ (14) + 7 = 21
"Ah heck, who cares!"
She casts a protective spell on herself and charges into the fight, slipping into a flanking position. Her rapier out, ready to poke a nice little hole in her target.
Cast Shield on self, Move w/ Haste.
Fort vs. Red Stench?: 1d20 + 5 ⇒ (3) + 5 = 8
Arboreal
|
I know its not Arbys turn yet but I dont see Yellow changing his plan to cast summon monster II as he edges down the suddenly empty corridor in front of him
know religion: 1d20 + 10 ⇒ (12) + 10 = 22
Liet-Gar Zirulak
|
fort: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
fort: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
fort: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
fort vs paralysis: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
| GM TOP |
Niza and LGZ are both Sickened. The duration is greater than five minutes, so I won't track it. LGZ is NOT paralyzed. I'm sorta guessing Albis is sitting this one out like usual?
Niza shields herself and moves into flanking. The last ghast to act predictably moves around the altar and bites at her!
Yellow Bite vs. Niza + Flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
But misses. Arboreal begins summoning something way back down the hallway. But now, this is where the fun begins!
Another ghast stands up from his hiding spot behind the altar and begins casting a spell!!!
This hits everyone in the room but no one in the tunnel. 4d8 ⇒ (7, 3, 2, 1) = 13.
Niza, LGZ, Stormy & Shade, please make a Will Save vs. Necromantic/Evil. I will provide the results as quickly as possible. You are welcome to use a re-roll at any point before those results are given, unless said re-roll specifically grants you the ability to do so after the result is given.
Round 1: It's THE FINAL COUNTDOWN (da da dun dun duh)... (Haste on all but Arby 5 rds, IC for All)
LGZ (Sickened, Will Save Due, may act normally)
Kasvot
Dimple
Stormy (2 fort saves due vs. poison/stench, 1 Will Save Due, may act normally)
Shade (2 fort saves due vs. poison/stench, 1 Will Save Due, may act normally)
Red
Blue
Niza (Sickened, Will Save Due) & Albis
Yellow
Arboreal
Spellcasting Ghast?!? AAAAAHHHHHH
Bold may act!
Extra Info learned from knowledge checks: Ghasts have a 10 ft stench ability. Fail it and you are sickened for 1d6+4 minutes. They also have channel resistance +2 and darkvision.
Dimple McSweetness
|
"Um...'member how we beat these guys last time? While that almost didn't work, it did actually work. I mean, sure, I almost died. But I
didn't. So I think we shou- Hey! Where are you guys going? Oh pish and posh! YOU GUYS ARE GONNA NEED MORE HELP." The adorable little gnome shakes her head. "Desna, I think we're gonna need a bit of your help. You know, if you can spare a minute of your time."
Casting Bless. Team is +3 to hit/ +2 to damage and saves vs Fear and/or Charm. Inspire Courage, Round 5 of 21. Sixteen rounds remain.
Stormy Weathers
|
Stormy still has Delay Poison up so should be immune to poisons (if not, roll for me.) Also I am playing two different druids in pbp right now, and I never play druids. Both have large animal companions. One has reach. So I keep forgetting which. Sorry. :)
Shade wrinkles his nose at the smell.
Fort Save: 1d20 + 9 ⇒ (3) + 9 = 12
Fort Save: 1d20 + 9 ⇒ (10) + 9 = 19
Fort Will: 1d20 + 4 ⇒ (20) + 4 = 24
Stormy is protected from the smell but reacts to the spell.
Will Save: 1d20 + 10 ⇒ (6) + 10 = 16
Kasvot Vaxt
|
Spellcraft DC 19: 1d20 + 10 ⇒ (3) + 10 = 13
Kasvot moves to the room's entrance, but stays in the slight protection of the hallway. He casts flaming sphere, positioning it over the caster at the altar.
Move: 15'
Standard: cast flaming sphere
Caster level vs. SR, spell penetration: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damage, fire: 3d6 ⇒ (1, 1, 2) = 4 Reflex DC 18 negates
Stormy Weathers
|
Assuming I can move and attack... I have not added in anything for sickened or worse.
Stormy lets Shade know she is circling around for a flank and uses her hasted move to do so. Once she is flanking both she and Shade attack blue.
shillelagh: 1d20 + 12 + 3 + 2 + 1 ⇒ (4) + 12 + 3 + 2 + 1 = 222d6 + 7 + 2 ⇒ (3, 2) + 7 + 2 = 14
Bite: 1d20 + 9 + 1 + 3 + 2 + 1 ⇒ (20) + 9 + 1 + 3 + 2 + 1 = 361d8 + 6 + 1 + 2 ⇒ (3) + 6 + 1 + 2 = 12
Confirm: 1d20 + 9 + 1 + 3 + 2 + 1 ⇒ (13) + 9 + 1 + 3 + 2 + 1 = 291d8 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10
Grab: 1d20 + 15 + 1 + 3 + 2 ⇒ (9) + 15 + 1 + 3 + 2 = 301d8 + 6 + 1 + 2 ⇒ (5) + 6 + 1 + 2 = 14
Claw: 1d20 + 10 + 1 + 3 + 2 + 1 ⇒ (4) + 10 + 1 + 3 + 2 + 1 = 211d6 + 6 + 1 + 2 ⇒ (4) + 6 + 1 + 2 = 13
Claw: 1d20 + 10 + 1 + 3 + 2 + 1 ⇒ (3) + 10 + 1 + 3 + 2 + 1 = 201d6 + 6 + 1 + 2 ⇒ (4) + 6 + 1 + 2 = 13
Young female Lion - shadowy grey black coat
N Large animal
Init +3; Senses low-light vision; Perception +8
Defense
—————
Current AC 27, touch 12, flat-footed 21 (+5 armor, +3 Dex, +7 (10) natural, -1 size) hp 51 (6d8+24)
Fort +9, Ref +8, Will +4 (+4 morale bonus vs. enchantment effects) Defensive Abilities evasion
—————
Offense
—————
Speed 40 ft.
Melee bite +9 (1d8+6 plus grab), 2 claws +10 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+6)
—————
Statistics
—————
Str 23, Dex 16, Con 18, Int 3, Wis 15, Cha 10
Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
Feats Light Armor Proficiency, Weapon Finesse, Weapon Focus (claw)
Tricks Air Walk, Attack, Attack, Attack Any Target, Come, Defend, Down, Fetch, Guard, Heel, Stay, Track, Work
Skills Acrobatics +6 (+10 to jump), Climb +9, Perception +7, Stealth +2, Swim +9
SQ air walk, attack, attack any target, come, defend, devotion, down, fetch, guard, heel, stay, track, work Other Gear +1 chain shirt
| GM TOP |
Ouch, two druids at once? That would be confusing. I'll try to take that into account. I also try to indicate if you can act normally or if you need to save before acting. This time you were able to act normally. Dimple, the only way you can cast Bless on everyone is to squeeze with Kasvot, so I moved you there. If you instead wish to step into the room and ignore Arby from another spell, you can adjust your piece.
__________________
The caster laughs at the ball of fire, not even trying to avoid it. It clearly connects with him but doesn't seem to do any damage.
Dimple continues her inspiring words and even brings upon a blessing to the group!
Shade snorts and coughs a bit at the stench, but otherwise manages to power through (sickened for over 5 minutes). She even resists most of the evil damage from the spell (Neutral takes half and saving cuts that in half too).
Stormy ignores the stench, but sadly she isn't able to overcome the evil spell, taking the full amount of negative energy and feeling sick to her stomach for at least a short bit (1d4 ⇒ 4 rounds).
But sadly for the enemies, the kitty and druid are a dang good combo. The blue-skinned ghast is obliterated!
Round 1: It's THE FINAL COUNTDOWN (da da dun dun duh)... (Haste on all but Arby 5 rds, IC for All, Bless up 10 rds)
Kasvot
Dimple
Stormy (-13 HP, Sickened 3 rds)
Shade (-3 HP, Sickened)
LGZ (Sickened, Will Save Due, may act normally)
Red
Blue
Niza (Sickened, Will Save Due) & Albis
Yellow
Arboreal (Summoning)
Spellcasting Ghast?!? AAAAAHHHHHH
Bold may act!
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Liet-Gar Zirulak
|
Will Save, Heroism, Sickened: 1d20 + 1 + 2 - 2 ⇒ (6) + 1 + 2 - 2 = 7
Ouch
Unable to get a clear swing at the foe between him and Niza, LGZ moves to get a bead on the caster. Hesitating as he eyes the sorcerer, he turns back to aid Niza.
"Not liking your sandwich there."
Acrobatics, Heroism, Sickened: 1d20 + 10 - 2 + 2 ⇒ (11) + 10 - 2 + 2 = 21 (Moving at full speed so DC increased by 10)
Vs Yellow +1 Adamantine Ranseur, IC, Heroism, Bless, Haste, Sickened, Combat Expertise, Flank: 1d20 + 9 + 2 + 1 + 1 - 2 - 2 + 2 ⇒ (2) + 9 + 2 + 1 + 1 - 2 - 2 + 2 = 13 for Piercing: 2d4 + 4 + 2 - 2 ⇒ (4, 1) + 4 + 2 - 2 = 9 x3 crit
AC 25 vs AoOs while moving
AC -> +1 Haste +2 CE = 23
+1 Adamantine Ranseur, IC, Heroism, Bless, Haste, Sickened, Combat Expertise: 1d20 + 9 + 2 + 1 + 1 - 2 - 2 ⇒ (7) + 9 + 2 + 1 + 1 - 2 - 2 = 16 for Piercing: 2d4 + 4 + 2 - 2 ⇒ (1, 1) + 4 + 2 - 2 = 6 x3 crit
+1 Adamantine Ranseur, IC, Heroism, Bless, Haste, Sickened, Combat Expertise: 1d20 + 9 + 2 + 1 + 1 - 2 - 2 ⇒ (9) + 9 + 2 + 1 + 1 - 2 - 2 = 18 for Piercing: 2d4 + 4 + 2 - 2 ⇒ (4, 1) + 4 + 2 - 2 = 9 x3 crit
+1 Adamantine Ranseur, IC, Heroism, Bless, Haste, Sickened, Combat Expertise: 1d20 + 9 + 2 + 1 + 1 - 2 - 2 ⇒ (12) + 9 + 2 + 1 + 1 - 2 - 2 = 21 for Piercing: 2d4 + 4 + 2 - 2 ⇒ (4, 2) + 4 + 2 - 2 = 10 x3 crit
Edit: Forgot 2nd AoO but rolling it above will throw off the pre-rolled attack die
Acrobatics 2, Heroism, Sickened: 1d20 + 10 - 2 - 2 + 2 ⇒ (6) + 10 - 2 - 2 + 2 = 14 (Moving at full speed so DC increased by 10)
| GM TOP |
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LGZ darts around the room. He barely dodges the first blow, but the second ghast takes a bite at him as he goes by.
Yellow Bite AoO vs. LGZ: 1d20 + 5 ⇒ (12) + 5 = 17
It misses. The half-elf stabs back at him.
It also misses... yaaaaay. There was much laughter from the dice gods.
_______
With a flank in place, the really angry looking ghast unleashes a flurry of attacks at Niza!
Red Bite vs. Niza + Flank: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Red Claw 1 vs. Niza + Flank: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Red Claw 2 vs. Niza + Flank: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
And more chuckles from the RNG gods.
Round 2: It's THE FINAL COUNTDOWN (da da dun dun duh)... (Haste on all but Arby 5 rds, IC for All, Bless up 10 rds)
Kasvot
Dimple
Stormy (-13 HP, Sickened 3 rds)
Shade (-3 HP, Sickened)
LGZ (-13 HP, Sickened)
Red
Blue
Niza (Sickened, Will Save Due, may act normally) & Albis
Yellow
Arboreal (Summoning)
Spellcasting Ghast?!? AAAAAHHHHHH
Bold may act!
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Niza and Albis
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Will Save - Sickened: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Niza glances back and forth between her targets, then picks a vital point on the one flanked by LGZ and unleashes several stabs before stepping to the side and menacing the newcomer, "I don't know who you are, but that spell sucked. You also suck and you should be sad about it."
Full Attack Yellow, 5-ft step.
Small +1 Rapier + Flanking + Haste + IC + Bless: 1d20 + 6 + 2 + 1 + 1 + 1 ⇒ (2) + 6 + 2 + 1 + 1 + 1 = 13 for Magic/Piercing 2-Hand + S.A. + IC: 1d4 + 4 + 1d6 + 1 ⇒ (2) + 4 + (4) + 1 = 11
Hasted Small +1 Rapier + Flanking + Haste + IC + Bless: 1d20 + 6 + 2 + 1 + 1 + 1 ⇒ (1) + 6 + 2 + 1 + 1 + 1 = 12 for Magic/Piercing 2-Hand + S.A. + IC: 1d4 + 4 + 1d6 + 1 ⇒ (4) + 4 + (1) + 1 = 10
| GM TOP |
Niza resists the pathetic spell. Seriously, anyone who failed that save is weak! :P
But she doesn't quite recall which end of the rapier goes into the enemy and misses with her two strikes.
Yellow steps to the side and unleashes another flurry of flanked attacks against the willful gnome.
Yellow Bite vs. Niza + Flank: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Yellow Claw 1 vs. Niza + Flank: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Yellow Claw 2 vs. Niza + Flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
But she ducks, dodges and dives under all the strikes!
Well, these guys are super dangerous.
Round 2: It's THE FINAL COUNTDOWN (da da dun dun duh)... (Haste on all but Arby 5 rds, IC for All, Bless up 10 rds)
Kasvot
Dimple
Stormy (-13 HP, Sickened 3 rds)
Shade (-3 HP, Sickened)
LGZ (-13 HP, Sickened)
Red
Blue
Niza (-6 HP, Sickened) & Albis
Yellow
Arboreal (Summoning Finished)
Spellcasting Ghast?!? AAAAAHHHHHH
Bold may act!
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
| Arboreal’s summon |
As Arboreals spell finishes a flickering flame figure appears where Kasvot was standing just moments before
It moves into the room and attacks yellow
attack: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 IC and flank
fire damage: 1d4 + 5 ⇒ (1) + 5 = 6
If successful hit must also make dc13* reflex save or catch fire taking 1d4 ⇒ 3 damage for 1d4 ⇒ 3 rounds
If hit with natural weapons make same save or burn
(Elementals are immune to poison and paralysis)
*Burn DC is calculated as half hit die plus con mod so for small fire elemental should be dc 12 but is listed as 11 augmented summon increases con mod by 1 and herolab calculates that as dc13.
Arboreal
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Hey wait for me rushes to join Dimple and Kasvot as he draws his sling and a magic stone