| Jorne Fyrestone Stavian |
He opens the door wider and the smell just gets worse. Jorne moves into the next room and wails.
The icy fingers of the incorpreal is shocking!
Fort: 1d20 + 17 ⇒ (1) + 17 = 18
Round 1
He backs up 5 feet and then swings.
+2 Cold Iron Halberd of defending: 1d20 + 14 ⇒ (11) + 14 = 25
damage: 1d10 + 11 + 2d6 ⇒ (6) + 11 + (2, 1) = 20 electricity and acid damage
| GM Wolf |
Moving into the room you see what he is wailing at. This crypt stretches into darkness. The floor of this crypt is strewn with rubble and the filth of opened graves. Sprawled on the floor is a fairly fresh corpse of a middle-aged Ulfen man, no more than a week or two old at the most. Jorne is crouched next to the dead Ulfen man.
Then you hear a voice from within the room echo off the walls, "Greetings, come and have a seat. I have made room for you, I welcome you to dinner."
As the words reverberate through the room you see why Jorne is wailing. A translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.
SpectreCR 7
XP 3,200
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +17
Aura unnatural aura (30 ft.)
DEFENSE
AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
hp 52 (8d8+16)
Fort +4, Ref +5, Will +9
Defensive Abilities incorporeal, channel resistance +2
Weaknesses resurrection vulnerability, sunlight powerlessness
OFFENSE
Speed fly 80 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain)
Special Attacks create spawn, energy drain (2 levels, DC 16)
STATISTICS
Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
Base Atk +6; CMB +6; CMD 21
Feats Blind-Fight, Improved Initiative, Skill Focus (Perception), Weapon Focus
Skills Fly +11, Intimidate +13, Knowledge (history) +10, Knowledge (religion) +13, Perception +17, Stealth +14, Survival +11
Languages Common
SPECIAL ABILITIES
Create Spawn (Su)
Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su)
A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex)
Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su)
Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.
ECOLOGY
Environment any
Organization solitary, pair, gang (3–6), or swarm (7–12)
Treasure none
Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.
A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.
init
1d20 + 7 ⇒ (16) + 7 = 23 Jorne
1d20 + 6 ⇒ (3) + 6 = 9 Quince
1d20 + 3 ⇒ (11) + 3 = 14 St. John
1d20 + 5 ⇒ (13) + 5 = 18 Lykan
1d20 + 4 ⇒ (10) + 4 = 14 Dinenen
1d20 + 7 ⇒ (2) + 7 = 9 Spectre
| Lykàn Delĩss |
THe elf upon hearing Jorne's wails sprints and notices the scene. He of course doesnt' miss the dramatic entrance of their host and studies it!
Study the creature.
| Jorne Fyrestone Stavian |
Round 1
He takes an aggressive stance and slices into the spectre before him. Taking a 5 foot step so others can reach it as well.
+2 Cold Iron Halberd of defending: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 1d10 + 11 + 2d6 ⇒ (4) + 11 + (4, 5) = 24 electricity and stance damage
| Quince Medvyed |
Knowledge Religion: 1d20 + 11 ⇒ (11) + 11 = 22 Anything I can share?
| Lykàn Delĩss |
Study spectre. that looks more dangerous.
| GM Wolf |
Aura unnatural aura that will stop animals from approaching it.
Weaknesses resurrection vulnerability, sunlight powerlessness
Resurrection Vulnerability (Su)
A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex)
Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.
| Quince Medvyed |
Round 1
"Its incorporeal you will need magic to hit it and even that will not sting as hard as you want. Natural Sunlight renders it powerless. If you can resurrect the dead you can destroy it."
Moving in flaming sword and shield raised he attempts to strike down the spectre.
Flame Tongue: 1d20 + 13 ⇒ (6) + 13 = 19
| Dinenen |
Dinenen frowns as they converge on the incorporeal opponent, but he attempts to strike it just the same.
Dinenen opens with a simple jab. Trying to get a feel for how the Spectre will move and fight.
Unarmed Strike: 1d20 + 10 ⇒ (7) + 10 = 17
Blunt, Magic, acid: 1d10 + 2 + 1d6 ⇒ (4) + 2 + (5) = 11
| Quince Medvyed |
Oops I forgot damage.
Damage; Slashing, Fire, Acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (3) + 7 + (2) + (6) = 18
| GM Wolf |
Dinenen hits and knows that his magically infused hands did some damage to the spectre. As does Jorne and Quince swing and hit the incorporeal undead. Jezebel moves in and attacks it as well. Lykan moves in and studies the target.
The spectre continues to try to hit Jorne.
23 Jorne
9 Quince
14 St. John
18 Lykan
14 Dinenen
9 Spectre26 damage
touch: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d8 ⇒ 5 plus energy drain Fort DC 16.
touch: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d8 ⇒ 2 plus energy drain Fort DC 16.
Melee incorporeal touch +10 (1d8 plus energy drain)
Special Attacks create spawn, energy drain (2 levels, DC 16)
| Jorne Fyrestone Stavian |
Round 2
He keeps his aggressive stance and slices into the spectre before him again. Taking a 5 foot step so he gains flanking, his sneak attack damage won't affect it.
+2 Cold Iron Halberd of defending: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
damage: 1d10 + 11 + 4d6 ⇒ (6) + 11 + (6, 3, 6, 3) = 35 acid from last round and this round, electricity and stance damage
Fort DC 16: 2d20 + 1 ⇒ (16, 5) + 1 = 22
| Jezebel the Stone Maiden |
Round 1
She moves in and swings with the flaming longsword in two hands hitting the undead spectre hard.
PA: 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 29
damage: 1d8 + 7 + 6 + 2d6 ⇒ (2) + 7 + 6 + (1, 4) = 20 flame
Round 2
She moves in and hits it two more times with the flaming longsword.
PA: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34
damage: 1d8 + 7 + 6 + 2d6 ⇒ (4) + 7 + 6 + (1, 5) = 23 flame
PA: 1d20 + 17 - 5 - 2 ⇒ (17) + 17 - 5 - 2 = 27
damage: 1d8 + 7 + 6 + 2d6 ⇒ (3) + 7 + 6 + (2, 4) = 22 flame
| Quince Medvyed |
Round 2
Quince continues his press on the monster.
Flame Tongue 1: 1d20 + 13 ⇒ (12) + 13 = 25
Flame Tongue 2: 1d20 + 8 ⇒ (2) + 8 = 10
Damage slashing, fire, & acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (7) + 7 + (1) + (1) = 16
| Dinenen |
Round 2
Now that he is adjacent to the spectre, and has a better idea of how it moves, Dinenen will fight a little harder.
Flurry of Blows, Spin Kick as first attack
Flurry 1 (Spin Kick) vs Flat-Footed AC (Uncanny Dodge or similar cancels): 1d20 + 10 ⇒ (7) + 10 = 17
Magic, Blunt, Corrosive: 1d10 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12
Flurry 2: 1d20 + 10 ⇒ (14) + 10 = 24
Magic, Blunt, Corrosive: 1d10 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7
| GM Wolf |
Your group continues to wail upon it until it disperses. This happens before it can strike again. End of Combat.
Several rounds later, then you hear the voice again , "Oh sorry about that one, we forgot to dissipate it today. Come have a seat. I insist."
Continuing down the corridor this door opens onto a short dais looking out over a large chamber. Thick pillars ascend to a twenty-foot-high ceiling, while a wide stone staircase climbs to a darkened gallery above. The true purpose of the chamber is apparent from the great stone table running across its center. Dozens of seats have been set about this massive affair. A golden angelic figure sits at the far end of the grand feast set out before you. Your angelic host then states as he sees you come down the stairs, "Come, come and get yourself something to drink and eat! I want to hear your wonderful adventure of getting here."
You see the angelic figure, but it is covered in blood as its face distorts between a fiendish head and its present head. As its face distorts again to a fiendish head for a moment then flickers back to the angelic head. The bloody creature bellows out, "Come, come and get yourself something to drink and eat! I want to hear your wonderful adventure of getting here."
| Dinenen |
Will DC25: 1d20 + 11 ⇒ (14) + 11 = 25 +2 trait vs Charm, Compulsion & emotion effects; +2 vs Enchantment spells & effects
"I appreciate the invitation, but it seems your previous guests were served up, not served. It is an impressive illusion, though."
| Quince Medvyed |
Will: 1d20 + 15 ⇒ (18) + 15 = 33
Quince looks at the fiend but speaks to his allies, "Its some sort of illusion. This foe has killed and serves a victim." He addresses the monster, "Your choice of food speaks for itself. I think you will find we are horrible company."
Knowledge Arcana: 1d20 + 13 ⇒ (6) + 13 = 19
Knowledge Religion: 1d20 + 11 ⇒ (13) + 11 = 24
Knowledge Planes Untrained: 1d20 + 6 ⇒ (1) + 6 = 7
Does this tell us anything.
| Lykàn Delĩss |
Will save 1d20 + 10 ⇒ (5) + 10 = 15
lol This hunter sucks.
The red haired elf pauses as his companions flat out deny their host's invitation.
Trusting them, he tenses prepared to pop out his claws if needed.
| GM Wolf |
The nephilim are the offspring of demigods who bred with humans. This joining resulted in a race of giant-sized beings possessed of a shard of divine power and the mortal consciousness of humans.
| Jorne Fyrestone Stavian |
1d20 + 12 ⇒ (8) + 12 = 20
He was about ready to put his weapon away but with the words of his allies he stays still. "Is there anything dangerous in the room. I see a feast and a golden angelic figure." He activates his defending weapons quality to best defend himself.
| GM Wolf |
Surprise Round - DC 16 Perception check to act.
The angelic figure emits a roar a battle challenge. Will DC 18 or frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time.
When a nephilim spends a standard action to roar a battle challenge, all humanoids and monstrous humanoids within 100 feet of the nephilim must make a DC 18 Will save to avoid becoming frightened for 5d6 rounds. On a successful save, the creatures only become shaken for that time. Creatures with more HD than the nephilim become shaken if they fail their save, and suffer no effect if they succeed. A creature that succeeds at the save is immune to that nephilim’s mortal challenge for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
1d20 + 7 ⇒ (14) + 7 = 21 Jorne
1d20 + 6 ⇒ (12) + 6 = 18 Quince
1d20 + 3 ⇒ (4) + 3 = 7 St. John
1d20 + 5 ⇒ (2) + 5 = 7 Lykan
1d20 + 4 ⇒ (17) + 4 = 21 Dinenen
1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 2 ⇒ (19) + 2 = 21 nephilim
21 Dinenen
21 Jorne
21 nephilim
18 Quince
7 Lykan
7 St. John
| Dinenen |
Perception DC16: 1d20 + 13 ⇒ (1) + 13 = 14
Will DC 18 w/ +2 trait vs Emotion: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
:jawdrop: Needed a 3 and a 5, got a 1 and a 3? This doesn't look like the dicebot likes Dinenen for this fight!
As the bloodied angelic form stands and roars, blood spewing out of its mouth and spreading across the corpses and gore already before it, the monk's eyes go wide, his left leg shifts back and his right foot turns in, his right hand raised and open towards the creature, but his left arm a few inches in front of his face, his fist closed but not tight. His brow knit and his breathing not controlled as it normally is.
| Quince Medvyed |
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Will: 1d20 + 15 ⇒ (5) + 15 = 20
Surprised but not scared.
| Jorne Fyrestone Stavian |
Surprise Round
perception: 1d20 + 16 ⇒ (6) + 16 = 22
Will save DC 18: 1d20 + 12 ⇒ (7) + 12 = 19
He moves around on the right side of the table, 50 feet.
Round 1
He moves another 50 feet or less to get to the target and swings his halberd, missing as it catches on the table and opens him to an AoO.
+2 Cold Iron Halberd of defending: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d10 + 11 + 2d6 ⇒ (6) + 11 + (4, 6) = 27 electricity damage (/x3)
He also shifts into his protective stance after the attack.
| Jezebel the Stone Maiden |
Surprise Round
Will save DC 25: 1d20 + 12 ⇒ (3) + 12 = 15
perception: 1d20 + 16 ⇒ (2) + 16 = 18
Will save DC 18: 1d20 + 12 ⇒ (15) + 12 = 27
shaken for: 5d6 ⇒ (1, 5, 3, 5, 6) = 20 rounds
She opens combat by animating a section of nearby rock and directing the animated rocks to attack her nearest opponent, the nefalim.
| Lykàn Delĩss |
Surprise Round
Perception 1d20 + 14 ⇒ (15) + 14 = 29
Will save 1d20 + 10 ⇒ (13) + 10 = 23
The red haired hunter resists the more debilitating supernatural effects of the roar. However he's shaken as he senses the creature he's facing is beyond most of the beasts he's faced. He studies his foe, understanding that any bit of knowledge he gains would be for the best.
Round 1
His features turn slightly feline as he goes into battle stance, moving towards the foe he's now designated as the closest prey.
Moving in a way he tempts the creature into extending itself into an attack on him as well.
Seeking to flank their host, he lashes out with a single claw!
Attack Claw.
Studied target. +1 to hit and damage
Ignore DR/cold iron, DR/magic, and DR/silver
1d20 + 9 ⇒ (1) + 9 = 101d6 + 2 ⇒ (6) + 2 = 8
Add SA if applicable 1d6 ⇒ 6
Move to flank, draw Aoo if possible to trigger retaliatory strike
1d20 + 9 ⇒ (7) + 9 = 161d6 + 2 + 6 ⇒ (2) + 2 + 6 = 10
Really bad rolls there.
| Quince Medvyed |
Round 1
Quince moves in flaming sword leading.
Flametongue: 1d20 + 13 ⇒ (11) + 13 = 24
Damage; Slashing, Fire, & Acid: 1d8 + 7 + 1d6 + 1d6 ⇒ (2) + 7 + (1) + (1) = 11
| GM Wolf |
Round 1
Dinenen shuts down... and then flees back through the doors and down the hallway. Jorne dodges the three spears flung at him and gets to the nephilim who then slams a fist at Journe twice. Missing both times.
slam: 1d20 + 17 ⇒ (4) + 17 = 21
slam: 1d20 + 17 ⇒ (11) + 17 = 28
slam damage: 2d6 + 14 ⇒ (2, 2) + 14 = 18
Quince might be able to double move to the creature but with the table in the way he can't charge. So move and do something else or just double move? Lykan I don't think you are going to get into a flanking position even with a double move. Let alone attack it with a melee attack.
Round 2
Map is updated. Each square is 10 feet.
| Lykàn Delĩss |
Round 1
That far? ouch. Then It shall be a double move. I move at 30 feet and I can move through 20 feet of difficult terrain.
Round 2
The red haired elf continues moving closer to get his flank on this quarry.
| Quince Medvyed |
Quince has enough space if runs down the table!
acrobatics: 1d20 + 15 ⇒ (19) + 15 = 34
| GM Wolf |
That is true Quince!
Round 1
Quince charges forward over the table knocking over platters and goblets as he goes. He slams the Flaming onto the Nefilim's arm opening a small wound. Lykan double moves forward.
Round 2
Lykan moves forward again to get into flanking position.
The nefilim picks up its sword and in two hands brings it down upon Jorne and Lykan. Nearly dropping Lykan as blood pours from massive wounds. As the blade slides down Jorne's armor or he dodges it.
Vs. Jorne
+1 large longsword: 1d20 + 18 - 3 ⇒ (17) + 18 - 3 = 32
damage: 2d6 + 11 + 9 ⇒ (5, 4) + 11 + 9 = 29
+1 large longsword: 1d20 + 13 - 3 ⇒ (17) + 13 - 3 = 27
damage: 2d6 + 11 + 9 ⇒ (2, 5) + 11 + 9 = 27
+1 large longsword: 1d20 + 8 - 3 ⇒ (18) + 8 - 3 = 23
damage: 2d6 + 11 + 9 ⇒ (4, 6) + 11 + 9 = 30
Vs. Lykan
+1 large longsword: 1d20 + 18 - 3 ⇒ (14) + 18 - 3 = 29
damage: 2d6 + 11 + 9 ⇒ (5, 6) + 11 + 9 = 31
+1 large longsword: 1d20 + 18 - 3 ⇒ (8) + 18 - 3 = 23
damage: 2d6 + 11 + 9 ⇒ (2, 5) + 11 + 9 = 27
Round 3
| Dinenen |
"Aaaaahhhhhhhhh!"
[ooc]Run, Forrest! Run![/b]"
| Quince Medvyed |
Knowledge Religion: 1d20 + 11 ⇒ (13) + 11 = 24
Does Quince think that Supress Charms and Compulsions help Dinenen.
| Lykàn Delĩss |
Ouch. Near Death there. Oh well.
Attack 1d20 + 9 ⇒ (12) + 9 = 211d6 + 2 ⇒ (3) + 2 = 5
Attack with the other claw 1d20 + 9 ⇒ (18) + 9 = 271d6 + 2 ⇒ (3) + 2 = 5
Round 3
Staggering from the blow he just received, the elf is reminded why he preferred to stalk and ambush his prey....
Gamely he strikes out with his claws....
| GM Wolf |
Does Quince think that Supress Charms and Compulsions help Dinenen.
Yes you think it should work!
21 Dinenen
21 Jorne
21 nephilim
18 Quince
7 Lykan
7 Jezebel
The nefilim quickly turns on its real threat Jorne slashing with two hands on its longsword. Jorne is able to parry or dodge all of the attacks.
Vs. Jorne
+1 large longsword: 1d20 + 18 - 3 ⇒ (5) + 18 - 3 = 20
damage: 2d6 + 11 + 9 ⇒ (4, 3) + 11 + 9 = 27
+1 large longsword: 1d20 + 13 - 3 ⇒ (11) + 13 - 3 = 21
damage: 2d6 + 11 + 9 ⇒ (6, 3) + 11 + 9 = 29
+1 large longsword: 1d20 + 8 - 3 ⇒ (12) + 8 - 3 = 17
damage: 2d6 + 11 + 9 ⇒ (4, 5) + 11 + 9 = 29
Round 4
Vs. Jorne
+1 large longsword: 1d20 + 18 - 3 ⇒ (5) + 18 - 3 = 20
damage: 2d6 + 11 + 9 ⇒ (4, 2) + 11 + 9 = 26
+1 large longsword: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30
damage: 2d6 + 11 + 9 ⇒ (1, 5) + 11 + 9 = 26
+1 large longsword: 1d20 + 8 - 3 ⇒ (9) + 8 - 3 = 14
damage: 2d6 + 11 + 9 ⇒ (1, 6) + 11 + 9 = 27
crit: 1d20 + 13 - 3 ⇒ (19) + 13 - 3 = 29
damage: 2d6 + 11 + 9 ⇒ (2, 3) + 11 + 9 = 25
The Nefilim cries out in pain having its head smashed by the halberd and then again. The claws at its back and the halberd drops the bloody angelic creature to the ground.
End of combat.
| Jorne Fyrestone Stavian |
Round 2
He strikes out with his halberd in an aggressive stance.
+2 Cold Iron Halberd of defending: 1d20 + 15 ⇒ (4) + 15 = 19
damage: 1d10 + 11 + 3d6 ⇒ (8) + 11 + (4, 1, 6) = 30 electricity and acid and stance damage (/x3)
+2 Cold Iron Halberd of defending: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 1d10 + 11 + 3d6 ⇒ (5) + 11 + (6, 3, 6) = 31 electricity and acid and stance damage (/x3)
He lets out a wail in reaction to the Nefilim striking at Lykan, "Fear the Reaper!"
Counter: Intimidate an opponent into missing an ally.
Intimidate: 1d20 + 16 ⇒ (18) + 16 = 34
The attempt succeeds and Lykan only gets struck by the second attack. He negated the attack!
He does get hit by the Nephilim's first strike. AC 31
Round 3
He quickly asks, "Quince you have healing for Lykan, big fella look over here!" He does his best to keep the attention of the nefilim on him striking with his Halberd using a special strike.
+2 Cold Iron Halberd of defending: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
damage: 1d10 + 11 + 3d6 + 3d6 ⇒ (10) + 11 + (4, 4, 6) + (1, 2, 3) = 41 electricity and acid and stance and sneak damage (/x3)
+2 Cold Iron Halberd of defending: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
damage: 1d10 + 11 + 3d6 + 3d6 ⇒ (1) + 11 + (1, 2, 4) + (4, 5, 2) = 30 electricity and acid and stance and sneak damage (/x3)
crit: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
added damage: 2d10 + 22 ⇒ (9, 5) + 22 = 36 (/x3)
77 damage with a crit!
Round 4
Still in flanking position with Lykan he smiles, as the Nefilim misses and he heals.
+2 Cold Iron Halberd of defending: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
damage: 1d10 + 11 + 3d6 + 3d6 ⇒ (10) + 11 + (1, 5, 2) + (6, 2, 4) = 41 electricity and acid and stance and sneak damage (/x3)
+2 Cold Iron Halberd of defending: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
damage: 1d10 + 11 + 3d6 + 3d6 ⇒ (1) + 11 + (6, 4, 3) + (6, 2, 5) = 38 electricity and acid and stance and sneak damage (/x3)
| Lykàn Delĩss |
With the creature lying at their feet, Lykan grimaces and gives Jorne a wave as he steps back and begins applying first aid to himself...
Cure Light Wounds 5d8 + 5 ⇒ (6, 2, 6, 3, 5) + 5 = 27
| Jorne Fyrestone Stavian |
If you did cure lights, it would be 1d8+5 each time. So 14+15=29. So you only need to use three.
He cuts off the head of the nephalim, just to be sure. Seeing Lykan heal himself he nods. "I have channels to heal the group but it is best to use them after battle. Let's see what we have."
| GM Wolf |
Upon the creature's body you find a masterwork breastplate, +1 longsword, 4 masterwork spears, other treasure which includes a black leather bag with gold trim. Within you find coins, gems, and other objects of precious metals. There is an assortment of golden bands on his arms, legs, fingers, and neck.
| Lykàn Delĩss |
Using Wand so it's only +1 for me.
Cast detect magic
"Are these bands magical or something?" he asks.
| Quince Medvyed |
Quince looks at the situation. He looks up, "Only the longsword is magical. Though much of the gear is still finely made."
He looks about. "Did anyone see where Dinenen went." He moves to look for the monk.
| Dinenen |
Dinenen's screams can be heard until the effect wears off, so finding him should be no more difficult for the group than for anything else living here. Once the effect does wear off. he begins working his way back, having enough dignity to look properly embarrassed.
| Jorne Fyrestone Stavian |
He quickly replies, "He ran out the door we came through. I will collect the gear except for the spears. Luckily there is a scabbard for the longsword. Lykan how are you doing?"
| Dinenen |
Up to 30 minutes? Dinenen was in full flight mode for 21 minutes? He's got to be completely and totally wxhausted!