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Aldebert Piddlespot's page

1,898 posts. Alias of Euan.


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Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Great campaign everyone!

In all my years of gaming in PbP, other than the campaigns I've run, this is only the second that's made it to completion.

Thank you Rat Sass for carrying us over the finish line!


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert bows to Mahdi and his brother. ”You’re resplendent!” he says smiling.

Pent Arotha wrote:
"I would be greatly indebted to any and all of you, if you'd join me in traveling to the Shrine of Nethys, so I might safely secure my wily wife. She must have squirreled away when the siege of Kelmarane set off, Sarah knows how long. Just, give me some time to meditate, so I can establish more of Sarah's windwalking." With that, the gnome scurries off to find a quiet room with a balcony, where he can close his eyes, and let the light of Sarah's sun shine through his lids, while he lists all the things he'll need for the recovery.

”I’d be most happy to accompany you sir Pent. Will we be leaving today or first thing in the morning?” He nods when his brother and Otah say the same thing.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Thank you Almah, you are most kind." Aldebert smiles, knowing the Pactmasters to be, if not generous at least fair in their rewards. He imagines he'll be very pleased.

When the townspeople offer up their gifts, he accepts them graciously, and with pleasure. However, he detours to the poorest, most run down district, if he can identify it in all the mess, and re-gifts the things people can use. Chickens, goats, supplies. He knows he does not yet need such things, and there are those in greater need at the moment.

But return to the Manor he does, and is pleased to see Frederick and a work crew. "Quite a mess." he mumbles, though he's still grinning. It'll take time to see things put right here, and in the town proper, but they have that time now. And more.

He rides Gretiem to a shady spot, dismounts, and carefully removes Gretiem's saddle and harness. Rubbing him down a moment to help him shed a few scaly areas, he says quietly, "Life will be easier now I think my friend. Though we will still range the desert and be watchful."

Leaving him with some fruit, he walks up to Frederick, "How may I lend a hand. I have few craft-skills, but I can lift heavy things." He laughs, carefully takes off his armor, rolls up his sleeves, and gets to work.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Follow your heart brother, as with all things. What does your heart want?" Aldebert tries to comfort his brother, guiding him through this tough decision. "I plan to remain here, vigilant, and also trying my hand at a little trade if I can manage it. Though I chose to remain in my current form with Gretiem, you may do as you wish, and it will not lessen my love for you."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert is pleased, and enjoys the meeting. Though he’s not sure, exactly, what he’ll be doing in a year, he knows what he wants to do in the short term. ”I am what I am Nefeshti, and I wish, as it were, to remain so.” he grins, ”Though the offer is intriguing I must admit! I shall instead remain a halfling, and work here in the trades with my sister and, hopefully, my brother. Together we shall continue to watch and guard this place. I hope there is peace for many years, but if not, we shall be ready.”

”If Ami AND Yeen wish to be Janni, perhaps my boon could be applied to Yeen?” he wonders how that would look…


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Aye, it's true Nefeshti, Jhahvul is dead, taken down in the end by Otah and his skull kicked into the lava. We have returned with the remaining survivors after purging his 'palace'. The war is over."

He's grinning like a madman, the reality of the situation still not completely settling in, but beginning to...


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert looks at Frederick and pauses in thought. He watches his brother bound across his desert. He sees his sister, tired but happy. And what about him? Where did he call home but if not here? After all, was he not fighting for his home?

...and of course there's a reason Jhuhvul chose this region. It would be a good idea to have watchers.

"Yes. Yes Frederick. I think I will be here a while. I have a fledgling trade company to bolster, and a house. If, uh, it's still standing?" he looks back at his servant


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert, when he's not on duty, enjoys his brothers grove. He sleeps in his armor (link) though, just in case as he wants to be ready.

In the morning he leisures over breakfast, chatting with his sister and the others, including Frederick. He loves the flight but recognizes the hazard and so rides in with the others - still keeping a weather eye out for trouble.

When they reach town, he moves back with Frederick, "So, Mr. Cooperworth, do you still work for us? I believe you're still on retainer, but for all the activity here of late, I'd not be offended if you wish to let it go and find something less hazardous." he grins and awaits the man's reply.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert's brow un-furrows from the effort of trying to figure out how to get two dozen innocents across a hostile desert.

"Pent, you're a treasure." he says simple, pleased with the power the party can bring to bear. He suggests their standard watch rotation in the night... just in case.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Hugging his sister, Aldebert says, "It's done. Now we just need to get you all home." He watches his brother try to heal Hazim, and wonders if it will work. He hopes so.

When they get outside, he takes measure of the time of day and wonders if they should rest first, or head out. "Tomorrow I can prepare Endure Elements Communal to try and take the worst of the heat off us, but with so many I can only protect us for a couple hours with my spells. So we'll be traveling desert style - dusk and dawn, and seeking shelter during the heat of the day."

"It's going to be a long walk."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert smiles, satisfied no rogue elements, beyond the normal, exist here. He nods at Mahdi's suggestions.

"We've killed Jhahvul and driven off or killed his minions. We're currently checking the tunnels and passageways for more survivors and minions, to save or destroy relatively speaking. So yes, we can see you out, and shall immediately do so. At least back up to where the others are resting."

He suggests to the party that they escort this group to the others before continuing their delve. "Mahdi's right. Let's get them to the others and continue hunting for efreet."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Mister Cooperworth, what a surprise! I had thought you lost, not enjoying a feast at the hands of your tormentor." Aldebert begins unsure of the situation. "How did all of you come to be here?"

He'll scan the crowd with Detect Evil, expecting to find the usual background-noise of folks, mostly un-evil or only mildly so.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"We will be careful brother." Aldebert is amazed at the treasure firstly. His inner Abadarian catalogues the wealth, and he has no objection to Mahdi's bauble.

"It's all yours lord mage." he says laughing. He helps load up the gear, some of it likely exposed on the flying carpet, though the greater portion of the wealth lies hidden away in various extra dimensional devices that the party carries.

When the loot is carefully packed away, he'll remount Gretiem, glad for his strength, and he turns back to the entrance, "Shall we?" he says as he readies to enter the mansion.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Sure thing brother, we can go back and down. Best be sure we don't miss anything."

Aldbebert agrees to the unspoken suggestion and leads the team back around, if everyone is agreeable.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Well said there Mahdi." Aldebert notes when he can again speak. He will search about, briefly, before being ready to press on.

Perception: 1d20 + 19 ⇒ (12) + 19 = 31


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert Status:
HP: 137/137; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs glazedemu)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (12/100m, 27hp), Air Walk (12/28m), True Seeing (12/14m), Shield (+4, 9/42m), Angelic Aspect (9/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’), stunned (1/1)
Weapon Equipped: None
Greatsword Attack BAB +15/+10/+5, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 9/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, poisoned, or ensorcelled; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Boots - Greater Heroism (1/1)
Pearl of Power, First (0/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect, Good Hope
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 86/90 (DR 5/evil)
AC: 32 (F28/T16) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 12 Will: 6 (SR 26, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Throw Rider, Watch, Work
Bite Attack BAB +9, Str +6, Amulet +1 Damage Str +9 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert, well and truly stunned on a number of fronts, watches with glee as the party hews and hacks and holds and protects. He’d grin and laugh if he could, but he cannot. He hopes he breaks free before the fight is over!

Gretiem continues with his attacks however, being given no further commands, thrashing at the demons images.
Gretiem Bite (magic): 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26 (feast) damage: 2d6 + 10 ⇒ (4, 5) + 10 = 19
Gretiem Bite (magic): 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 (feast) damage: 2d6 + 10 ⇒ (5, 3) + 10 = 18


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Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert Status:
HP: 137/137; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: -2 charge, +4 vs glazedemu)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (12/100m, 27hp), Air Walk (12/28m), True Seeing (12/14m), Shield (+4, 9/42m), Angelic Aspect (9/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +15/+10/+5, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 9/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, poisoned, or ensorcelled; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Boots - Greater Heroism (1/1)
Pearl of Power, First (0/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect, Good Hope
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 86/90 (DR 5/evil)
AC: 32 (F28/T16) (included: mage armor +4, shield companion +1)(not included: -2 charge)
Fort: 10 Reflex: 12 Will: 6 (SR 26, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Throw Rider, Watch, Work
Bite Attack BAB +9, Str +6, Amulet +1 Damage Str +9 (1.5x), Amulet +1 (Crit 20)
- - -

Amiamble Piddlespot wrote:
"That is a foul demon, Brother. No doubt a servant to Jhavul. He is known as a glazedemu, I think. He should not be allowed to walk in Sarenrae's Light," Ami whispers to his brother.

The whisperings of a little demon, his brother in this case, as much as the decor the glazedemu chooses to surround itself with, enrages Aldebert.

"Not today demon. I am tired, and not every evil must die to our blade today, but you are one that shall!”

He swiftly smites the demon and charges!
Greatsword (magic, cold iron, silver): 1d20 + 21 + 7 ⇒ (3) + 21 + 7 = 31 (feast, smite, charge) damage: 1d10 + 21 + 14 ⇒ (3) + 21 + 14 = 38 (smite)
Gretiem Bite (magic): 1d20 + 16 + 3 ⇒ (12) + 16 + 3 = 31 (feast, charge) damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20

Naturally, if it’s merely a surprise round, I’m back 30’ and no attacks… but I had to try.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert is silenced, and somewhat befuddled, by her bipping in and out like that. It takes a moment to realize, one more bested. He'd rather have her in chains for the authorities, but he admits to himself that he's tired, weary even. Letting that one go is fine...

He searches the room, mostly for secret panels or doorways.

Perception: 1d20 + 19 ⇒ (13) + 19 = 32

Presuming he finds none, he'll gesture to the southeast, when the others seem to be ready. "Shall we proceed?"


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Jhahvul is dead by our hand. As you do not look like a prisoner, I suggest you leave this region, if you can, with haste. Or would you prefer to avenge him? We're not here to slaughter everything that moves, just those as deserve it."

He holds his greatsword at the ready as he approaches to see her more clearly as they chat.

(Detect Evil when he arrives at his location... assuming the air elemental doesn't lash out.)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert Status:
HP: 137/137; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (12/100m, 27hp), Air Walk (12/28m), True Seeing (12/14m), Shield (+4, 9/42m), Angelic Aspect (9/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +15/+10/+5, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 9/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, poisoned, or ensorcelled; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Boots - Greater Heroism (1/1)
Pearl of Power, First (0/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect, Good Hope
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 86/90 (DR 5/evil)
AC: 32 (F28/T16) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 12 Will: 6 (SR 26, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Throw Rider, Watch, Work
Bite Attack BAB +9, Str +6, Amulet +1 Damage Str +9 (1.5x), Amulet +1 (Crit 20)
- - -

”All yours Otah.” he says, offering to help him put it on.

(Breastplate will take 2 minutes with help to put on. Plus general carousing, shall I take 5 minutes off all my spell durations? More?)

Aldebert suggests the upper right passage as his remaining mirror image winks out. ”Maybe it’ll loop back south and connect with the other.” he hopes.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

(All yours brother.)

"True enough Ami, but I've been wearing those old boots of mine for a long time now, and have never seen them used either. So I might as well get used to my new boots while I can, though I may not use their abilities today."

He offers his boots to any other who may wish them, "Mahdi, you interested? Pent's always on his carpet and my brother on Yeen."

Once the items are sorted out, he suggests they head deeper in. He draws his blade and, feeling somewhat refreshed despite the terrible battle they just had, "Let's see where the southern passage leads. It's through another wall of fire, which will likely take the last of my fire protection away, but it seems the way to check next."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

When Otah has had his fill, he'll take the unpicked boots, and slip them on, offering his own, relatively clean pair, to Otah. "These will make you quicker. I'm mounted more than I thought I'd be so I don't really use 'em."

They're boots of striding and springing. Enjoy with my thanks for a well placed crit!


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

NEXT LEVEL (15):
Aldebert (Paladin 15)
+8 HP (6 class, +2 con) (total 137)
+5 skills (2 class, +2 int, +1 favored class)(Diplomacy x2, Fly, Perception x2)
+1 BAB (+15/+10/+5)
+1 Reflex Save
+1 Feat (Reward of Grace)
+1 damage when smiting (total 15)
+1 Mercy (Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as the caster level (15).)
Grant SR to Gretiem equal to Paladin level +11 (SR 26)
+1 caster level for spells (total 12) & concentration (total 16)
+1 Third level spell (Good Hope)

Gretiem
+2 Natural Armor Bonus (10)
+1 Str (22)
+1 Dex (18)
+1 Bonus Trick (Throw Rider)
Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert Status:
HP: 129/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 27hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 9/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (0/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 86/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m), Sickened
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Gretiem is healed by Amiamble’s group healing and Aldebert pats him on the shoulder, ”Thanks brother.”

”I think we should follow Mahdi’s advice and search the place out. There may still be evil here that weaker folk couldn’t handle, but we can.” he says bridling with the power of another level…

He replenishes his Hero’s Defiance with a pearl of power as he surveys the loot. "Otah, you should help yourself sir!"

(1 mirror image)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"He is dead brother," he says as Otah cools his blade in the heart of his enemy. He rides down to collect his sword, careful to try and avoid the lava, before climbing back above it.

"I am well brother, as luck would have it. Tend to your wounds before we proceed - there may be other foes to face yet." he adds uncertainly.

Flush with victory he cleans his weapons before sheathing his crystal blade and looking for loot on Jhuhval's body before proceeding out to their allies hiding in the other chamber.


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Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert Status:
HP: 129/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 27hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’), Blessings of Fervor
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 9/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 67/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m), Sickened
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

”OooootahhhhH!” Bloody well done mate, well done indeed!” Aldebert shouts as Jhuhval’s head goes tumbling. He immediately reaches over and heal’s his brother back to his senses, so he too may enjoy the moment.

Lay on Hands: 9d6 + 1d6 ⇒ (5, 4, 5, 6, 2, 4, 4, 5, 5) + (1) = 41 (standard, -d6 to heal blinded, fatigued, diseased, or poisoned)


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Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 6, Initiative: 12

Aldebert Status:
HP: 129/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 27hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’), Blessings of Fervor
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 10/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 67/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m), Sickened
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

(Forgot Gretiem’s save against the Erinyes…)
Will: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 (feast) vs DC 19 or sickened and 20hp dam

Aldebert’s sword drops to the ground 20’ below him as he slumps in the saddle of mighty Gretiem. He doesn’t rest there long however, as Pent touches him and revives him from his slumber.

Drawing a crystal greatsword, his backup weapon, he spits blood onto the blade to temper it, ”Not today Jhahvul! Today you become not something greater, but rather lesser… worm food!”

He will use Blessings of Fervor for +2 while Gretiem uses it for an extra attack.

Greatsword (magic): 1d20 + 18 + 10 ⇒ (7) + 18 + 10 = 35 (feast, higher, smite, flank, BoF) damage: 1d10 + 20 + 14 ⇒ (8) + 20 + 14 = 42 (smite)

Gretiem Bite (magic): 1d20 + 15 + 3 ⇒ (20) + 15 + 3 = 38 (feast, higher, flank, sickened) damage: 2d6 + 8 + 12 ⇒ (2, 4) + 8 + 12 = 26 (smite)
critthreat Gretiem Bite (magic): 1d20 + 15 + 3 ⇒ (9) + 15 + 3 = 27 (feast, higher, flank, sickened) damage: 2d6 + 8 + 12 ⇒ (5, 5) + 8 + 12 = 30 (smite)

Gretiem Bite (magic): 1d20 + 10 + 3 ⇒ (11) + 10 + 3 = 24 (feast, higher, flank, sickened) damage: 2d6 + 8 + 12 ⇒ (6, 1) + 8 + 12 = 27 (smite)
BoF Gretiem Bite (magic): 1d20 + 15 + 3 ⇒ (13) + 15 + 3 = 31 (feast, higher, flank, sickened) damage: 2d6 + 8 + 12 ⇒ (2, 4) + 8 + 12 = 26 (smite)

Gretiem, at least, takes a bite out of the enemy, tearing at the flesh for harming his master.

(1 mirror image)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 5, Initiative: 12

Aldebert Status:
HP: 33/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 31hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 11/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 87/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert attempts to cast a spell…
Caster Level: 1d20 + 11 ⇒ (12) + 11 = 23

He casts Paladin's Sacrifice on the second blow to his brother, so as to absorb the damage upon himself rather than his brother’s more frail form. He grunts as the damage comes to him and re-opens his wounds freshly and nearly brings himself to his knees. As he used an immediate action, he cannot lay on hands swiftly either, so he simply soaks it.

He then continues to beat on Jhahvul, taking out his frustrations with his blade, or trying to.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 6 ⇒ (4) + 20 + 6 = 30 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (2) + 21 + 14 = 37 (smite)
Greatsword (magic, cold iron, silver): 1d20 + 15 + 6 ⇒ (10) + 15 + 6 = 31 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (5) + 21 + 14 = 40 (smite)
Greatsword (magic, cold iron, silver): 1d20 + 10 + 6 ⇒ (18) + 10 + 6 = 34 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (1) + 21 + 14 = 36 (smite)
critthreat Greatsword (magic, cold iron, silver): 1d20 + 10 + 6 ⇒ (4) + 10 + 6 = 20 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (5) + 21 + 14 = 40 (smite)

Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 (feast, higher) damage: 2d6 + 8 + 12 ⇒ (2, 5) + 8 + 12 = 27 (smite)
Gretiem Bite (magic): 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 (feast, higher) damage: 2d6 + 8 + 12 ⇒ (5, 6) + 8 + 12 = 31 (smite)

However, concern over his brother, and continued ignorance from Lady Desna, keeps his hand from much success... if any.

(I don’t think we get flank as both Otah and Aldebert are higher than Jhahvul swinging down on him. We’re not actually on opposite sides of him, though different DMs do view that differently.)

(1 mirror image)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 5, Initiative: 12

Aldebert Status:
HP: 119/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 38hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 11/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 87/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Will: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32 (feast) vs DC 19 or sickened and 20hp dam
Sense Motive: 1d20 + 5 ⇒ (14) + 5 = 19 vs DC 15

Though he wonders, briefly, at Otah, Aldebert does indeed come to a full stop, when his brother falls on Yeen. ”Ami!” he cries as he sees his brother slump. He turns to their healer, "Pent, do something!" and seems to linger, waiting for the priest to perform.

Delay until after Pent.

(1 mirror image)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 3 cont., Initiative: 12

Aldebert Status:
HP: -8/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 38hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 11/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 87/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Unable to heal further, at least for now, Aldebert steps a little closer to his brother. He smiles at him, seeing him charging to his hated foe. He hoists his sword and does what he can again!

Greatsword (magic, cold iron, silver): 1d20 + 20 + 6 ⇒ (5) + 20 + 6 = 31 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (7) + 21 + 14 = 42 (smite)
Greatsword (magic, cold iron, silver): 1d20 + 15 + 6 ⇒ (9) + 15 + 6 = 30 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (10) + 21 + 14 = 45 (smite)
Greatsword (magic, cold iron, silver): 1d20 + 10 + 6 ⇒ (10) + 10 + 6 = 26 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (5) + 21 + 14 = 40 (smite)

Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 (feast, higher) damage: 2d6 + 8 + 12 ⇒ (4, 1) + 8 + 12 = 25 (smite)
Gretiem Bite (magic): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 (feast, higher) damage: 2d6 + 8 + 12 ⇒ (5, 6) + 8 + 12 = 31 (smite)

(1 mirror image)

Alas, his dislike in the fickle Desna has cost him!


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 3, Initiative: 12

Aldebert Status:
HP: 35/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 38hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 11/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 87/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert tries an immediate action spell to remain standing, casting Hero's Defiance.

Caster Level check: 1d20 + 11 ⇒ (20) + 11 = 31 (Fine, take my crit you bastard!)
Lay on Hands: 10d6 + 1d6 ⇒ (6, 2, 4, 1, 5, 3, 5, 5, 5, 2) + (5) = 43

Still standing, but wobbly, he presses his attacks, knowing his death should pave the way for Otah to finish the job. "You shall not have me so easily!" ...though maybe next round... he thinks to himself, facing a tougher opponent then ever before.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 2, Initiative: 12

Aldebert Status:
HP: 78/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 43hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 11/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 87/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Perception: 1d20 + 18 ⇒ (6) + 18 = 24 vs DC 25

Aldebert takes a bloody coughing breath as Jhavhul plasters him but good. He spits out a tooth. When Pent lays down the law, he applauds, ”Well done, and not a toot in sight!”

He tries to pick up on that energy to plaster Jhavhul back.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 6 ⇒ (16) + 20 + 6 = 42 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (10) + 21 + 14 = 45 (smite)
Greatsword (magic, cold iron, silver): 1d20 + 15 + 6 ⇒ (17) + 15 + 6 = 38 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (3) + 21 + 14 = 38 (smite)
critthreat Greatsword (magic, cold iron, silver): 1d20 + 15 + 6 ⇒ (3) + 15 + 6 = 24 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (5) + 21 + 14 = 40 (smite)

Greatsword (magic, cold iron, silver): 1d20 + 10 + 6 ⇒ (1) + 10 + 6 = 17 (feast, higher, smite) damage: 1d10 + 21 + 14 ⇒ (5) + 21 + 14 = 40 (smite)

(If he's an evil outsider, +14 damage on Aldebert's first hit from smite)

Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33 (feast, higher) damage: 2d6 + 8 + 12 ⇒ (4, 5) + 8 + 12 = 29 (smite)
Gretiem Bite (magic): 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 (feast, higher) damage: 2d6 + 8 + 12 ⇒ (2, 6) + 8 + 12 = 28 (smite)

(If he's an evil outsider, +12 damage on Gretiem's first hit from smite)

He then does what he can to knit up some of his bleeding (swift).

Lay on Hands: 9d6 + 1d6 ⇒ (5, 3, 5, 2, 4, 3, 6, 3, 1) + (2) = 34 (swift, -d6 to heal blinded, fatigued, diseased, or poisoned)

(1 mirror image)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 1, Initiative: 12

Aldebert Status:
HP: 117/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)(not included: +4 vs Jhavhul)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 52hp), Air Walk (7/28m), Mirror Image (7/11m, 1 image), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (0/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert smiles as Otah drops the foul creature of Jhavhul’s. He casts his spell, Dimension Door on himself, and Gretiem and they disappear!

He re-appears next to Jhavhul himself, over his shoulder for higher ground, and both he and Gretiem smite evil on the great fiend (swift actions). Then Gretiem takes a bite!
Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22 (feast, higher) damage: 2d6 + 8 + 12 ⇒ (1, 6) + 8 + 12 = 27 (smite)

(1 mirror image)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

GM Rat Sass:
My actions, beyond this, depend on the result of this roll, so I thought I’d post early.

Aldebert tries to cast Dimension Door

Concentration: 1d20 + 15 ⇒ (12) + 15 = 27

Let me know if he succeeds. He might cast defensively pending Otah's destruction of the big nasty in front of him, but I'll wait on that until I have to. :)
- - -


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Escape Artist: 1d20 + 3 + 20 ⇒ (11) + 3 + 20 = 34 to try and dodge the grapple

Success or failure, Aldebert chimes in, "Thanks Mahdi!"


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 1, Initiative: 12

Aldebert Status:
HP: 117/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 52hp), Air Walk (7/28m), Mirror Image (7/11m, 3 images), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert, being back a bit, must double move to get anywhere. So double move he does - moving into position and provoking I suspect (if he's got Combat Reflexes). He acts like he cannot see the invisible Janni to his east.

(3 mirror images)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Sorry to hear it Otah. Take it easy...


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert too moves up, but stays out of range of the damaging heat as he doesn't want to reduce his protection until he needs to.

He waits for a report from Otah and Mahdi.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert Status:
HP: 117/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (7/100m, 52hp), Air Walk (7/28m), Mirror Image (7/11m, 3 images), True Seeing (7/14m), Shield (+4, 4/42m), Angelic Aspect (4/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (7/100m, 70hp), Air Walk (7/28m)
Smite evil (swift, +0 att +12 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert looks at Mahdi, while precious spells are fading, "Can we go now?"

If there is no opposition, he'll head back to the east. (Another three minutes of spells? Or more?)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert squirms a bit uncomfortably, "I don't want to condemn any to death who don't deserve it. And if they surrender, they should be accorded proper justice - a court, even a jury maybe. Seems we can't do that, so we must land on their side of a compromise."

He nods to Mahdi, "What Mahdi proposes is valid, and righteous. After all they may be innocents - just following the orders of their leaders. I say strip and flee is the best we can do under the circumstances. I can't see my way to slaughtering folk who've surrendered."

Assuming Amiamble disagrees:
Will: 1d20 + 15 ⇒ (2) + 15 = 17 vs DC 20 or -2 to all Wis/Cha skill checks (until tomorrow when I get a fresh save)
- - -


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"Brother, that way lies the salamanders. A threat to be sure, but only a little one. Let's strike out for new ground."

He continues to suggest an eastward travel.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert steps through with Mahdi, unwilling to let him face some unknown horror alone.

When he steps through, his face falls a little, "Oh." He pokes around inside the chamber, gathering up the adamantine (if it's small/light enough).

"Damn. Well, this doesn't actually lead anywhere useful. Sorry Mahdi. Well, at least we won't be harassed from the rear as you feared."

When Mahdi re-opens the chamber door, he steps back out and reports their findings to the group.

"Shall we head east?" he ponders, wondering where to head next.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert Status:
HP: 117/129; AC: 36 (F31/T14) (included: magic vestment, barkskin, & shield)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3(+1 net)), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (4/100m, 52hp), Air Walk (4/28m), Haste, Mirror Image (4/11m, 3 images), True Seeing (4/14m), Shield (+4, 1/42m), Angelic Aspect (1/11m, low-light vision, darkvision 60, resistance to acid 10, resistance to cold 10, and DR 5/evil, fly 30’)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (0/1), Third (0/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (4/100m, 70hp), Air Walk (4/28m)
Smite evil (swift, +0 att +12 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert is uneasy at Mahdi’s continued harangue at poor Otah. He nods silently when offered the ioun stone and activates it immediately so as not to offend the angry mage. "Thank you Mahdi," he mumbles.

Before entering the phased door, following Mahdi's lead, he’ll also cast Angelic Aspect, sprouting white wings in addition to taking on a somewhat more angelic atmosphere. He quickly digs out a couple pearls of power - one to replenish that spell, and another for Mirror Image.

Ready, he steps through with Mahdi.

(I’ve advanced all my spells three minutes to account for dumping the swords. Let me know if that’s not enough.)

(3 mirror images)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Aldebert waits for Mahdi's anger to cool, though like the river of lava, it has its own ebb and flow.

"Sure, leave the swords for now, or we can tip them into the lava. Might destroy them in time - seems hot enough anyway."

If the others agree, he'll shove them, untouched and sheathed, into the river of lava in the hopes of damaging them - or at least hiding them from plain sight.

He'll then await Mahdi's change so as to open the phase door.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

"I'm not sure I agree Mahdi. These tunnels and chambers could go on for miles, each one containing warriors for Jhavhul. This door might lead to something more, and the opposition can use it more easily than we, so they can come and go just like any other chamber. I say we do this now."

He leans back on Gretiem to get some water from a skin, I say we follow this and see where it leads. But I'll go with the majority of course."


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Being a might too quick perhaps, Aldebert will hesitate briefly to see if any can take their measure of the door. "That looks promising." he suggests, "Can we open it?" he looks to Mahdi for answers.


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 5, Initiative: 4

Aldebert Status:
HP: 117/129; AC: 34 (F33/T14) (included: magic vestment & barkskin)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 52hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 3 images), True Seeing (1/14m)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 70hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

Aldebert joins his brother and peers to the east with true sight! ”We could go this way, though I don’t immediately see anything. I don’t feel like chasing salamanders now that their leader is dead. Let’s head this way, for lack of any better plan,” he says, though he looks to the others for other suggestions if any.

(3 mirror images)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 4, Initiative: 4

Aldebert Status:
HP: 117/129; AC: 34 (F33/T14) (included: magic vestment & barkskin)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 52hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 4 images), True Seeing (1/14m)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 70hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

(The crit confirms due to my charge the prior round.)

Aldebert reels in the saddle a bit from the blow as the new giant has some pepper to him and managed to bypass his various protections. He grunts in pain before touching the wound to heal what he can of it.
Lay on Hands: 9d6 + 1d6 ⇒ (5, 6, 3, 5, 6, 1, 3, 3, 4) + (4) = 40 (swift, -d6 to heal blinded, fatigued, diseased, or poisoned)

He then focuses on his new nemesis, and urges Gretiem to do likewise, 5’ stepping to close, and then attacking!
Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37 (feast, haste) damage: 1d10 + 21 ⇒ (10) + 21 = 31
Greatsword (magic, cold iron, silver): 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 (feast, haste) damage: 1d10 + 21 ⇒ (10) + 21 = 31
Greatsword (magic, cold iron, silver): 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 (feast, haste) damage: 1d10 + 21 ⇒ (7) + 21 = 28
critthreat Greatsword (magic, cold iron, silver): 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 (feast, haste) damage: 1d10 + 21 ⇒ (2) + 21 = 23

hasted Greatsword (magic, cold iron, silver): 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37 (feast, haste) damage: 1d10 + 21 ⇒ (3) + 21 = 24

Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27 (feast, haste) damage: 2d6 + 8 ⇒ (2, 4) + 8 = 14
Gretiem Bite (magic): 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 (feast, haste) damage: 2d6 + 8 ⇒ (4, 2) + 8 = 14
hasted Gretiem Bite (magic): 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31 (feast, haste) damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15

(3 mirror images)


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Mirror Image: 1d5 ⇒ 2 (1 is Aldebert)

Aldebert avoids the hit, though he loses another image, and with it the protection it brought (3 remain).


Halfling (Per +19 | Fort +17 Ref +12 Will +15 | AC 26 (f25/t14) | CMD 29)

Round: 3, Initiative: 4

Aldebert Status:
HP: 129/129; AC: 34 (F33/T14) (included: magic vestment & barkskin) (not included: -2 from charge)
Conditions: Endure Elements (24h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Magic Vestment (+3), Barkskin (+5), Life Bubble (1/4h), Protection from Fire (1/100m, 52hp), Air Walk (1/28m), Haste, Mirror Image (1/11m, 4 images), True Seeing (1/14m)
Weapon Equipped: Greatsword
Greatsword Attack BAB +14/+9/+4, Str +4, Focus +1, Magic +3, Size +1, Luck +1, (Power Attack -4) Damage Str +6 (1.5x), Magic +3, (Power Attack +12 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 4/5 (Swift, +4 attack, +14 damage, +4 AC)
Lay on Hands: 12/13 (Swift, 9d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned; Lesser Restoration (1/1))
Armor - Daylight (1/1)
Pearl of Power, First (1/2), Second (1/1), Third (1/1)
Spells (caster level 11, concentration +15, DC 14+)
1) Bed of Iron, Endure Elements, Hero’s Defiance, Liberating Command
2) Mirror Image, Paladin's Sacrifice, Shield Companion
3) Angelic Aspect, Angelic Aspect
4) Dimension Door, Inspiring Recovery
- - -

Gretiem Status:
HP: 90/90 (DR 5/evil)
AC: 30 (F26/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 11 Will: 6 (SR 16, Resist Cold, Acid, Electricity 10) CMB: 14 CMD: 27 Move: 40’
Conditions: Mage Armor (6/14h), Hero’s feast (6/12h, +1 attacks/will & +4 poison (morale)), Shield Companion (Enlarged, 6/11h, +1 AC, +1 saves included), Endure Elements (1/24h), Life Bubble (1/4h), Protection from Fire (1/100m, 70hp), Air Walk (1/28m), Haste
Smite evil (swift, +0 att +12 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Sneak, Stay, Watch, Work
Bite Attack BAB +9, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1 (Crit 20)
- - -

As his eyes are opened to the invisible, and merely illusory, Aldebert can see his brother again and he smiles, ”Thanks Pent! That’s quite a view!”

Provoking from Green, Aldebert and Gretiem charge the giant, doing their best to reduce the number of attacks on Otah.

Greatsword (magic, cold iron, silver): 1d20 + 20 + 3 ⇒ (14) + 20 + 3 = 37 (feast, charge) damage: 1d10 + 21 ⇒ (4) + 21 = 25
Gretiem Bite (magic): 1d20 + 15 + 3 ⇒ (10) + 15 + 3 = 28 (feast, charge) damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20

(4 mirror images)

Full Name

Dukkan 'Doc' Longpaw

Race

Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF)

Classes/Levels

Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Gender

Male

Size

Small

Age

32

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Dwarven, Gnome, Halfling, Draconic

Occupation

Traveling Doctor

Strength 11
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 14
Charisma 10

About Dukkan 'Doc' Longpaw

Quick Look:
HP: 29/29
AC: 20, 14(T), 17(FF)
Perception: +9
Init: +3
BAB: +3
CMB: +2
CMD: 15

Saves: Refl: +8, Fort: +6, Will: +3

Melee:
Kukri (Atk:1d20+4, Dmg:1d3, Crit:18-20/x2)

Ranged:
Mwk Pump Shotgun (Atk:1d20+8, Dmg:1d6+3, Crit:20/x4, Rng:20 ft, Mag: 5)
+1 atk/dmg within 30 ft.
- Tactical Sling attached

Mwk Revolver (Atk: 1d20+8, Dmg: 1d6, Crit: 20/x4, Rng: 20 ft, Mag: 6)
+1 atk/dmg within 30 ft.

Bomb (Atk: 1d20+7, Dmg:2d6+4 Splash: 6 Refl:15 Rng:20 ft.)
+1 atk/dmg within 30 ft.

-------------------------------------------------------

Hero Points: 1
Grit Points: 2/2
Bombs Per Day: 7/7
Extracts Per day:
1st: 0/5
2nd: 0/1
3rd: 1/1

Mutagen: 1/1 (+4 Dex, -2 Wis, +2 AC )

Prepared Extracts:
- Cure Light Wounds
- Cure Light Wounds
- Cure Light Wounds
- Cure Light Wounds
- Shield
- Cure Moderate Wounds

Total Weight: 27.16 lbs.
Money: 174 gp 7 sp
-------------------------------------------------------
Special Abilities:

Gun Training:
Choose one specific type of firearm. Gain a bonus equal to Dex modifier on damage rolls made with that firearm. When misfiring, the misfire value only goes up by 2 instead of 4.

- Gunslinger's Dodge:
Spend 1 grit point to:
Move 5 ft, gaining +2 AC vs. the triggering attack. OR Drop prone, gaining +4 AC vs triggering attack.
Can only be done in light or medium armor and with a light load.

- Quick Clear:
Remove the broken condition of current firearm as a standard action, as long as the condition was a result of a misfire. Requires at least 1 grip point in pool. OR Spend 1 grit point to clear firearm as a move action.

- Flash and Shock:
Spend 1 grit point while making an attack within the firearm's first range increment to gain a +4 AC circumstantial bonus against the target until next turn.
Can only be done in light or medium armor and with a light load.

- Infused Curative:
Extracts of Cure spells act as infusions. Can render any and all infused curatives inert and prepare other extracts to replace them while preparing his extracts.

- Poison Resistance +2:
Gain +2 to saves against poison.

Racial Traits:

Type: Humanoid (Ratfolk)

Ability Modifiers: -2 Str, +2 Dex, +2 Int.

Size Modifiers: Small
+1 AC, +1 Atk, -1 CMB, -1 CMD, +4 Stealth

Darkvision: 60 ft.

Tinker: +2 racial bonus to Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy: +4 racial bonus to Handle Animal checks made to influence rodents.

Cornered Fury: When reduced to half or fewer hit points, and has no conscious ally within 30 feet, gains a +2 racial bonus on
melee attack rolls and to Armor Class.

Speed: 20 ft.

Traits:

- Alchemical Prodigy: Choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list. If you have the Brew Potion feat, you may create potions of this spell as if it were on your spell list. (Forced Quiet*)

- Reckless Contempt: Whenever you provoke an attack of opportunity by firing a firearm, you gain a +1 trait bonus on the attack roll that provoked the attack of opportunity.

Defenses:

HP:

AC: 20, Touch: 14, Flat-Footed: 17
(Armor: +6, Dex: +3, Size: +1)

Initiative: +3

Saves:
Fort: +5
Ref: +5
Will: +1

Combat Maneuvers
CMB : 2
CMD : 15

Armor
Mithral Agile Breastplate
Type: Light Armor
AC Bonus: +6
Max Dex.: +5
Check Penalty: 0
Spell Failure: 15%
Speed 20 ft.
Weight: 6.25 lbs.
Cost: 4400 gp
Properties:

Offense:

BAB: +3

Melee:
Kukri
Attack: 1d20+4
Damage: 1d3
Crit: 18-20/x2
Range: -
Weight: 1 lbs.
Size: Small
Type: Slicing
Cost: 8 gp
Ammo: -
Properties:

-------------------------------------------------------

Ranged:
Mwk Pump Shotgun
Attack: 1d20+8
Damage: 1d6+3
Crit: 20/x4
Range: 20 ft.
Weight: 6 lbs.
Size: Small
Type: Blunt/Piercing
Cost: 800 gp
Ammo: Metal Cartridges (bullet/pellet)
Properties:
- +1 to attack rolls.

Mwk Revolver
Attack: 1d20+8
Damage: 1d6
Crit: 20/x4
Range: 20 ft.
Weight: 2 lbs.
Size: Small
Type: Blunt/Piercing
Cost: 700 gp
Ammo: Metal Cartridges
Properties:
- +1 to attack rolls.

Formulae Known:

1st
- Cure Light Wounds
- Shield
- Crafter's Fortune
- Identify
- Disguise Self
- True Strike
- Forced Quiet*
2nd
- Cure Moderate Wounds
- Alchemical Allocation

Discoveries:

- Tanglefoot Bomb

- - - - -Class Abilities- - - - -

Gunslinger:

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
- Regaining Grit:
- - Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

- - Daring Adjacent Shot: The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner's character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.

This ability replaces the ability to regain grit from a critical hit with a firearm.

Gun Training (Ex)
Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

Deeds:
Lvl. 1
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Flash and Shock (Ex): At 1st level, the gulch gunner can take advantage of the flash and sound of a firearm to throw off an attacker's aim at close range. When she makes an attack against a foe within her firearm's first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn. She can only perform this deed while wearing medium, light, or no armor, and while carrying no more than a light load. This deed replaces the deadeye deed.

Alchemist:

Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su)
n addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su)
At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Infused Curative (Ex)
At 2nd level, a chirurgeon’s extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist’s daily extract slots until consumed or used).

This ability replaces poison use.

Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

- - - - - - - - - - - - - - - - - - - -

Feats:

- Bonus Feat: Throw Anything
- Bonus Feat: Brew Potion
- Teamwork Feat: Lookout
- 1st: Precise Shot
- 3rd: Point-Blank Shot

Skills:

Max Ranks (HD): 4
Total Skill Points: 32

CL? TRAINED ONLY
[C] Disable Device = = = = = +7(1) 3+3+1
[-] Handle Animal= = = = = = +0(0) (+4 vs. rodents)
-------------------------------------------------------
[C] Knowledge [Engineering]= +8[/b](1) 4+3+1
[C] Knowledge [Dungeoneer] = +8(1) 4+3+1
[C] Knowledge [Arcana] = = = +0(0)
[C] Knowledge [Nature] = = = +8(1) 4+3+1
[C] Knowledge [Local]= = = = +5(1) 4+1
-------------------------------------------------------
[-] Linguistics= = = = = = = +0(0)
[C] Sleight of Hand= = = = = +7(1) 3+3+1
[C] Spellcraft = = = = = = = +8(1) 4+3+1
[C] Use Magic Device = = = = +0(0) +2

CL? CAN USE UNTRAINED
[C] Acrobatics = = = = = = = +7(1) 3+3+1
[C] Appraise = = = = = = = = +8(1) 4+3+1
[C] Bluff= = = = = = = = = = +4(1) 3+1
[C] Climb= = = = = = = = = = +4(1) 3+1
[C] Craft [Alchemy]= = = = = +11(4) 4+3+4+2
[-] Craft [General]= = = = = +4(0) 4
[-] Diplomacy= = = = = = = = +0(0)
[-] Disguise = = = = = = = = +0(0)
[C] Escape Artist= = = = = = +7(1) 3+3+1
[C] Fly= = = = = = = = = = = +3(0) 3
[C] Heal = = = = = = = = = = +9(4) 2+3+4
[C] Intimidate = = = = = = = +0(0)
[C] Perception = = = = = = = +9(4) 2+3+4+2
[C] Profession [Doctor]= = = +9(4) 2+3+4
[-] Ride = = = = = = = = = = +4(1) 3+1
[-] Sense Motive = = = = = = +3(1) 2+1
[-] Stealth= = = = = = = = = +3(0) 3
[C] Survival = = = = = = = = +6(1) 2+3+1
[-] Swim = = = = = = = = = = +1(1)

Wondrous Items:

Head: -
Headband:
Eyes: -
Neck: -
Shoulders: -
Chest: -
Body: -
Belt: -
Wrists: -
Hands: -
Feet: -
Rings: -
-
-

Slotless:
- Traveler's Any-Tool (250 gp, 2 lbs.)
- Ioun Torch (75 gp)

Other Equipment:

Other Equipment:
- Masterwork Backpack (50 gp, 1 lbs.)
- Tactical Sling (2sp, - lbs.)
- Ammunition: (- gp, 1.66 lbs.)
- - 55 Metal Cartridges
- - 20 Metal Cartridges (Pellet)
- - 5 Metal Cartridges (Salt-Shot)
- - 5 Metal Cartridges (Entanglement)
- - 5 Metal Cartridges (Dragon's Breath)
- - 5 Metal Cartridges (Silver)
- - 5 Metal Cartridges (Adamantine)
- Doctor's Outfit (150 gp, 3 lbs.)
- Doctor's Mask (50 gp, 1 lbs)
- Bedroll (1 sp, 1.25 lbs.)
- Flint & Steel (1 gp, - lbs.)
- Gunsmith's Kit (15 gp, 2 lbs)
- Waterskin (1 gp, 1 lbs.)
- Alchemy Crafting Kit (25 gp, 5 lbs.)
- Healer's Kit (10 uses) (50 gp, lbs.)
- 5 Potion, Cure Light Wounds (250 gp, - lbs.)
- Compact Spellbook (Formulae) Book (11/70 pages) (- gp, 1 lbs.)

Total Weight: 27.16 lbs
Load:
Light: 32.25 lbs.
Medium: 64.5 lbs.
Heavy: 97.5 lbs.
Over Head: 97.5 lbs.
Off Ground: 195 lbs.
Drag: 487.5 lbs.

Description:

Like most of his race, Dukkan is short and wiry with chestnut fur that covers the entire length of his body with only a single white patch of fur around his left eye breaks up the uniformity. His black and beady eyes shine with a sharp intelligence tempered by the often harsh life of a traveling doctor in the Alkenstar frontier. True to his name his paws are of unnatural length, almost spindly in appearance, but any former patient of his will attest to their deft firmness. He is often seen wearing armor over his grey doctor's coat, favoring practicality over fashion, and a doctor's mask habitually sits on his forehead.

Personality:

Dutiful and practical, Dukkan takes pride in his Doctor's Oath, but understands that he must sometimes resort to violence to protect the lives of those under his care. When dealing with others he is warm and cordial, but there is a hint of weariness in his tone brought on by his travails amongst the less fortunate.

Backstory:

Born in the lower quarters of Alkenstar as a middle child in a litter of 5, life was often a struggle for Dukkan and from an early age he learned how to handle a gun for his own safety. While still a child he lost his father and two elder brothers to a nearby industrial accident but with the help of his extended, tight-knit family and friends, things turned out as well as he could have hoped for.

Wishing to repay and improve his community, he apprenticed to a doctor who ran a free clinic in their quarter and eventually earned his license there. From then on, he traveled the lower quarters of Alkenstar, administering to those in need, making friends with the local constabulary, and more than once getting into running battles with those whose turf he tread.

It was with great surprise that one day he received a summons 'requesting' his presence and skills for a mission that would have statewide, perhaps worldwide, consequences.