Nyrissa

Asheranthi's page

134 posts. Alias of Khrysti Elfsong.


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Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I am here still.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Thank you for welcoming us. We have so many questions. We are trying to find Master Goodwin and we need help."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I couldn't post for a bit. My cached password got wiped and for some reason it took multiple days for Paizo to send me a new one because I forgot it.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Ash looks around the area after Taya wonders if they are being watched. "Well, not much we can do about it. If they want something they need to come get it!"

Ash falls into rank with her pets as Taya sneaks off to scout out ahead.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Hatching the eggs would be cool. Maybe we can train them to be guardians for our super secret base."

Ash will transport her raptors up to the top. Her flying doesn't last very long, but she can also shapechange to some medium sized flying thing to help move equipment and people or use the rope.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Thank you Taya, I will start some melting up there."

How much room is up there? Would we all fit up there?

There was a second nest down below that we haven't explored yet right? Also, I am happy to take the animal friendship ring :)

"I think we can hammer our way through the wall of force if we need to."

A wall of force has hardness 30. If we can do more damage than that in a single hit, we can chip away at it. Figure out your max damages?

Ash will return to the upper tunnel and melt around the wall of force.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I fly the rock and mold down to him and then return to check out the tunnel at the back.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Ash will grab the rock. "Hey a glowing rock, and some more mold in here, and a tunnel." she shouts down. "Want me to bring it down, or do you all want to come up here?"


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

After the fight Ash will fly over to make sure everyone is ok, and then check on her pack and move them back to the warmth by the heatstone. With fly still enabling her she can check on the melting over by the ceiling spot, and work on smashing that open.

Oh, and she will try to look at the ring.

Spell Craft: 1d20 + 11 ⇒ (3) + 11 = 14

"Hmm, yup its a ring!"


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Round 4 actions

lantern archon light beam, ranged touch: 1d20 + 3 ⇒ (2) + 3 = 5
lantern archon light beam, ranged touch: 1d20 + 3 ⇒ (16) + 3 = 19

damage: 1d6 ⇒ 1
damage: 1d6 ⇒ 3

Ash will hurl her thorn javelin (reduces duration to 4 rounds)

Javelin: 1d20 + 7 ⇒ (5) + 7 = 12

I guess miss since Taya missed much higher AC


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Round 3 actions

Asheranthi completing her spell, she summons a lantern archon which can start using its light beams to blast the remorhaz thingy.

She next casts thorn javelin.

lantern archon light ranged touch: 1d20 + 3 ⇒ (1) + 3 = 4
lantern archon light ranged touch: 1d20 + 3 ⇒ (1) + 3 = 4

That is the worst luck I have ever seen :(


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

round 2 actions:

Hovering in air DC 15 and I have +19 to fly with the spell Asheranthi begins to cast Monster Summoning III. This will take a full round.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Round 1 actions:

Cast Fly spell and fly up into the air. East and up 60'

I moved my character piece on the map.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"I can cast protection from energy on me and Karkoran, sorry I only have two. I will then cast some more spells to prepare for the fight. Here Tayanella, have a Cat's Grace"

Preparation:

Broken Blade Stance
Kraken Style
scroll - Cat's Grace Tayanella
Shield
Shield of Faith
Mage Armor
Long Arm
Enlarge Person
Divine Favor
Sickening Strikes
Bulls Strength
Bulls Strength - Karkoran
Owls Wisdom
Cats Grace
Mirror Image
Vine Strikes
Greater Scale Spikes (after wildshape and back)
Fly
Protection from Energy
Protection from Energy - Karkoran
scroll - ironskin


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Yay Friday!

I didn't pick my spells for the day yet, I guess if we thought we might fight a cold or fire using creature I would choose protection from elements. Normally I have some other spells that don't make any sense here actually.

"Mmm, battle time. Got it." Ash goes about preparations like Karkoran, readying herself. I will update my spells cast tomorrow, too tired tonight.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I can cast spark to start a normal fire, or I could summon a 1d3 small fire elementals for 30 seconds, which I guess won't accomplish much as they cannot fly.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Agreed. Up sounds good." Ash strolls up with her raptors, all of them wrapped in warm furs.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Assuming I make it back alive, I do right? :)

"Hello everyone, I am back, took a while since I couldn't fly back. I gave your notes to the other group, they are deciding what to do about it, probably going to destroy their scepters or put them in a bag or something, I am not sure what they decided. They are very dedicated to helping the dwarves in their fight. How does the tunnel exploration go Taya and Grobly?"


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Xanya, we did not want to get too involved with the dwarves and the giants, we said we would help, but our primary obligation is to Father. We stopped some giants and their scepters, and the dwarves have far more resources than we do. Aren't they part of a larger kingdom capable of raising their own armies? Anyhow, we have always pushed to find Father, and that continues to be where we allocate our resources. The dwarves can manage fine if their uppity leader would just grow a pair."

"Good luck on your journeys."

Ash will big farewell to the group and pull her furs about her and head back to her group.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Hugging Xanya back and waving to everyone. "Goliath that is a good idea to activate the destruction option, then we can rid the world of them altogether. I can tell our group."

"I guess I should get back to my group, I'll need to walk back this time. I will let them know your plans and we can keep in contact via dreams. I should get back and help. They were trying to figure out which tunnel into the ice to take when I left. "

"If we find something, we will let the groups know. I have been sending dreams to the original groups of people to let them know we are on to something. I hope it isn't for nothing. You are so close you should come with us, but I guess the attack on the fort is soon? I think we decided to skip that and focus on seeking Father."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Karkoran was able to find out the names of the scepters that we possess, using spellcraft. You may be able to do the same. My guess is the same as yours that you need the names of the other scepters to track them. I am also under the impression that the scepters we all possess are the lesser ones. I think Goliath has the right of it. We can use them to find each other since we know the names, but not the other army groups or their leaders. Unless your harpy here knows."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Yes we took a boat from those last guys. Good luck, wish you could come with us, we are pretty close I think. If we find it soon we can try to come fast. I don't remember when the army was going to arrive? Did they need to get these scepters in place first?"


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

(I only speak old common) "We had some harpies attack us, we killed them. They were good at blocking arrows though."

"Well if you want to meet up, I just came here to tell you about what Kark found. He has most of the ideas for the scepters. We are trying to find a way into the black ice. There are some tunnels, but we don't know which one. I am sending dreams to all the groups but I guess I should wait until we find something worthwhile. "

"Good luck with your harpy. Kark had a troll he wanted to save, but I think he just killed it in the end. We set some wolves free though."

"Any messages?"


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

A beautiful eagle lands near you and changes form! "Hi everyone, its me Ash! Xanya, I got your dreams and I came to tell you we are near, but that the scepters we carry have some risks. Here is a note from Karkoran who figured them out."

I give you a note that Karkoran wrote for you.
All scepters have these powers:
Recharge: The scepter can invoke a Death Knell spell effect, and as the spell it will kill the target victim, but rather than the normal spell effects, it will recharge the scepter 1 charge for each 2 HD of the victim up to a maximum of 4 charges.

Locate: Any scepter holder can locate another scepter on the same plane of existence, by making a DC 15 will save if they have the name of the other scepter. This can be blocked by various anti scrying magics or by placing the scepter in an extradimensional space or by a layer of lead. This use requires no charges but requires continuous concentration. The locator will feel a mental nudge in a certain direction toward the other scepter.

Destruction: Any scepter can be invoked destructively. This uses all remaining charges, and does 2d6 per charge in a 20' radius. For each 2d6 reduction in damage, the radius can be increased by 10'. This also destroys the scepter reducing it to nonmagic molten slag.

Only Greater Scepters have these powers:
Open Gate: A Greater Scepter can open a gate within an area where any three scepters, lesser or greater are within 1 mile of each other. The triangle ( or whatever shape is created by even more scepters ) is the field in which the gate may be opened. For each scepter above three an additional gate may be opened somewhere within the field ( 4 scepters = 2 gates ). The gate(s) is/are an opening up to 30' x 30' and visible as a shimmering semi opaque window. The gate is opened to wherever the Greater Scepter is that invoked the creation of the gate. Since the Greater Scepters can be used to 'Scry'(see below) on the Lesser Scepters, the gate can be invoked remotely using a holder of a Lesser Scepter as the eyes on the ground so to speak. The gate can be to another location on the same plane or to another plane. This effect takes 10 charges from each scepter participating in gate creation. The scepters must be at least 30' from each other to support the minimal size for the gate. The range of the gate creation is 1 mile but the target location must be visible with line of sight and line of effect to the location. The gate must be created vertically, and must be created on a solid immobile surface (for example the deck of a moving ship is invalid). It cannot be created in midair or within solid ground or within a liquid medium such as underwater. Targets on the linked planes have line of sight through the gate (with minor concealment due to the blurry effect) but not line of effect. The gates are two way.

Scry: Any Greater Scepter holder can 'scry' through a willing Lesser Scepter wielder using whatever senses are available to the Lesser Scepter holder who is being used as the local observer. An unwilling target gets a Will save DC 18 to resist, and is aware of the effect and can take preventative measures ( simply closing ones eyes or covering ears for example ). This use requires 1 charge and lasts up to 1 hour. The name of the scepter is required. The scepter must be held and wielded in order for the scrying to take effect. (Merely carrying the scepter is not enough).

"Karkoran thinks its may be safe for our groups to meet up without the magic gate opening. We are at the edge of the ice and Grobly and Tayanella are scouting one of the tunnels. Lump and Kark are waiting outside, and I left my raptors there. How are you all doing?"


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Thanks for the blood. It looks tasty. Give me the notes and I will fly with the speed of an eagle and look for the others."

Wild shape to an eagle and fly back along the path we took to find the others with Karkoran's notes.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"I'm leaving a note for the other group before we leave."

Note to other group:

We are going to the temple, keep following us, but don't get too close. When three or more staffs are close together it is unsafe. They can be used to track other ones. Maybe you can figure out how.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I can attempt to contact the Loremaster with a dream spell in a day or so. Maybe he has magic to reach us back. With some luck he can just magically zap the rods to him and we don't have to worry.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"I think its a noble idea, but I don't think we are prepared to babysit a bunch of evil monsters and guide them on the road to goodness like Master did with us. I say let them go after a stern lecture and an offer of help someday. If we remember them well, when we are powerful enough we can scry them and teleport to them and pick up where we left off."

"Lets keep our goal in mind. To the temple."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I'm updated.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"I got another dream from Xanya last night. Something about the scepters attracting enemies. They want to bring the scepters back."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"I can send another dream. I will tell them to keep going north to the edge of the black ice."

GM here is my message in a dream. I will send it in the wee hours of the night.

"We are fine, enemies killed. Going northeast to temple. We will leave signs. Meet at black ice. Asheranthi via dream."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I'm trying to get my character updated.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Whoah, hey lots of chatter here. Spring break for you guys?

"I don't know what to think about the boat. It might be useful, but I don't want to waste too much time with it. "

"I was thinking about the dream, I can send a reply to Xanya this night, I had intended to message another group, but I can delay that, or double up tomorrow." Also because groups 3 and 4 merged, which Ash don't know but..

"I'll do a cairn for the giant and harpies somewhere from rocks. Hey Kark, go easy on that troll, we're the good guys and girls."

Ash smiles to the group, "We did good on that one. We didn't have much time to ready. Taya and Grobly thanks for dealing with the flyers. Lump o' rocks, your heals helped me a lot. You ever gonna crack some skulls with that banjo?"

Ash goes about tying up the worgs. Escape DC is high depending what grapple bonuses I am allowed to bring along.

"Do we have enough rope to tie them all up and drag the ship?"


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Eagle attack!

talons: 1d20 + 12 + 1 + 1 ⇒ (17) + 12 + 1 + 1 = 31
talons: 1d20 + 12 + 1 + 1 ⇒ (1) + 12 + 1 + 1 = 15
bite: 1d20 + 12 + 1 + 1 ⇒ (17) + 12 + 1 + 1 = 31

damage claw: 1d4 + 8 + 2d6 ⇒ (2) + 8 + (5, 5) = 20
damage bite: 1d4 + 8 + 2d6 ⇒ (3) + 8 + (1, 2) = 14

possible grab and constrict in there too if its still alive, feel free to roll.

--

After the fight

"Hey I just remembered a dream I have from last night, Xanya from the other group messaged me back saying 'Recived dream. You get chased due to scepter. We coming to help fast. Meet us first by backtracking? From Xanya'"

"That explains why they came for us so quickly and easily. Maybe they can magically track the scepters' locations? I'm not sure what help they were planning to provide."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Round 6

Cure from Lump: 2d8 + 4 ⇒ (5, 4) + 4 = 13

Ashe will wild shape into an eagle and fly into the sky to catch the escaping harpy.

fly check: 1d20 + 12 ⇒ (6) + 12 = 18


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

As the fire washes over her, she screams and then hisses in anger.

Ashe will charge the troll.

Claw charge: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Claw charge crit?: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30

claw damage: 1d6 + 9 + 1 + 2d6 + 4 + 1d6 ⇒ (6) + 9 + 1 + (6, 2) + 4 + (1) = 29
crit claw damage: 1d6 + 9 + 1 + 4 ⇒ (2) + 9 + 1 + 4 = 16

grab: 1d20 + 24 ⇒ (18) + 24 = 42

constrict damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14

GM I messaged you about my tweak to fix my final embrace.

Vunishu moves with me and will hang back. "Raptors return!" she calls to her pets to come back after the worg is dispatched.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Oh, ouch. If I tweak a one minor thing, it will work out. I can PM you the deets. I would have done a lot less damage last round against the giant.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Thanks Lump!

After taking a heavy blow from the giant, Lump's healing helps take away some of the pain. "Time to die giant. Vunishu help me grab him."

Vunishu Aid Another: 1d20 + 8 ⇒ (17) + 8 = 25
+2 to grapple

claw: 1d20 + 15 ⇒ (6) + 15 = 21
claw: 1d20 + 15 ⇒ (15) + 15 = 30
bite: 1d20 + 14 ⇒ (12) + 14 = 26
tail: 1d20 + 12 ⇒ (20) + 12 = 32
tail crit?: 1d20 + 14 ⇒ (7) + 14 = 21
hair: 1d20 + 14 ⇒ (17) + 14 = 31

claw 1 damage: 1d6 + 13 + 3d6 + 4 ⇒ (3) + 13 + (2, 4, 2) + 4 = 28 + free grab/constrict + reflex save DC 18 or be entangled
claw 2 damage: 1d6 + 13 + 3d6 + 4 ⇒ (6) + 13 + (1, 1, 6) + 4 = 31 + free grab/constrict + reflex save DC 18 or be entangled
bite damage: 1d4 + 13 + 3d6 + 4 ⇒ (4) + 13 + (3, 2, 3) + 4 = 29 + free grab/constrict + reflex save DC 18 or be entangled
tail damage: 1d6 + 8 + 3d6 + 4 ⇒ (4) + 8 + (6, 4, 1) + 4 = 27 + free grab/constrict + reflex save DC 18 or be entangled
extra tail crit damage: 1d6 + 8 + 4 ⇒ (3) + 8 + 4 = 15
hair damage: 1d6 + 7 + 3d6 + 4 ⇒ (6) + 7 + (3, 6, 1) + 4 = 27 + free grab/constrict + reflex save DC 18 or be entangled

grapple checks. normal grapple CMB 19, +1 siz, +3 str, +2 aid another, +1 inspire courage= 26. Honestly I am confused by how my grab and constricts work and how my hair constrict works vs final embrace. reroll or adjust as needed. Also do I apply pugilist stance, electric and broken blade bonuses to constrict? If so, add another 2d6+4 and another 1d6t if vine strikes also apply to constrict. I'm lost.

grab1: 1d20 + 26 ⇒ (15) + 26 = 41
grab2: 1d20 + 26 ⇒ (12) + 26 = 38
grab3: 1d20 + 26 ⇒ (7) + 26 = 33
grab4: 1d20 + 26 ⇒ (17) + 26 = 43
grab5: 1d20 + 26 ⇒ (18) + 26 = 44

constrict damage: 2d6 + 10 ⇒ (1, 3) + 10 = 14
constrict damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22
constrict damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16
constrict damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16
constrict damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17

My pack of velociraptors will finish off the worg. If it tried to run on its turn they will attack it with attacks of opportunity, or else run it down and talon it to death again.

velociraptor attacks: 1d20 + 6 ⇒ (9) + 6 = 15
velociraptor attacks: 1d20 + 6 ⇒ (19) + 6 = 25
velociraptor attacks: 1d20 + 6 ⇒ (4) + 6 = 10
velociraptor attacks: 1d20 + 6 ⇒ (19) + 6 = 25

talon: 1d6 + 1 ⇒ (5) + 1 = 6
talon: 1d6 + 1 ⇒ (6) + 1 = 7
talon: 1d6 + 1 ⇒ (2) + 1 = 3
talon: 1d6 + 1 ⇒ (3) + 1 = 4


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Ashe start to whirl her vines around her as well as her hair, becoming a mass of tendrils (swift action, adopt Kraken Style).

She cast's bull's strength to augment her attacks and tells her raptors to take down the fleeing worg, using their flank trick. The raptors are faster than the worg and can surround it with room to spare without provoking attacks. "Vunishu, stay here with me, we will take out this giant. Let him come to us." Taking 5' step

Attacks include flank and Lump's bard song
Raptor attacks worg: 1d20 + 8 ⇒ (16) + 8 = 24
Raptor attacks worg: 1d20 + 8 ⇒ (10) + 8 = 18
Raptor attacks worg: 1d20 + 8 ⇒ (14) + 8 = 22
Raptor attacks worg: 1d20 + 8 ⇒ (1) + 8 = 9

talons!: 1d6 + 1 ⇒ (1) + 1 = 2
talons!: 1d6 + 1 ⇒ (5) + 1 = 6
talons!: 1d6 + 1 ⇒ (2) + 1 = 3
talons!: 1d6 + 1 ⇒ (5) + 1 = 6


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Ok, I see what happened CT.

I moved my character on the map. I will move after the raptors attack worg2.

3 raptors take 5' space and attack.

raptor 1 attacks
raptor claw attack worg2: 1d20 + 6 ⇒ (12) + 6 = 18
raptor claw attack worg2: 1d20 + 6 ⇒ (15) + 6 = 21
raptor bite attack worg2: 1d20 + 6 ⇒ (5) + 6 = 11
raptor 1 damage
raptor claw damage worg2: 1d6 + 1 ⇒ (6) + 1 = 7
raptor claw damage worg2: 1d6 + 1 ⇒ (1) + 1 = 2
raptor bite damage worg2: 1d4 + 1 ⇒ (1) + 1 = 2

raptor 2
raptor claw attack worg2: 1d20 + 6 ⇒ (15) + 6 = 21
raptor claw attack worg2: 1d20 + 6 ⇒ (13) + 6 = 19
raptor bite attack worg2: 1d20 + 6 ⇒ (11) + 6 = 17
raptor 2 damage
raptor claw damage worg2: 1d6 + 1 ⇒ (5) + 1 = 6
raptor claw damage worg2: 1d6 + 1 ⇒ (5) + 1 = 6
raptor bite damage worg2: 1d4 + 1 ⇒ (4) + 1 = 5

raptor 3
raptor claw attack worg2: 1d20 + 6 ⇒ (3) + 6 = 9
raptor claw attack worg2: 1d20 + 6 ⇒ (11) + 6 = 17
raptor bite attack worg2: 1d20 + 6 ⇒ (18) + 6 = 24
raptor 3 damage
raptor claw damage worg2: 1d6 + 1 ⇒ (1) + 1 = 2
raptor claw damage worg2: 1d6 + 1 ⇒ (5) + 1 = 6
raptor bite damage worg2: 1d4 + 1 ⇒ (4) + 1 = 5

If the first raptors kill the one worg, then the 4th raptor and Vunishu will move and attack worg5. I moved them to the token for worg2 but they can reach and attack 5 easily.

raptor 4
raptor claw attack worg2 or 5: 1d20 + 6 ⇒ (13) + 6 = 19
raptor 4 damage
raptor claw damage worg2 or 5: 1d6 + 1 ⇒ (6) + 1 = 7

Ashe will move after the raptors and then drop Vunishu. Asheranthi will attack worg1 and then worg5 if anything lives, using my rolls from earlier.

Vunishu
Vunishu claw attack worg2 or 5: 1d20 + 8 ⇒ (20) + 8 = 28 : free grab
Vunishu claw damage worg2 or 5: 1d6 + 1 ⇒ (1) + 1 = 2
Vunishu grapple worg2 or 5: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Ashe - Round 2

Ashe, roars hoarsely for battle, witch encourages you all (swift - encouraging roar: +2 morale bonus to hit and damage for 1 round )

Drops Vunishu (free) and he morphs into battle mode.

Ashe 5' steps and attacks worg #1.

claw: 1d20 + 13 ⇒ (16) + 13 = 29
claw: 1d20 + 13 ⇒ (11) + 13 = 24
bite: 1d20 + 12 ⇒ (3) + 12 = 15
tail: 1d20 + 10 ⇒ (8) + 10 = 18
hair: 1d20 + 12 ⇒ (3) + 12 = 15

claw 1 damage: 1d6 + 11 + 3d6 + 4 ⇒ (4) + 11 + (6, 2, 2) + 4 = 29 + free grab/constrict + reflex save DC 18 or be entangled
claw 1 damage: 1d6 + 11 + 3d6 + 4 ⇒ (1) + 11 + (3, 1, 2) + 4 = 22 + free grab/constrict + reflex save DC 18 or be entangled
bite damage: 1d4 + 11 + 3d6 + 4 ⇒ (1) + 11 + (3, 5, 5) + 4 = 29 + free grab/constrict + reflex save DC 18 or be entangled
tail damage: 1d6 + 7 + 3d6 + 4 ⇒ (2) + 7 + (2, 2, 3) + 4 = 20 + free grab/constrict + reflex save DC 18 or be entangled
hair damage: 1d6 + 6 + 3d6 + 4 ⇒ (1) + 6 + (3, 6, 2) + 4 = 22 + free grab/constrict + reflex save DC 18 or be entangled

On any successful grab, Ashe can constrict, and them she will immediately drop the foe from grapple.

grab 1 CMB: 1d20 + 25 ⇒ (7) + 25 = 32
grab 2 CMB: 1d20 + 25 ⇒ (8) + 25 = 33
grab 3 CMB: 1d20 + 25 ⇒ (2) + 25 = 27
grab 4 CMB: 1d20 + 25 ⇒ (10) + 25 = 35
grab 5 CMB: 1d20 + 25 ⇒ (8) + 25 = 33

Any grab that is successful = constrict damage

constrict 1: 2d6 + 10 ⇒ (4, 2) + 10 = 16
constrict 2: 2d6 + 10 ⇒ (5, 6) + 10 = 21
constrict 3: 2d6 + 10 ⇒ (1, 1) + 10 = 12
constrict 4: 2d6 + 10 ⇒ (1, 4) + 10 = 15
constrict 5: 2d6 + 10 ⇒ (3, 3) + 10 = 16

Velociraptors follow me and we will attack the giant or troll in the near future. Vunishu as well.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

round 2: Ashe casts Vine strikes


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

When Bazzt lands next to her, Ashe looks concerned. Didn't take speak with animals :( "What is it Bazzt? Grobly fell down a well?"

Seeing Kark but on his battle face, Ashe sighs, "No escaping this one, we need to save Grobly."

Guess I will mirror Kark and do the stance thing (pugilist stance) and cast Enlarge person and then blow a hero point to cast Shield. "My minions, ready for battle!" Ashe hisses softly and makes a hand motion as her pack falls in behind her. (heel)


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Well, do we want to mad dash it again today?" Ashe stretches like a cat and playfully wrestles with her pack of velociraptors. "Are we going to run into anything bad as we get to the mountains and ice?"

I may reselect some spells, but I will take 2 natures paths for quick travels. Ashe has also brewed up a concoction of some of the pages of the captured spellbook for her familiar (after anyone else is done with them).


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Thanks Lumpy.

If we have that spell going, we can travel at a rate of 6 miles an hour, at either 3/4 rate through hills or regular rate in forest or plains.

If we plan to force march after that, Lump would have to stop concentration occasionally to channel energy, so maybe memorize max amount of marching chants? Unless we decide to just tough it out, although my raptors don't have as many hit points. We can always put them in the sled?

16+ hours at 4.5 or 6 miles an hour is good. We can easily make the river and then some. We can make it to the temple in less than a week?


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Hey, I checked their forum too and the one guys mentioned also using a spell called Marching Chant that I think we should use too. Clerics and Bards can get it, so I nominate Lump to sing us to high speeds as he rides in the sled. If we cast it on me, karkoran, tayanella and grobly's bat then we all can move at the same speeds as my raptors. If I take two natures paths we can move as if we are on a road by covering the raptors too. Either that or I can start storing them away in statuette form with a different spell or put them on the sled.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"River sounds great!" Ashe says with two clawed thumbs up.


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I will cast minor dream at 1 AM.

[Wild Empathy, -1 Cha, +4 druid, +1 guidance, DC is 14]
wild empathy diplomacy check: 1d20 + 4 ⇒ (6) + 4 = 10

Looks like the Elk will remain indifferent and probably wander off. I did not memorize charm. So much for that plan!


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

1. Ashe will be casting Nature's Path everyday, selecting Kark, Taya and Lump as additional targets and maybe an animal that I will summon/befriend. This should let us travel more swiftly. My raptors already move double our regular rate so they don't need it. Grobly usually flies, and I think even Lump rides in the sleigh pulled by Karkoran the red-nosed minotaur.

2. In terms of food, I can do the call animal trick again and summon us dinner and Kark can butcher it as we did one other time.

3. Ashe will also start casting minor dream at night to try and communicate with the other groups. She will cast it in the middle of the night. Her message will be as follows

message (20 words or less):

Travelling to Kao-Lor Temple. Follow western edge of mountains north from fort until black ice. Asheranthi via minor dream spell.

I will target these people on these nights:
Night 14: Group 1 Lucina
Night 15: Group 2 Xanya
Night 16: Group 3 Goivan
Night 17: Group 4 Shaeyl
Night 18: Group 6 Nathan

I had to do some reading to figure out who to pick, I am not sure but I don't know if we ever met group 7. I think they formed after we left the lake. I might need a tip from another group to let them know. It seems group 1 is sailing somewhere in the ocean?

5. Ashe will try to call another giant elk. knowledge nature to know if they are around the area with Guidance: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

I traded some scrolls to Karkoran to scribe. Just signing in to see what we are doing.

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