HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh realizes he must actually vote. He thinks about it as he regards the two sages, his face scrunched up in the pain of actual thought. Finally he shakes his head, "Life is change. Adapt or die. It's the way things are." He nods to the Saphire sage, "Amenopheus."
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Dang. Okay, then. Mucho attacko’s. Bolstered by Garrett’s support, Desh lays into the statue. Longtooth comes alive in his hands, carving into the strange stone creature with the legendary ferocity. Attack in this order. Free attack > regular attack > Sudden Strike (-1 MP). If at any point it drops, ignore the remaining attacks and Desh rushes across the room to help Flyn. All attacks include Inspire Courage & Power Attack. First the Decisive Strike (which ignores DR)
Let me know if Desh drops this thing, and I’ll update Desh’s position for him going to support Flyn.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh nods, ”On it.” He rushes across the room, drawing Longtooth and hacking at the thing’s legs. Move and Power Attack. I’m including Sneak Attack in case we beat their initiative.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Thanks a TON, Kohi.
Appraise: 1d20 - 1 ⇒ (7) - 1 = 6
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Wisdom: 1d20 + 2 ⇒ (17) + 2 = 19 "It's curious about us," Desh says with a shrug. He turns to the crystal. "I'm Desh. The last Ruby Sage died, but gave us her power so we could save them all from bad people. We're here to that."
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh growls, but calms himself ... a bit. He regards the offending crystal. "We are the ruby sage and we seek the Diamond Sage." So, what do we have in the way of Restoration spells/scrolls/potions? Between the fatigue and the dex damage, Desh is 6 Dex down. I'm not a fan.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh nods to the sage’s productive actions in finding the path. Then, he follows Naram forward, but pauses to scowl at the crystal. ”What’s it doin’ to our heads?” Regardless of the answer, he steps towards and through the north door, helping to scout the way. Perception: 1d20 + 10 ⇒ (3) + 10 = 13; +2 vs traps
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh steps up to Kafar, scowling. ”Us bein’ friends ends if you keep stuff from us,” he growls, nodding to lump in the man’s britches. (Yep, you all heard that right.) ”We came for the gems. Give’em to me.”
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
"We're not Consortium, dumb-asses." He says as he helps Flyndal disarm the two fools, "And we'll happily help you stick it to'em." If necessary, Desh will Aid Another to Flyndal's Disarm attempt.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh rushes forward, drawing his sap into his hand as he closes on Nefti. "Always the hard way," he growls as he swings. Move to the square to the right of Nefti (provoking an AoO vs CMD 24), drawing sap. Then power attack Nefti with the sap.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Back at the behir, Desh sniffs around, trying to see if there's an edge to be gained on their quarry. Survival: 1d20 + 8 ⇒ (10) + 8 = 18 And some Fort saves
Depending on everyone's saves (and their effects), we may think of resting, even if it means losing some advantage.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Includes Inspire, Flank, Mythic Power Attack, and Sneak Attack
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh recovers from his surprise, then bursts into motion. He rushes around the behir, lightning-fast footfalls kicking up little dust clouds as he circles his opponent. Longtooth lashes out as the half-orc rounds the creature, then he slides to a halt on the far-side of the behir. Full Action to Spring Attack,making the attack once he’s on the right edge of the behir’s area. Rolls include: power attack, Inspire Courage +1. He'll end on the top square of the behir's right edge (map updated).
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
"What the hells is a death worm?" Desh grunts as he peer down into the darkness. "And how do we kill one?" Perception: 1d20 + 10 ⇒ (14) + 10 = 24; +2 vs traps The trail goes this way, right? If so, Desh creeps forward into the tunnel, hoping to catch scent of any threats before they ambush his team. Also, DM, still waiting on word no the fatigue. is that gone now?
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Strength, crowbar, #1: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Desh gets out his crowbar."Screw this. Flyn, give me a hand." Or some AA rolls. :) EDIT: and if that doesn't work, let's just go around.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
"Nice," grunts Desh as he follows the silver crusader, doing his best to help safely bypass the door. Perception to spot traps/dangers on the door. Then Desh's Aid Another to Narad on any necessary Disable Device rolls is an auto-success
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh pokes through the akata's stomach contents with a dagger, looking for any evidence of Nefti himself. Not sure what the appropriate skill is for that. If heal is more appropriate, Desh only has a +2 in that.
Then the half-orc circles the room, nose to the ground as he looks for any remaining tracks that might help them determine where their quarry went next. Survival: 1d20 + 8 ⇒ (5) + 8 = 13 .... and the dice karma continues.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh helps the team wrap up the fight, then finds an opportunity to ask Garrett and Kohinoor for some healing. Using his own wand.
He surveys the battle sight, his tone impatient. "Anything else we need to do here? Our trail gets colder by the minute." Also, how do we remove this fatigue?
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
"What is this thing?" growls Desh as he dodges past its defenses and hacks a vicious slash into its exposed flank. Full-round to Spring Attack, taking Desh around the south of the critter, attacking from flank, then coming back around to end in the square to its south (if that square is inaccessible, have Desh attack from the nearest possible, and remove the flank and sneak attack). Attack includes: Inspire, flank, power attack, sneak attack.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Just now looked up the akata (since I killed it) ... talk about overkill. O.o
Also, Desh's initiative is +6. I had failed to update it in the stat-line when I applied his mythic tiers.
HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3
Desh ignores the effects of the tiring hike to focus on these new prey, specifically the one hounding Kay. The half-orc risks the Akata’s infectious bite to get into flank, drawing Longtooth over his shoulder on the way. Then he hacks into the creature, drawing on his newfound powers to deliver two vicious attacks. "I got this one, Flyn!" Move to flank with Kay (drawing an AoO vs. an AC of 24). Then use a Mythic Power to activate Surprising Strike (w as a swift action. Then attack as a standard. (all attacks modified for Inspire, Flank, Mythic Power Attack)
Standard attack
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