Gargoyle would have to make a separate save to attack Dresmond. To save you some time 1d20 + 6 ⇒ (11) + 6 = 17 vs DC20, 17 is fail so gargoyles attack couldn't go through. Dresmond flees back not wanting to take his chances that the thing will break through the enchantment soon enough he flees behind the pit trap the others are preparing and casts shield of faith on himself raising AC to 29. Hoping that the gargoyle doesn't have combat reflexes :)
"Lad get back yer vulnerable up there go back to Wesley I'll hold im back till the trap be set." Assuming the trap actual does require to be reset Dresmond will five foot back to avoid being hit like 4 times and uses his glory domain power divine presence DC20 will. Just like casting sanctuary only you can turn it on and off any time. Other than that he will hold ground until Victor gets a chance to flee.
"Bloody doors never know whats behind em liked it better back home no need for em all open spaces and rooms..." Dresmond continues mumbling on to himself as such. "No point standing round we have two lost to worry about perhaps down this corridor." Dresmond begins making way down the short passage and up to the next of the bloody doors he draws his "fist" and shield as he advances waiting for the rest to get on over here before making for the next room.
Dresmond flips through his notepad studiying the riddle trying to make some sense of it. Go back to the tormentor or through the arch. The mosaic of the torture chamber is the first thing that comes to mind as he examines it he notices that the bars are real! Meaning perhaps the horrid creature is to. He avoids opening the door not wanting to trigger any sort of trap and turns to the more dire situation. He looks at his note again. Shun green if you can, but night’s good color Yellow and blue make green the sky is orange at sunset he thinks to himself. "Try yellow, blue then orange that should do the trick." He says to his companions as he can't reach the top of the arch.
Spells Prepared: Level O
Light Guidance Stabilize Read Magic Level 1
Level 2
Level 3
Level 4
Dresmond fumbles but regards the message pondering as to what it means he reads it over and over and suddenly something pops into his head. "A riddle." he says aloud not loudly though and seeing he is alone in the chamber he assumes no one hears him. He pulls out his small notepad witch he usually uses for sketching and jots down the message save for the first bit.
Dresmond looks around at the strange mosaics and colorful wall paintings he is quite fascinated but realizes he should not touch nothing until upon further notice knowing that this place is rigged with traps. "I think we found the entrance!" He calls back but seems somewhat unsure whether this too isn't a trap he hardly notices the rumble from the other entrance and is to fascinated to realize it. He takes in sevral steps not straying too far from the entrance maybe 15ft. and keeps a close eye on the mosaics on the ground roof and walls looking for any out of the ordinary or fascinating.
"I would much rather be in there in that bloody liches chamber than one more second in this heat!" he complains and mumbles some more but then remembers his purpose for being here and stops and calmly says to the group. "There are probably several entrances any number could be a trap or or doom and one, one of these entrances will lead us to the riches we so desire." Says Dremond though riches be not his reason for begin here. He will make a trek around the pyramid with Marius keeping an eye for hidden entrances or anything of the unusual. Perception check:1d20 + 8 ⇒ (1) + 8 = 9
Dresmond mumbles a little prayer to himself before speaking. "If this is the tomb of an ancient demilich it is sure to be quite hidden and yet the entrance is open to us. Perhaps a trap..." He says quietly but loud enough for everyone to hear. He will sweep his gaze around the room trying to find anything unusual about it. Perception check:1d20 + 8 ⇒ (6) + 8 = 14
Dremond grins at the sight of the towering pyramid "The Tomb of Nekhet erself never though I'd see it with me own eyes." He says mostly to himself he strangely lightly chuckles before turning to his newest group. "Well we made it here not like it is hard to miss now lets hope we were lead in the right direction shall we." He looks at the massive beast of a structure. "There are traps in there that will probably be the death of us a lich guarding her ancient treasure who is to say a single one of us will make it out...alive that is." More sweat beats down Dresmonds cheeks and his whole body is soaked. "This desert has surly taken it's toll on me let us make our way in fast hopefully it will be a break from this dreaded HEAT!" I would assume the group has been traveling together for awhile and would know each other fairly well.
K I've finished Dresmond made up his character sheet real quick so please look over as there is probably a mistake in there Thanks. Dresmond's Bio.:
“A sunny day full of carpentry and a stout ale in the evenings is all a Halfling ever needs my boy.” is what Pappy Valourous always said. I never subscribed to my father’s philosophy on life but I never told him that, nor did he know that secretly worshiped Iomeadae and would often sneak out to the the temple in the settlement at night. I was his apprentice until the age of 19 when a gnomish pressure canner explosion took him and my Mammy Valourous away from me. After cleaning pieces of beet and Halfling from all over the kitchen, I took over the family business after his passing and became the carpenter of the little hamlet. It would have been a rewarding life for any typical Halfling, but I was always dreaming of the road. I was almost ready to except my fate of driving nails for a living until one night, I dreapt, of hero's battling demon in the name of theier patron adventurers delving dungeons deep. When I woke I could not take it and the adventurous part inside me took over. I had little at first just my dad's hunting crossbow some meager armour, what little gold I had earned in my business and my faith in the gods. I traveled much of Golarion on my many travels and adventurers and met many people. My fame grew in the "business" of adventuring people would pay for Dresmonds Adventuring Service to find old artifacts travel to the darkest pit's in the land in search of treasure I took up residence in a small little port town Riddleport were I ran my business with all my friends we became the local legend our fame crossed even farther than just the town much farther. Since then I have returned home on an important mission to recover my own artifact something I had thought worthless in my childhood. My wooden holy symbol I had made when I was a wee boy it was what began my adventures and I hold it dear to this day. However upon my return to Riddleport I find my home in flame a hoard of undead march out holding the body's of those I knew I stood no chance I knew but was a coward and only watch, my hate grew and I wanted to rush out in valor and for my friend I knew it was foolish and stayed in hiding developing my hate for the undead. With no where to go I devote my "Flaming Fist" and righteousness To slay that that threatens the world, I’ve come to believe one very important thing about people in general, no matter who you are, what race you are, or what your background is we are all very much alike. That is we all want to feel safe and secure. That is what I fight for as I wander this world and any that dare to threaten the peace of man shall feel my "Fist". Dresmond's Stat Sheet.: Dresmond Valourous
Halfling Cleric 8/ Paladin 1 of Iomedae Small humanoid (Halfing) Init Perception +8 DEFENSE AC 26, touch 12 , flat-footed 26 (armor +10, Shield+6, Dex -1, Misc+1) hp 83 (8d8+1d10+9) Fort +9, Ref +3, Will +15 OFFENSE Spd 15 ft. Melee Flaming fist (+1 holy mace) +10/+5 (1d6+2, 20/x2 [+2d6 vs undead/evil]) Ranged Space 5 ft.; Reach 5 ft. Special Channel Positive 4d6 +8 vs undead STATISTICS Str 12 (+1), Dex 9 (-1), Con 11 (+0), Int 8 (-1), Wis 18/22 (+4/+6), Cha 18 (+4) Base Atk +7; CMB +7; CMD 16 Feats Improved Initiative, Extra channel, Tower shield prof, Tougness, Improved channeling. Skills Heal +21 Languages Common, Halfling. SQ Glory domain and corresponding powers: +2 dc of Channel, Touch of Glory 9 per day, Divine Presence 8 rounds per day. Sun domain and corresponding powers: +8 damage to Channel, Nimbus of Light 8 rounds per day. Channel Positive energy 11 per day. 4d6 +8 vs undead will save 22 halves undead do not add their channel resistance to the save. Spells per day: 0 4 1st 6 + Shield of faith 2nd 5 + Bless weapon 3rd 4 + Searing Light 4th 3 + Holy smite Gear +2 Plate mail, +2 tower shield, Flaming fist, Headband of inspired wisdom +4, And adventuring stuff will write in soon. |