Cleric of Iomedae

Father Stom's page

103 posts. Organized Play character for @scottg0.


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Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"Anyone want Protection from Evil (+2 deflection AC) or Shield of Faith (+3 deflection AC)?"

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

If we rest I can get my Invisibility Purge spell back and then we would at least have a chance in there. So go far back so we can rest.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Nothing I can really do here, just delaying for now.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"We are a bit too low in experience to deal with dead adventurers."

I could prepare gentle repose after we sleep to recover spells but there is nothing I can do about dead things. Breath of Life is still a couple levels away and resurrection is almost double my level.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"Everyone gather around and I'll channel some healing power."

Channel Positive Energy: 6d6 ⇒ (5, 3, 1, 6, 2, 4) = 21
Channel Positive Energy: 6d6 ⇒ (3, 5, 6, 3, 1, 5) = 23

Then I cast a healing spell on Sorek to top him off.
Cure Serious Wounds: 3d8 + 7 ⇒ (4, 4, 8) + 7 = 23 +Healers Blessing 50%: 23 + 11 = 34

"Anyone else still needs healing, speak up."

+78 HP Sorek
+44 HP Everyone else

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Are we still in combat and am I still confused? If in combat, who is up? And if not, I'll attempt some healing.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Confucius says?: 1d100 ⇒ 80 Attack nearest creature

Assuming someone is still near me.
melee mace: 1d20 + 8 ⇒ (8) + 8 = 16 damage (B): 1d8 + 1 ⇒ (1) + 1 = 2
melee mace: 1d20 + 8 ⇒ (5) + 8 = 13 damage (B): 1d8 + 1 ⇒ (5) + 1 = 6 Haste

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

The next two weeks are generally going to be filled with holiday/vacation plans for a lot of folks. I'll try to keep up with the posts, but also having family over and generally enjoying the holiday break.

Hope everyone has some good holidays.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

confused: 1d100 ⇒ 83

If I'm close enough to not move, then full attack with haste.

melee mace: 1d20 + 8 ⇒ (1) + 8 = 9 miss
melee mace: 1d20 + 8 ⇒ (3) + 8 = 11 damage (B): 1d8 + 1 ⇒ (2) + 1 = 3

Probably didn't hit anyway.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I moved myself on the map up to the end of the hall earlier when I went to see the demon thing. I'm not sure how my mini is now in the room all the way, right next to the demon.

Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15 Don't suppose it was a level 0 spell or effect.

I wasn't named in any of the requests to make a will save above: here, here, or here.

Just in case you really wanted one: Will Save: 1d20 + 8 ⇒ (7) + 8 = 15

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Is there an effect that I saw which caused the will saves? Did the demon thing cast a spell that I can identify?

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I move up to see the demon thing. Not sure what that is, but it looks like it is eating Sorek.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Totally random is fine with me.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Lomyldyr is looking a little ragged, but hopefully he doesn't move too far away from my healing powers.
Channel Positive Energy: 6d6 ⇒ (4, 5, 6, 3, 4, 1) = 23 Excluding up to 4 bad guys within range

"Does anyone know if these things have an evil alignment?"

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Nobody looks all that injured so trying out my new mace on the critter trying to hit me.

melee heavy mace: 1d20 + 8 ⇒ (2) + 8 = 10 damage: 1d8 + 1 ⇒ (6) + 1 = 7
melee heavy mace: 1d20 + 8 ⇒ (19) + 8 = 27 damage: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"This is different..." as you hear the loud rumbling of my stomach "... but we could make some time for a spot of food and drink can't we? This looks like the perfect place to take a short respite."

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"I don't have any questions right now, but I know if we do later, we have those couple of wands that we didn't break that we could offer up as payment should the need arise."

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I'd rather we keep the wands in one piece and sell them at a vendor later since I don't think any of us want to use them. He can have the armor and potion.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"A talking skull, haven't seen that one before. Do you have a name skull?"

Not sure what to make of this talking skull, is there some story line I'm not aware of that we are supposed to consult the skull oracle? Otherwise I'm inclined to just leave it where it is and continue along.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I'll take a potion of CLW, the light mace, and the heavy mace. I'll detect magic on the two maces to see if I need to attempt to identify either one or both.

"These will be so much better than the little dagger I've been carrying around. Is there anything else we need to potentially identify magically?"

maybe magical maces?:

If magical, then spellcraft.
light mace Spellcraft: 1d20 + 11 ⇒ (6) + 11 = 17
heavy mace Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22

"Greeting Baltor, well met and welcome to our little group."

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I'll be on vacation out of country and returning on the 21st. I will have internet access but don't expect a whole lot of posting while I'm away. Feel free to bot me as needed if I don't post fast enough.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I will cast Invisibility Purge to see if I can find him. That would negate any form of Invisibility within 35 feet of me which is the whole room.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Will Save: 1d20 + 8 ⇒ (20) + 8 = 28 -3 HP
Will Save: 1d20 + 8 ⇒ (18) + 8 = 26 -5 HP
Will Save: 1d20 + 8 ⇒ (1) + 8 = 9 -10 HP

Then I channel to heal everyone and exclude them.

Channel Positive Energy: 6d6 ⇒ (2, 4, 1, 6, 6, 4) = 23 Excluding up to 4 bad guys within range

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I move up a bit to see what is going on up there and notice that nobody looks injured yet.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Typical cleric initiative.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I will be attending CppCon (C++ developers convention) and classes starting tomorrow and going for 9 days until Sept. 22. Please bot me if needed but I will try to check into the game at least once a day.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"Hold the rope really steady, I'm not really good at this. I feel like I'm going to fall any second. If I can just get my footing right..."

Acrobatics: 1d20 + 0 ⇒ (15) + 0 = 15

"... whew, I think I made it okay, but that was a bit scary. The water is moving pretty fast and I probably would have drown if I fell in there."

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Can anyone else use that shield (+4 to AC)? I already have a pretty decent shield and this one would only boost my AC by +1.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29 This is going to take a while.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I wasn't planning on leveling up to 8th yet, but I can if it is deemed appropriate by the GM.

The Tomb doesn't really do my any good. +2 Wis is not really a stat I need to boost as it would only give me one more level 4 spell and boost my DCs by +1 but as you probably noticed, I'm not exactly an offensive caster. I'd rather it go to someone that has a primary stat of Wis (like Sorek).

I'd strip Myrick of all of his stuff before we bury him. Then we either use some of it ourselves or pass on to the new Myrick if any of it is useful.

BTW: I talked to the Frog God guys at ReaperCon. They had the 5e version of the Rappon Athuk on hand with all the nice maps from the map pack. They said if you buy the hard copy of the book you get all the pdfs included. I was thinking of getting the Pathfinder version from them with the new updates they have for it, they didn't have any at the show. It was a pretty massive book, I think they said 800 pages.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I am traveling at ReaperCon in Texas until Monday so bot if needed, but I will try to check the games I'm in at least once a day.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"Sorek you might benefit from studying this Tomb. And I don't think any of us can use this unholy sword, but maybe we can sell it later at a vendor."

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Looking at the last couple of magic items (book, shield, sword)
Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25
Spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20
Spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:
brvheart wrote:

ok, level up all. After the next room and you rest you can finally go down to level three.

Not sure I should be leveling up since I was already at 7. I'll assume everyone is just catching up now.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

"How injured is everyone besides the dead Myrick, nothing to be done there I'm affraid? If we could gather up real quick, I can use the last of my healing powers to get everyone back to full strength before we take a much needed long rest and recover our abilities."

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:
Myrick of Muir wrote:
Father Storm, Myrick is deader than a week old skunk in the number one lane of the I-90 business loop. Maybe target the undead before you have no more meat shields?”

I have a single channel left which 6d6 is pretty much not going to help anyone. I didn't build this cleric to be offensive and is really just a one trick pony of trying to heal everyone. I'm assuming that we are all going to die in this fight just simply based on how much damage you all are taking and how little you're doing. Though I'm not aware of a lot of characters even at level 20 that would avoid the 54 and 51 to hit numbers. Given that he can kill one or more of us per round on pure damage, I don't expect this to last all that long.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

This is looking grim.

I channel positive to heal then quick channel.

Channel Positive Energy: 6d6 ⇒ (1, 5, 4, 6, 3, 2) = 21 Excluding up to 4 bad guys within range
Channel Positive Energy: 6d6 ⇒ (2, 4, 1, 3, 3, 2) = 15 Excluding up to 4 bad guys within range

"Either fight or run, but I can't keep up this amount of healing any longer."

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Keep in mind that the enemy would have to change his smite target to another "good" aligned character which is not all of us and then he wont hit so hard. He can only smite one at a time.

If we are running away, I could lay down a Obscuring Mist while we use our hasted speed to book it out of there.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

At well over negative con, there is nothing I can do within Pathfinder rules to bring him back. I don't get Breath of Life until two more levels. I'm unfamiliar with this house rule of bringing him above negative con. Does that mean I can just channel and include him even though Pathfinder would normally disallow that?

If I can channel and bring him back, then I will channel, then quick channel.
Channel Positive Energy: 6d6 ⇒ (6, 5, 2, 5, 6, 2) = 26 Excluding up to 4 bad guys within range
Channel Positive Energy: 6d6 ⇒ (4, 3, 6, 6, 2, 1) = 22 Excluding up to 4 bad guys within range

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I'm hastily waiting until the end of the order.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Initiative: 1d20 + 1 ⇒ (8) + 1 = 9 Not it.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:
brvheart wrote:

Father Stom,

A true healer gets this ability at level 8

At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.

You are right, I'm sorry I copied the dice macro from my other higher level cleric. This is a Merciful Healer ability that I get at level 8 for either applying a mercy to my channel or re-rolling the ones.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

If there is a safe place to rest, I could use the recovery of spells. I'm good on channels, but all my high level spell slots are used up.

"Gather around and I'll use a couple channels to top everyone off."

Channel Positive Energy: 6d6 ⇒ (1, 3, 4, 1, 5, 2) = 16reroll 1s: 16 - 2 + 2d6 ⇒ 16 - 2 + (6, 4) = 24
Channel Positive Energy: 6d6 ⇒ (1, 3, 2, 1, 5, 3) = 15reroll 1s: 15 - 2 + 2d6 ⇒ 15 - 2 + (5, 2) = 20

If we do rest and anyone still has some injuries, I'll burn all my remaining channels to heal them up to full before sleeping.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Looking at the potion and trying to figure out what it is Spellcraft: 1d20 + 11 ⇒ (10) + 11 = 21

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I lay another stronger heal on Marthek.

Cure Serious Wounds: 3d8 + 7 ⇒ (4, 8, 2) + 7 = 21 +Healers Blessing 50%: 21 + 10 = 31

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

I move to right behind Myrick after hearing him exclaim that he got hit but then realize that it was just his reading comprehension that needs healing. I think Marthek might have gotten hit but I don't know his AC or HP

If Marthek is injured, I cast a healing spell on him since I'm near him now too.
Cure Moderate Wounds: 2d8 + 7 ⇒ (2, 8) + 7 = 17 +Healers Blessing 50%: 17 + 8 = 25

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Nobody injured, delaying.

Grand Lodge

Resources:
Channels left 5/9; Spells left: 1st 6/6, 2nd 5/5, 3rd 2/4, 4th 2/2
HP 51/51, AC 22/T 11/F 21, Init +1, Perc +3, Fort +6, Ref +3, Will +8, CMB +6/17
Active:

Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

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