Loris Raknian

Fero Ardus's page

40 posts. Alias of Euan.


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M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 31 (t23/f22) (includes: +4 nat arm, +4 mage armor) HP: 66/76
Conditions = Mage Armor (9h, +4), Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Ki Powers (11/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (8/9) (Treat Deadly Wounds)
Ring of Seven Colors (7/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (10/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Having helped take down purple, he’s pleased when another shows up that he can fight. ”Anyone have any ideas on how to deal with the dust puppet things? Are they undead?” he wonders aloud, not knowing anything about them.

Attacking the orange dust monster (not the orange dust puppet).
Unarmed: 1d20 + 11 ⇒ (8) + 11 = 19 damage: 1d10 + 10 ⇒ (1) + 10 = 11
Hammerblow: 1d20 + 11 ⇒ (15) + 11 = 26 damage: 2d10 + 10 ⇒ (5, 1) + 10 = 16
Unarmed: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d10 + 10 ⇒ (4) + 10 = 14

He then steps back 5' to form a defensive line with Ketra.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 31 (t23/f22) (includes: +4 nat arm, +4 mage armor) HP: 66/76
Conditions = Mage Armor (9h, +4), Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Ki Powers (11/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (8/9) (Treat Deadly Wounds)
Ring of Seven Colors (7/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (10/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero is disappointed when the missiles and other attacks seem to do nothing to the dust bunnies - but he has a more physical foe before him, and wonders if he’ll be able to deal with that more directly. Before he gets started though, there’s another fireball in his face! Once again, he’s not even singed, leading him to believe, for a moment, that he’s immune to fire. But no he realizes a second later… it’s just the skilled magic chucker. ”Well done!” he calls out as he gets to work on purple.

Attacking purple.
Unarmed: 1d20 + 11 ⇒ (11) + 11 = 22 damage: 1d10 + 10 ⇒ (10) + 10 = 20
Hammerblow: 1d20 + 11 ⇒ (2) + 11 = 13 damage: 2d10 + 10 ⇒ (6, 6) + 10 = 22
Unarmed: 1d20 + 6 ⇒ (15) + 6 = 21 damage: 1d10 + 10 ⇒ (3) + 10 = 13

He'll then 5' step back to try and form some sort of line.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

After a quick prayer at the Iomedae alter, Fero looks to the dust and tries to follow the trail. As he does so, he'll watch for what might have stirred up the motes.

He'll take 10 on the perception checks for a 27 for a while. He'll also take 10 on the tracking rolls for a 14 (untrained, so max DC 10).


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

"Ahh, thank you Ketra." Fero puts his cloak back on.

He'll take a look around, but won't move too far just yet. He'll be careful. Moved on map.

Perception: 1d20 + 17 ⇒ (20) + 17 = 37


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Fero takes off his cloak of resistance, carefully lays it on the ground before the door, walks across it, and attempts to pass through the stone.

"I doubt this works, but if it does, would the last of you gather my cloak after you walk across?"


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

I have Barkskin as a ki power, but I’m pretty sure it’s self only, sorry.

”So what was the eleventh act exactly? How did She cross the Pit? I don’t recall.”


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

”Thanks Benarik, nicely done!” Fero is fully healed. ”Thank you too Garret.” Fero feels a bit better protected as the mage armor forms around him.

He begins down the stairs into the catacombs, keeping his eyes open for traps and trouble. Taking-10 on perception for a 27 routinely. He uses an ioun torch to see by and has no low light or darkvision.

Knowledge Religion: 1d20 + 0 ⇒ (12) + 0 = 12 vs DC 10
Can’t make the DC 15 check - untrained.
Perception: 1d20 + 17 ⇒ (18) + 17 = 35 vs DC 22

”Those are Iomedae’s Eleven Acts. Wow, that’s very cool.” He looks around the chamber admiring the art until he gets to the smooth one.

”Oh, hey, this one is a secret door.” He’ll step well back and let those with skill examine the secret door. He’s good at finding them, but not so much opening them. Especially the magical ones. ”I wonder if they’re just stuck on the other side of this door? Wouldn’t that be welcome. An easy fix. Assuming we can get it open of course.”

Garret Fallows wrote:
"Interesting," he adds, going over to the blank fresco while casting Detect Magic. "I take it the process for opening this hidden portal requires a religious ritual of some kind?" he asks their hosts.

Fero also looks to those who might know, shrugging in his ignorance.


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M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

”Benarik, I still carry some minor injuries, as do several of us I think. Can you channel and top us up? I fear what lies below…”

I didn’t think to join with a wand of cure light - silly Fero. I’m just down 10hp, so a cure light would do it too - but I think there were others with light injuries also if I remember right.

Later, as they’re walking down into the catacombs, Fero lines up with Garret. ”Say, I can’t help but see you’re a wizard of one sort or another, what with all the fire. I don’t suppose you have a Mage Armor spell handy do you? I have this for you in exchange for a daily casting… if you’re willing of course.” Fero fishes in his pack and produces a small stone. He hands it over for review.

It’s a Runestone of Power (1st) for your use. Fero doesn’t want to take up your casting slots!


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

”The longer we wait, the more dangerous it’s going to become for us all. With that flyer out there, we cannot escape, at least not in any numbers. And the low level undead, while not too bad, are numerous. We need to reestablish the protections here and get that weapon."

"We few are outside the chain of command. We are, well, expendable. We should go.”


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

"I think we should pursue the Second Sword. At least find out what happened. If they're going to return, great. If not, we may need to consider evacuating the cathedral before the undead overwhelm the building. Or setup different protective positions."

"I'll go below and see where they may have gone and return with the information. Though I'm no tracker, I imagine their path should be easy enough to follow."


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M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 66/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (11/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (8/9) (Treat Deadly Wounds)
Ring of Seven Colors (7/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (10/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

”I’ve got the silver covered for myself, but not the holy. And going toe-to-toe, I’ll only have a few seconds before it drops me - based on past experience facing it. Two, maybe three hits before it takes me out. Any chance of bless weapon potions floating around?” he wonders idly wishing he’d thought of it sooner.

”Fero Ardus is my name - Fero is fine. I am effective as a front line warrior. I’m also an exceptional healer. I’ve worked very hard to perfect my craft, and have a number of tools, some magical in nature, to support me…” he peers at the newcomers.

”… and you sir are wounded. If you’ll indulge me?” Fero begins to work on Garret’s wounds while the group talks.
Heal: 1d20 + 25 ⇒ (11) + 25 = 36 to heal 31hp on Garret (full round action)

He pulls bandages from his vest, takes out a pair of surgical snips, and wraps his injuries. As he works, his hands seem to soften as they poke and prod the wound - still. But when he's done... ahhhh. Now that feels like it should!

”I don’t know how I survived the fireball that took the city. An assistant of mine in the same room, just a few feet from me, did not. But I have flown over parts of the city and down by the docks, and it’s the same everywhere. Undead and other things are crawling among the ruins. The few survivors are trying to make their way here. The undead, at least, seem of the weaker sort, so if we can just get rid of that Vanyver, we could probably mop up the rest - though the city will never be the same.”


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

"That fireball was amazing. I don’t think I’ve seen it’s equal. You all did really well." Fero adds as he welcomes the newcomers briefly. He stays out of the way of the Watchknight Captain and awaits their next set of orders.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

"Come on! That is not to be messed with yet!" Fero shouts to the newcomers and helps to clear the barricade (if needed?) so they can all pass safely as he too rushes inside.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 66/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (11/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (9/9) (Treat Deadly Wounds)
Ring of Seven Colors (7/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (10/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero sees the others coming from within the city, Excellent! More skilled defenders! he thinks to himself. ”Greetings!” he shouts to the others, ”Welcome to the Cathedral!”

He leaps into action, crossing over to the fog (even if it’s difficult terrain) and testing his fists against the mist. He expects failure, but he wants to test it first.

Unarmed: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d10 + 10 ⇒ (3) + 10 = 13


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 75/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (11/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (9/9) (Treat Deadly Wounds)
Ring of Seven Colors (7/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (10/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero quickly protects himself, preparing Barkskin (+4 AC, 90m) (ki). He then moves to confront the Troop!

I couldn’t move on the map. Looks like there may be barriers and the like between me and them anyway. If so, I get as close as I can and wait for them to burst through. 60’ move.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Question about time. You said it was 10 hours ago that they left, and it was pretty late. Is it now dawn? My abilities are replenished each morning after 8 hours of rest or meditation. Just checking if I'm still tracking yesterdays data or if I have a fresh set.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 75/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (4/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (0/9) (Treat Deadly Wounds)
Ring of Seven Colors (3/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (7/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

GM CrusaderWolf wrote:
"That bird form is remarkable, remarkable," Venture-Captain Zognoss enthuses. "Do you think you could fly on down to the harbor, to see if the good captain's Golden Dawn is still in sailing shape? That may just be our ticket out of here."

”Thank you.” Assuming he can fly down tot the harbor in 10minutes… ”I can just fly down there and back, and my magics will be all but used up for the day. I am willing to do so however, to see how this ship fares.”

GM CrusaderWolf wrote:
"Assuming that great flying beast can be dealt with," Heeliu observes darkly. "We need to figure out a plan."

”Yes, there are many at the Cathedral who are also trying to solve that problem. If we can get you to them, it would be better for both groups. I’ve noticed the Haunting Dark, as we’ve come to call it, ranges fairly all over without tiring. So making a mad dash for it, without some sort of cover or protection, is sure death for many, if not all.”

He turns to the wizard, ”Can you create an illusion maybe? Something believable at a distance? To either hide the charge, or distract the Haunting Dark? Or both?”

Regardless of how the conversation goes, Fero will soon head down to the harbor, if he can make it in 10m (40’ move flying, but moving stealthily so slower…). He’ll take-10 stealth as before (36).


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17
Benarik wrote:
When Fero plans to fly over to the tower of survivors, he offers him use of his prized haversack for carrying extra healing materials. ”Please, be careful with it, I hope it lets you carry the supplies needed for their wounds.”

"That's generous. I should get me one of these for this sort of flight. I'll protect it as I do my own gear."


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 75/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (4/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (0/9) (Treat Deadly Wounds)
Ring of Seven Colors (3/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (7/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero spends at least part of the day healing others. He may have used up his fast-healing capabilities, but he can still help with the slow, hours long processes. And he magically creates the bandages and other tools he needs, so no depletion of resources. Further, he’ll offer up his two backup healer’s kits to the church (removed from inventory).

When he’s called upon to kill undead, he uses his ki power to enhance his protection (say three castings for tracking purposes - each 90m apart).

When they discover another group, he offers to the church leadership, ”I can sneak over and see what I can do to heal their worst overnight and into tomorrow. As the field marshal has seen, I can become a songbird - very hard to spot by the Haunting Dark - if I’m careful. I can bring some basic supplies as well if they are in dire need of something we have. Just what I can carry of course, maybe another twenty pounds of gear.”

While he awaits a decision, he keeps up with the local work in the meantime.

If he goes over alone…:
Fero will wait until the Haunting Dark is over in another quadrant of town ideally, to buy him some flight time. He’ll turn into a tiny songbird, and fly to the outer tower. He won’t fly directly, but rather will use the terrain as cover as much as possible. He will take-10 on the stealth if he can (36), but here are a few stealth checks if you prefer. Before departure, he’ll layer on a barkskin if one is not still going (for tracking I assumed not).
Stealth: 1d20 + 26 ⇒ (6) + 26 = 32
Stealth: 1d20 + 26 ⇒ (4) + 26 = 30
Stealth: 1d20 + 26 ⇒ (6) + 26 = 32
- - -


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Fero would have healed people at that time, including Maldera as earlier posted (link).

GM CrusaderWolf wrote:
"We don't," Field Marshal Maldera grates out, expression sour. "If we hadn't run it would have crushed us utterly, and picked its teeth with our bones." Shaylee, Brandak, and Torva all share shocked looks at this pronouncement, while Varvatos just looks exhausted.

"Sadly, the Field Marshal is right. That thing took one swat at me and nearly finished me. Had it really been focused on me, I'd have dropped in a few seconds of combat. It is quite powerful."

"That said, I can foray with the undead as needed to help keep them controlled. I have been practicing disciplines to sleep less and am happy to do what can be done for the cathedral's defense." Foreshadowing, I do not have this ability yet.

"Further, I am an exceptional healer, and would like to spend some time in the infirmary if that's acceptable."

He stops, realizing he's made it about him again. He listens to what others may suggest.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17
GM CrusaderWolf wrote:
"In the face of such a disaster we need such courageous volunteers, and arguments serve only our foes." She turns to Benarik and Fero. "I agree that our planning should include all our best people, including Captain Shaylee, but we must not second-guess the Field Marshal as the highest ranking military officer available. She has the command of this defense. Agreed?"

"I have no wish to command, and wholeheartedly respect the Field Marshal's position and authority." Fero bows with respect to both leaders. That said, he doesn't leave either.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Fero is quite happy at their relief - and somewhat amazed they got most of the civilians to the cathedral safely.

When Benarik challenges the leadership, he's left quite flat footed. On the one hand, this is the leadership of the Iomedae Cathedral. On the other hand, leaving the civilians to us was a risk that seemed to favor their own troops. Still, in the heat of battle many decisions seem questionable later.

"I should come too." he adds in his abrupt manner, with no arguments to back it up.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17
Benarik wrote:
Nodding at Fero, he says, "Lets go, the marshal is looking after her own interests, and we need to look after these civilians."

"Promise. If it gets hairy, I'll try to draw them off a bit and then fly as a songbird to catch up. But one bite of that flier and I'm done for. So it'll be tricky!"


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Sense Motive: 1d20 + 8 ⇒ (4) + 8 = 12 vs DC 19

Fero takes up the rear - ready to be a decoy, push the civilians, whatever may be needed. With a movement of 60', he weaves back and forth a bit so as to be a moving target as he keeps up with the back of the crowd.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

"That's a great idea Benarik. While we're running for the cathedral, if we need it, I can also be a distraction as I as before. This time though, I'll escape as a songbird. Better stealth and harder for the great big beast to spot!"


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 44/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (7/9))
Ring of Seven Colors (4/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (8/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero catches his breath after so desperately running to catch up to the others. ”Perhaps not as expected, but I’ll heal - and we lost no one on that last run!” He says through bloody lips.

While resting, he breaks out some sutures, bandages, and pain killers from various pockets in his vest. He pulls taught his white leather gloves, and gets to work… (treat deadly wounds as a full round action)
Heal: 1d20 + 25 ⇒ (12) + 25 = 37 to heal 31hp on Fero

He prepares to do it again, but waits to see if Benarik channels - since so many of the group are wounded… Perhaps though those channels are best saved for the undead below. He wonders, then suggests, ”Lady Maldera, if we can rest here for but a minute, I can heal the worst of our injuries, saving Benarik’s channels for the undead hoards awaiting us.”

If she accepts:
Fero starts with another healing on himself, then Benarik, then twice on Maldera, then three of Maldera’s officers or other higher level folk. 8 rounds total.
Heal: 1d20 + 25 ⇒ (6) + 25 = 31 to heal 31hp on Fero

Heal: 1d20 + 25 ⇒ (2) + 25 = 27 to heal 22hp on Benarik

Heal: 1d20 + 25 ⇒ (7) + 25 = 32 to heal lvl x2 +13 on Maldera
Heal: 1d20 + 25 ⇒ (10) + 25 = 35 to heal lvl x2 +13 on Maldera

Heal: 1d20 + 25 ⇒ (20) + 25 = 45 to heal lvl x2 +13 on Officer 1
Heal: 1d20 + 25 ⇒ (15) + 25 = 40 to heal lvl x2 +13 on Officer 2
Heal: 1d20 + 25 ⇒ (19) + 25 = 44 to heal lvl x2 +13 on Officer 3
- - -


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (4/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (8/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

For his next trick, Fero makes himself the target. He runs ahead, intentionally down a more ‘public’ path while the group heads down a different way. When the creature descends, at the last minute, he dives aside to a small cubby-hole that he pre-planned. He'll use his boots for the dive!

Not sure if this is the sort of thing you’re looking for - just winging it mostly!

Acrobatics: 1d20 + 16 + 5 ⇒ (10) + 16 + 5 = 31 (boots - while moving)

He’ll wait out the creature’s scrabbling attacks, hopefully unable to get to him in his small space. Then he’ll sneak out to rejoin the group.

Stealth: 1d20 + 14 ⇒ (2) + 14 = 16


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (4/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

”Don’t shoot the pretty bird!” Fero cries as he becomes a small songbird to get a better vantage point for the next leg of the journey. He flies up, a bit (being mindful of the enemy in the vicinity), and scouts ahead again.

Perception: 1d20 + 17 ⇒ (3) + 17 = 20
Gee, thanks dice-bot. Maybe a circumstance bonus for flight?

AC as a songbird temporarily climbs to 35 (f22/t28) due to size and dex bonuses. Note he can only fly for 10m with a speed of 40’. Hopefully that's long enough to get a lay of the land.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero speaks up, ”As there is unknown rubble between here and the cathedral, and likely many dead ends, I will run ahead and scout the way.” I have a 60’ move, so by scouting ahead if I reach a dead end, I can come back quickly and save the group some wasted time.

He runs ahead, looking for a clear path.
Perception: 1d20 + 17 ⇒ (2) + 17 = 19


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (8/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

How much concealment is the question. I assume as we’ve seen it, it’s not total. Fero takes his shot if he has one.

Fero uses his ki power to launch a pair of fiery rays at the beast! He summons forth Scorching Ray (2 rays) in the surprise round.

Scorching Ray (touch): 1d20 + 13 ⇒ (9) + 13 = 22 damage f: 4d6 ⇒ (1, 5, 1, 2) = 9 Miss (low is bad): 1d100 ⇒ 30
Scorching Ray (touch): 1d20 + 13 ⇒ (3) + 13 = 16 damage f: 4d6 ⇒ (2, 4, 1, 6) = 13 Miss (low is bad): 1d100 ⇒ 86

On round one he moves a bit from the others in case of another area effect. He imagines it’ll stay in the air, so flank is folly. If it seemed to take damage from fire, he’ll shoot it again, if not, he'll take total defense. Though he worries about depleting resources, this looks nasty!

Scorching Ray (touch): 1d20 + 13 ⇒ (6) + 13 = 19 damage f: 4d6 ⇒ (4, 4, 6, 6) = 20 Miss (low is bad): 1d100 ⇒ 37
Scorching Ray (touch): 1d20 + 13 ⇒ (16) + 13 = 29 damage f: 4d6 ⇒ (5, 3, 2, 3) = 13 Miss (low is bad): 1d100 ⇒ 67

Ugh! What bad roll-combos!


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (10/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero nods to the priest, so ready to lend a hand. He notes his holy symbol too and nods respectfully though Desna is perhaps too flighty for Fero.

GM CrusaderWolf wrote:
Field Marshal Malderra comes striding through the dust and smoke to take Fero's measure. "You've the look of a solid fighter, and the gods know I have need of those. Join us, we press on for the Sancta Iomedaea!"

”I was just there, and they sent me out to look for survivors as you are. I don’t think they expected, or are aware of, the undead roving about.”

He glances over the Field Marshal’s shoulder…
Perception: 1d20 + 17 ⇒ (16) + 17 = 33 vs DC 26

”By the pricking of my thumbs… Something wicked this way comes!” He points into the air, ”Watch the smoke! Something large is bearing down on us.”

His barkskin already activated, he watches the sky for what’s to come!


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (10/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (8/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero ignores the call for now as he kneels before the watchman. He calls upon the supernatural, the power of Iomedae, as he grabs bandages, salve, and more from his vest and pockets. He moves quickly providing aid in a full round action.
Heal: 1d20 + 25 ⇒ (6) + 25 = 31 to heal (lvl x2) + 13hp

When he’s done what he can for now, he straightens up and eyes the incoming troops carefully. ”Greetings! I’ve a wounded man here!” he calls out as they approach. He tries to take their measure as they do - are they looters or helpers?
Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (10/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (9/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero watches the flames wash over him with nothing more than a warm feeling - and watches his new found ally drop. Did he in fact go down, unconscious?

He focuses on the zombies for the moment, though he edges 5’ closer to the watchman so he can help soon - or at least protect him from the zombies.

Unarmed: 1d20 + 11 ⇒ (16) + 11 = 27 damage: 1d10 + 10 ⇒ (8) + 10 = 18
Hammerblow: 1d20 + 11 ⇒ (18) + 11 = 29 damage: 2d10 + 10 ⇒ (8, 10) + 10 = 28
Unarmed: 1d20 + 6 ⇒ (17) + 6 = 23 damage: 1d10 + 10 ⇒ (6) + 10 = 16

Oof! My dice are hot!


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (10/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (9/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

”Good follow through!” Fero praises the knight, raising his estimation of the man. Glad he’s not burning with every touch, he presses his attacks on the woman - flurrying.

Unarmed: 1d20 + 11 ⇒ (14) + 11 = 25 damage: 1d10 + 10 ⇒ (4) + 10 = 14
Hammerblow: 1d20 + 11 ⇒ (1) + 11 = 12 damage: 2d10 + 10 ⇒ (5, 7) + 10 = 22
Unarmed: 1d20 + 6 ⇒ (16) + 6 = 22 damage: 1d10 + 10 ⇒ (4) + 10 = 14

He tries to settle into a rhythm, but his second swing gets away from him and he nearly topples - unbalanced! But he gets his act together for a calmer third attempt.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Unarmed: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Reroll Charm or Compulsion (1/1)
Ki Powers (10/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (9/9))
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

Fero eyes the woman’s flames suspiciously. He anticipates hitting her is gonna hurt and considers a weapon, but shrugs against it. It’s just gonna hurt - he’s got to work through the pain of her flames to defeat her. So be it.

He flurries!
Unarmed: 1d20 + 11 ⇒ (12) + 11 = 23 damage: 1d10 + 10 ⇒ (2) + 10 = 12
Hammerblow: 1d20 + 11 ⇒ (15) + 11 = 26 damage: 2d10 + 10 ⇒ (9, 4) + 10 = 23
Unarmed: 1d20 + 6 ⇒ (12) + 6 = 18 damage: 1d10 + 10 ⇒ (7) + 10 = 17

If she does not drop, he'll use his Ki for another attack on her. However, he won't spend Ki for a swing on a zombie.
Unarmed: 1d20 + 11 ⇒ (18) + 11 = 29 damage: 1d10 + 10 ⇒ (1) + 10 = 11

A note on order. Fero routinely places his style strike second. The first attack is often a stunning fist, or sometimes a trip or disarm - though those are frequently dropped to his iterative attack too when he tries them.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Status:
AC: 27 (t23/f18) (includes: +4 nat arm) HP: 76/76
Conditions = Barkskin (90m, +4)
Melee: Attack: BAB +9/4, Dex +4, Focus +1, PS -3 Damage: Dex +4, PS +6 DR: Magic, Cold Iron, Silver Crit x2
Ranged: Attack: BAB +9/4, Dex +4 Damage: +0
Ki Powers (11/12) (+1 att, barkskin (90m, +4 nat arm), scorching ray (x2, 4d6, 2ki), insightful wisdom (30’r, im, reroll att/save, 2ki))
Stunning Fist (9/9) (stun, fatigue, sicken (1m), DC 19 Fort)
Healer’s Hands (Treat Deadly Wounds (9/9))
Reroll Charm or Compulsion (1/1)
Ring of Seven Colors (5/7, 10m, Songbird)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers (min 1))
Daredevil Boots (9/10r, free, +5 acrobatics (comp) to avoid AoO when moving, if through the target then +1 to attacks)

”Hold firm watchman!” Fero cries out as he activates a ki power to protect himself with barkskin. He then rushes into the midst of the hoard. He moves (60’) to close with the broken old woman if he can. He’ll tumble around zombies if he needs to in order to reach her (in which case he’ll activate his boots).
Acrobatics: 1d20 + 16 + 5 ⇒ (3) + 16 + 5 = 24 (boots)

AC 31 vs possible AoOs from movement this round.


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17
GM CrusaderWolf wrote:
"Thank you, friend," one of the guards manages a pained smile as a few local helpers at the cathedral rush down to assist the injured guardsmen. "Our friend Tarbin went to go check on his mother's house just a bit before you found us--it weren't far though, and he weren't hurt so he should have been able to catch up to us. Might be that his mother's hurt, or worse...if you can, would you check on him too?" He gives you Tarbin's mother's address.

"Of course. We all have mothers!" Fero nods seriously.

Fero jogs with a 60 move to the address. He makes haste, though he knows that the day will be a long one, so he doesn't burn all his energy now. So he does not run, just a loping jog over and around the rubble.

When he gets close, he'll call out "Tarbin! Tarbin, where are you?!"

He'll hunt around for him, and his mother.
Perception: 1d20 + 17 ⇒ (15) + 17 = 32


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17
GM CrusaderWolf wrote:
The priestess nods at Fero's words, closing her eyes and taking a few deep breaths to stead herself. "Okay...okay. We already have a lot of people here working on cleaning up and sorting out people and supplies. But there's a big city out there, and probably a lot of injured who can't make the trek on their own--do you feel comfortable heading out there and helping people make it here?"

"Of course. I am at your service. Is there a direction I should start?"

He takes the direction she suggests, or the direction of the loudest cry if not, and begins to search for survivors. He'll direct them to the cathedral, or help them reach it if they need such help.

He'll usually take-10 on his perception (for a 27) when hunting for survivors, but if you want a few rolls...
Perception: 1d20 + 17 ⇒ (1) + 17 = 18
Perception: 1d20 + 17 ⇒ (3) + 17 = 20
Perception: 1d20 + 17 ⇒ (12) + 17 = 29


M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17
Priest wrote:

"You, you can heal? Yes...yes...there are injured here, but more out in the city...so many..."

"We need...Blessed Inheritor, we need everything, and there are still so many out in the city." There's a waver in her voice that tells Fero she's on the brink of a breakdown herself.

"Here now, get a grip." he says kindly but forcefully. "You're a leader now, and people are going to look to you for hope. It’s hard, but you must show them that their hope is well placed. There has been much loss, but the survivors will survive - and even thrive under your tutelage.”

”Honor and valor!” he proclaims Iomedae’s ideals. He salutes her before heading indoors to the agonizing sounds of the wounded. Best start here and work his way outward - or at least see how bad it is here.


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M Unchained Monk 9 AC: 31 T: 23 FF: 22 | CMD: 29* | HP: 66/76 | F+9 R+11 W+10 | Init +4 | Perc +17

Fero is tending his newly opened storefront. It is perhaps, if he’s being honest, not in the best quarter of town. But it’s a start! His family have been successful traders for many generations now, and while their fortunes are strained by the destruction of Roslar’s Coffer, he’ll be damned if he’s going to be the one to fail in the family business. It isn’t much of a shop, with just a fraction of the goods he hopes someday to provide. He is particularly proud of the large glass window which lets in the light, and gives him a showcase for a few of his best products - visible right from the street!

He’s working with a young lad fronting things on the shelves, so they face in the most advantageous way for customers, when he hears a resounding Whump! He glances out through the window as the boy also looks up. In an instant, he sees white-and-black popping explosions - a fire swirling like ink in water rushing toward his little shop from the center of town at blinding speed!

”What?!” is all he has time to exclaim before the very glass of his export business melts from the frame and the flames take him and his assistant!

He blinks, his eyeballs dry and burning from the heat, and sees his little shop in ruin. He looks to his capable helper and sees only scorched bone and ash. How did I survive? is his first thought. His second is that there may be others and, given the nature of crowds in a crisis, they may be in need. He takes a moment to say a few words of kindness over his deceased employee and glances around the shop to see if there’s anything that can be salvaged.

He soon steps onto the street looking up, and down, and sees no one living. Becoming a tiny songbird then, he takes to the air!

Flying low over the city, he sees destruction everywhere he looks. He spends a little less than a dozen minutes flitting about to take in the scene before resting a moment on a high perch. He becomes himself again, tears streaming down his face. There were thousands of souls in the city! So much destruction.

Through watery eyes he sees some movement near the Sancta Iomedae cathedral. Survivors! His healing skills will almost certainly be in demand, so he takes on the mien of a songbird once again, and flies through the air. This time, he flies straight toward the cathedral with all haste. He reforms in a nearby alley and walks a short way to the sanctuary.

The first priest he finds, lay or otherwise, he says in a somewhat forceful tone, ”I have skill with healing. I can help. Direct me to the most injured.”