Alain

Ferox Kerr's page

1,062 posts. Alias of Mardigan77.


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Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox considered himself a solitary person; by his will and Abadar’s alone he could accomplish all he needed to. He’d experienced enough of life, death, and humility to know that he needed no other company, even as he strove to fight for the prosperity and safety of Korvosa and its people. So, falling in with The Upturned Cup came as a great surprise for him. At first, he kept their company only so far as their goals continued to intersect, and though that remained true throughout their time together, he found a strong bond had grown with several of them where he had sought none.

Ferox was also no stranger to love and heartbreak. Again, he thought that his faith in Abadar could fill that void. He had no interest in romance and had thought that he couldn’t ever again. Thus, having saved the city from the Queen’s evil intent, Ferox returned to Korvosa with dread in his heart. Before any plans of his own could be set in motion, his bride-to-be came to him and set his life spinning. Before the week was out after his return, DaFia of the North Wind wed Ferox Kerr in as extravagant a wedding as Korvosa had not seen in a decade; the planning of which happened with such haste and inexorable momentum that Ferox could not find the time or breath to object. DaFia proved to Ferox that in this, the matters of the heart, that he had been woefully wrong, as her beauty, grace, and willfulness banished, sometimes forcefully, any reservations or doubts he had. His month long honeymoon found Ferox rejuvenated, happy in a way he had not felt in as long as he could remember, and returned to a rapidly changing city.

DaFia’s love emboldened Ferox’s faith in and love of Abadar. At the same time, Ferox found it impossible to reconcile that with the Bank’s support of the Queen. While he could not sever all ties to the Bank, he took little interest in its general business. He acted as liaison to the Bank as needed by the King, which was often in the early days of his reign. He would occasionally be asked to sit in judgement on crimes of the highest order. On the few other occasions that the Grim Inquisitor could be found stalking the halls of the Bank, he would leave having recruited the best of the aspiring Bankers for his own purposes, the other Bankers too cowed by his presence to object.

The death of the Queen and her supplicants had left a vacuum in the city. It would take time to build the City Watch back to full strength. Sable Company was in the infancy of its return. As the King set about establishing his reign, there were those who were not happy with the new status quo and who thirsted for power and influence they thought denied them. Thus entered two new heroes to end these emerging threats to Korova’s prosperity. Ferox and DaFia prowled the night, hunting all who sought to bring ruin to the city for their own gain. Ferox set about his ordained task with steely resolve, while DaFia found the entire endeavor novel and fun, happy to accompany her husband on his adventures, quickly making Ferox’s mission her own.

As Ferox hunted those threats within the city, his mind was ever occupied with those threats he knew of from without; the remaining relics of Kazavon, and the devil Sermignatto and his unnamed master. Ferox took special care to seek any clues as to the locations of the remaining relics and any whispers of Sermignatto. Ferox knew hunting down and eliminating those threats would take him far from home. Thus, he started recruiting his replacements, training a cadre of new Inquisitors to take up the task of keeping Korvosa safe. As the recruits started to mature, Ferox began venturing away from the city to track down each lead, DaFia always at his side. Often, other members of the Upturned Cup could be seen in his company, leaving for Ferox’s next hunt.

As the years wore on, Ferox’s travels occurred more frequently and for longer periods of time, confident that Korvosa’s prosperity was safe in the hands of his New Inquisitors, until Ferox and DaFia left one more time and the two were never seen again.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Janni generally get along with djinn and shaitans. Don't really get along with others.

What brand of genie is Mork marrying?


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

These are all really great guys. Hoping I'll be able to match. I'll get mine up in the next day or two.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

With the castle under friendly control, Ferox is going to take some time to determine what happened to his Brother who west missing while the castle was under Ileosa's control.

He'll also want to return to the Bank to report and learn how it is faring.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

The ring, Belt, and Headband are of most interest to Ferox.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Sorry for the lack of posting. Was away camping with the family for most of the weekend. Lots to unpack here. I'll try to catch up with my post.

Odric wrote:
"What do you say, friends? Is this something you would support? Would you counsel me against the idea for any reason? And if so, I'd listen to your thoughts with an open mind. I've learned to trust you all implicitly, if I've learned nothing else. Even you, Bucho."

Ferox stands from his prayers and obeisance to Abadar. He shoulders his bow and takes a deep slow breath.

He turns to Odric.

Odric, you're a capable warrior. I consider it a privilege to've journeyed with you so far and to have shared in this triumph with you. But I can't support your claim to the throne. Please allow me to explain.

My duty and loyalty lie first and foremost with Abadar and then with Korvosa. I seek most of all to take Abadar's guidance and see Korvosa thrive. I want order and prosperity for Korvosa's citizens. It is not my position to place opinion on how Korvasa is governed nor who should do so. While you will likely have a lot of popular support, if you do express a bid for the throne, it is my understanding that your claim is rather weak and there are those among the peerage of the city who would have a stronger claim and the support to back it. I do not want to see the city devolve into some sort of civil war now that we've just freed it from the evil of the Queen and Kazavon. You are a fine adventurer, but I have no insight into how effectively you would govern, even if I were to express my support for someone.

Nor will I endorse a new form of government in place of the monarchy, as others may suggest. I have no preference for the type of government we might see rise up in the city as I consider all to be fallible. The people are as susceptible to be governed by a corrupt and unjust elected politician as they are to be ruled by an equally corrupt and unjust monarch, or council of elders, magicians, priests, what have you. As long as the people prosper and thrive, I will support whatever government is in place, as I suspect the Bank will, as evidenced by their, if not support, acceptance of the Queen.

So, I will remain silent as long as Korvosa remains stable and any transition of power is peaceful.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Sorry, I've been away camping with the family. Lots of reading to do to catch up on everything. I likely won't be able to post until tomorrow, though


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox will cast Restoration on both Grym and Sandor.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox: Fort: 1d20 + 22 ⇒ (9) + 22 = 31

Ferox averts his eyes as Serethiel banishes the pool of blood in a blinding flash. Blinking away the spots in his eyes, he surveys the room. Seeing the room empty but for the bodies of their defeated foes, Ferox takes a knee and prays to Abadar his thanks and gratitude for His aid in ridding Korvosa of this evil.

Ferox then stands and surveys his friends. He brushes some dust off of his armor and shines some smudges off of his boots before approaching his friends with the offer of some healing.

Morkeleb, you really need to be more careful. Combat is dangerous. You need to take better precautions. Gaius and I won't always be around to stave off Pharasma's visit.

CSW: 3d8 + 15 ⇒ (7, 1, 3) + 15 = 26
CSW: 3d8 + 15 ⇒ (7, 3, 7) + 15 = 32

Ferox then approaches Grym as he administers to Bucho.

Magnificently done, my friend. It is fitting that you and Serethiel dealt the killing blow to the Queen. I knew bestowing the blade to you was the right thing to do. You and Bucho fought well. I'm glad that I was here with you to see this quest completed.

CSW, Bucho: 3d8 + 15 ⇒ (3, 5, 1) + 15 = 24
CSW, Bucho: 3d8 + 15 ⇒ (5, 7, 8) + 15 = 35
CSW, Grym: 3d8 + 15 ⇒ (3, 5, 2) + 15 = 25
CSW, Grym: 3d8 + 15 ⇒ (2, 5, 2) + 15 = 24

How is everyone else doing?


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 9

Buffs:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 6 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 5/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Judgement: Healing - Fast Heal 6
Judgement: Purity - +4 sacred bonus to saves
Bane: Dragon 8/15 +2 attack, +4d6 damage
Totals: SR 27, +15(+17) attack, +11(+2+4d6) damage, +1 AC, +9 fort, +9 will, +10 reflex

Fort: 1d20 + 25 ⇒ (6) + 25 = 31
Ref: 1d20 + 25 ⇒ (9) + 25 = 34
Will: 1d20 + 25 ⇒ (9) + 25 = 34

Seeing Morkeleb drop, Ferox rushes over to heal his friend, even if Mork couldn't kill that dragon all by himself.

Swift - Change Judgement to Healing and Purity, accounted in totals above after saves have been rolled
Move - Head over to Morkeleb
Standard - CSW: 3d8 + 15 ⇒ (8, 6, 4) + 15 = 33
Not today, Mork. You've died enough times already.

Ferox looks over at Grym and shouts, Grym, do the stabby with Serithiel into the blood blob thingy!


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Fine...

Round 10
Ferox goes Full Defense, ready to weather whatever might come their way.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox delays, unsure what the best course of action for him to do is.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Nope. The best I can do is Banishment, but that doesn't seem to be what's needed here.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Sandor leveled!

Fort: 1d20 + 20 ⇒ (20) + 20 = 40
Ref: 1d20 + 20 ⇒ (19) + 20 = 39
Will: 1d20 + 20 ⇒ (19) + 20 = 39

Ferox holds to see what happens.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 7

Buffs:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 8 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 7/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Judgement: Justice - +4 sacred bonus to attack
Judgement: Destruction - +6 sacred bonus to damage
Bane: Dragon 8/15 +2 attack, +4d6 damage
Totals: SR 27, +15(+17) attack, +11(+2+4d6) damage, +1 AC, +5 fort, +5 will, +6 reflex

Seeing Cricktik strike true and eliminate another image of the queen, Ferox draws and looses a volley, hoping to either end her or clear the way for Grym to do so.

Arrow1: 1d20 + 22 + 17 + 5 - 2 - 4 ⇒ (5) + 22 + 17 + 5 - 2 - 4 = 43
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (5) + 7 + (6, 3) + 13 + (2, 2, 1, 1) + 8 = 48
Manyshot: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (3) + 7 + (1, 6) + 13 + (5, 1, 2, 1) + 8 = 47

Rapid Shot: 1d20 + 22 + 17 + 5 - 2 - 4 ⇒ (16) + 22 + 17 + 5 - 2 - 4 = 54
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (8) + 7 + (6, 5) + 13 + (1, 3, 6, 3) + 8 = 60

Haste: 1d20 + 22 + 17 + 5 - 2 - 4 ⇒ (7) + 22 + 17 + 5 - 2 - 4 = 45
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (7) + 7 + (5, 6) + 13 + (5, 6, 3, 3) + 8 = 63

Arrow2: 1d20 + 17 + 17 + 5 - 2 - 4 ⇒ (7) + 17 + 17 + 5 - 2 - 4 = 40
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (7) + 7 + (4, 5) + 13 + (2, 2, 5, 4) + 8 = 57

Arrow3: 1d20 + 12 + 17 + 5 - 2 - 4 ⇒ (19) + 12 + 17 + 5 - 2 - 4 = 47
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (7) + 7 + (5, 5) + 13 + (2, 2, 2, 6) + 8 = 57

Clustered Shot - Total damage before applying DR


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 6

Buffs:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 12 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 11/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Judgement: Justice - +4 sacred bonus to attack
Judgement: Destruction - +6 sacred bonus to damage
Bane: Dragon 13/15 +2 attack, +4d6 damage
Totals: SR 27, +15(+17) attack, +11(+2+4d6) damage, +1 AC, +5 fort, +5 will, +6 reflex

Seeing Gaius and Morkeleb try to remove as many impediments in the way of killing the Queen, Ferox takes aim at the flying menace and tries to end the battle quickly.

Arrow1: 1d20 + 22 + 22 - 6 ⇒ (6) + 22 + 22 - 6 = 44
Damage: 1d8 + 7 + 13 + 4d6 + 2d6 + 8 ⇒ (5) + 7 + 13 + (5, 1, 3, 3) + (5, 6) + 8 = 56
Manyshot: 1d8 + 7 + 13 + 4d6 + 2d6 + 8 ⇒ (3) + 7 + 13 + (1, 6, 1, 6) + (3, 4) + 8 = 52

Rapid Shot: 1d20 + 22 + 22 - 6 ⇒ (14) + 22 + 22 - 6 = 52
Damage: 1d8 + 7 + 13 + 4d6 + 2d6 + 8 ⇒ (2) + 7 + 13 + (5, 3, 6, 5) + (4, 4) + 8 = 57

Haste: 1d20 + 22 + 22 - 6 ⇒ (16) + 22 + 22 - 6 = 54
Damage: 1d8 + 7 + 13 + 4d6 + 2d6 + 8 ⇒ (4) + 7 + 13 + (3, 2, 3, 6) + (1, 4) + 8 = 51

Arrow2: 1d20 + 17 + 22 - 6 ⇒ (15) + 17 + 22 - 6 = 48
Damage: 1d8 + 7 + 13 + 4d6 + 2d6 + 8 ⇒ (2) + 7 + 13 + (5, 5, 1, 1) + (2, 4) + 8 = 48

Arrow3: 1d20 + 12 + 22 - 6 ⇒ (10) + 12 + 22 - 6 = 38
Damage: 1d8 + 7 + 13 + 4d6 + 2d6 + 8 ⇒ (5) + 7 + 13 + (2, 4, 1, 4) + (5, 4) + 8 = 53

Clustered Shot - total damage before applying DR


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox tries to draw a bead on the Queen, but the many copies of her stays his hand. He holds his shot to see if his fellows can clear the air first.

Delay


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 5

Buffs:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 12 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 11/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Judgement: Justice - +4 sacred bonus to attack
Judgement: Destruction - +6 sacred bonus to damage
Bane: Dragon 13/15 +2 attack, +4d6 damage
Totals: SR 27, +15(+17) attack, +11(+2+4d6) damage, +1 AC, +5 fort, +5 will, +6 reflex

Will Save: 1d20 + 20 ⇒ (10) + 20 = 30 Phew!

Ferox confidently strides forward and once past the wall, looses an arrow at the Queen(Red)

Arrow: 1d20 + 22 + 17 - 4 ⇒ (17) + 22 + 17 - 4 = 52
Damage: 1d8 + 7 + 13 + 4d6 + 2d6 + 8 ⇒ (1) + 7 + 13 + (4, 1, 6, 2) + (4, 2) + 8 = 48


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 4

Will Save: 1d20 + 20 ⇒ (12) + 20 = 32
BOOYAH!!

Buffs:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 11 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 10/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Judgement: Justice - +4 sacred bonus to attack
Judgement: Destruction - +6 sacred bonus to damage
Bane: Human 12/15 +2 attack, +4d6 damage
Totals: SR 27, +15(+17) attack, +11(+2+4d6) damage, +1 AC, +5 fort, +5 will, +6 reflex

Ferox feels a little chuckle well up from his gut, but quickly checks himself, cracks his neck, and refocuses on his normally stoic demeanor.

Since his arrows had little effect on the closest Ileosa, Ferox decides to focus on the others in the room.

He teleports to the side of the room to get a clear view of the queens. He takes aim and looses an arrow at Red.

Arrow: 1d20 + 22 + 17 - 4 ⇒ (17) + 22 + 17 - 4 = 52
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (2) + 7 + (6, 1) + 13 + (6, 5, 3, 3) + 8 = 54


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9


Point of order, Chris. Since Ferox has Stalwart, if he succeeds on his save, he'll get to act?


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 3

Buffs:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 12 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 11/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Judgement: Justice - +4 sacred bonus to attack
Judgement: Destruction - +6 sacred bonus to damage
Bane: Dragon 13/15 +2 attack, +4d6 damage
Totals: SR 27, +15(+17) attack, +11(+2+4d6) damage, +1 AC, +5 fort, +5 will, +6 reflex

Ferox's gives Morkeleb a quick nod.

On it, Mork!

Ferox targets the dragon and refocuses his divine knowledge to discern its weak points and lets loose a volley at the dragon.

Arrow1: 1d20 + 22 + 17 + 4 - 2 - 4 ⇒ (5) + 22 + 17 + 4 - 2 - 4 = 42
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (4) + 7 + (1, 6) + 13 + (4, 2, 6, 6) + 8 = 57
Manyshot: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (2) + 7 + (6, 3) + 13 + (5, 4, 5, 2) + 8 = 55

Rapid Shot: 1d20 + 22 + 17 + 4 - 2 - 4 ⇒ (19) + 22 + 17 + 4 - 2 - 4 = 56
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (7) + 7 + (2, 3) + 13 + (3, 2, 1, 1) + 8 = 47

Haste: 1d20 + 22 + 17 + 4 - 2 - 4 ⇒ (4) + 22 + 17 + 4 - 2 - 4 = 41
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (4) + 7 + (5, 6) + 13 + (5, 1, 3, 6) + 8 = 58

Arrow2: 1d20 + 17 + 17 + 4 - 2 - 4 ⇒ (5) + 17 + 17 + 4 - 2 - 4 = 37
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (4) + 7 + (2, 4) + 13 + (6, 6, 6, 2) + 8 = 58

Arrow3: 1d20 + 12 + 17 + 4 - 2 - 4 ⇒ (6) + 12 + 17 + 4 - 2 - 4 = 33
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (3) + 7 + (4, 2) + 13 + (3, 6, 2, 2) + 8 = 50

Clustered Shots - total damage before applying DR


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Purple's SR check didn't get past Ferox's SR 27


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9
Sandor Stouthammer wrote:
Odric's buffed AC is higher... he is at least a 30 right now. Ferox's Magic Circle vs evil gives +2 deflection, and the Cats Grace is a +2 from Dex.. he applied the negatives not the positives.

unless Odric has a ring of protection...


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 2

Buffs:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 13 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 12/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Judgement: Justice - +4 sacred bonus to attack
Judgement: Destruction - +6 sacred bonus to damage
Bane: Human 14/15 +2 attack, +4d6 damage
Totals: SR 27, +15(+17) attack, +11(+2+4d6) damage, +1 AC, +5 fort, +5 will, +6 reflex

Ferox takes a quick breath, gaining insight on how best to defeat his foes.
Swift: Bane - Human

He then continues to clear the battlefield, freeing his comrades for more meaningful opponents.

He'll target Purple, Yellow, then Blue. If all of them happen to fall, he'll target the devil.
Any non-human, -2 to the attack total and -the 4d6 damage,
Another -4 to the attack total against not-Purple.
Total damage before applying DR

Arrow1: 1d20 + 26 + 18 - 6 ⇒ (3) + 26 + 18 - 6 = 41
Damage: 1d8 + 13 + 2d6 + 4d6 + 8 ⇒ (4) + 13 + (5, 1) + (6, 6, 4, 1) + 8 = 48
Manyshot: 1d8 + 13 + 2d6 + 4d6 + 8 ⇒ (1) + 13 + (4, 3) + (5, 2, 6, 3) + 8 = 45

Rapidshot: 1d20 + 26 + 18 - 6 ⇒ (5) + 26 + 18 - 6 = 43
Damage: 1d8 + 13 + 2d6 + 4d6 + 8 ⇒ (8) + 13 + (2, 5) + (4, 2, 2, 3) + 8 = 47

Haste: 1d20 + 26 + 18 - 6 ⇒ (16) + 26 + 18 - 6 = 54
Damage: 1d8 + 13 + 2d6 + 4d6 + 8 ⇒ (5) + 13 + (2, 3) + (1, 2, 4, 1) + 8 = 39

Arrow2: 1d20 + 21 + 18 - 6 ⇒ (12) + 21 + 18 - 6 = 45
Damage: 1d8 + 13 + 2d6 + 4d6 + 8 ⇒ (8) + 13 + (4, 4) + (1, 4, 6, 1) + 8 = 49

Arrow3: 1d20 + 16 + 18 - 6 ⇒ (7) + 16 + 18 - 6 = 35
Damage: 1d8 + 13 + 2d6 + 4d6 + 8 ⇒ (3) + 13 + (1, 6) + (1, 5, 1, 5) + 8 = 43


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

The flames envelop Ferox but fail to touch him.

Cricktik tries to duck away from the flames...
Reflex: 1d20 + 21 ⇒ (7) + 21 = 28
And manages to avoid the full brunt of the fire.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 1

Buffs:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 14 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 13/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Judgement: Justice - +4 sacred bonus to attack
Judgement: Destruction - +6 sacred bonus to damage
Totals: SR 27, +14 attack, +10 damage, +1 AC, +1 reflex

Seeing the room filled with foes, Ferox calls on Abadar to provide swift judgement on them all.

Swift: Activate Judgement: Justice and Destruction

He then unleashes as much holy retribution down on them, as a flurry of arrows is loosed from his bow.

Target White, then Orange, Yellow, then Blue, if any should fall. If not targeting White, -10 to the attack result.

Arrow1: 1d20 + 22 + 14 + 10 - 2 - 4 ⇒ (11) + 22 + 14 + 10 - 2 - 4 = 51
Damage: 1d8 + 7 + 10 + 2d6 + 8 ⇒ (3) + 7 + 10 + (5, 4) + 8 = 37
Manyshot: 1d8 + 7 + 10 + 2d6 + 8 ⇒ (3) + 7 + 10 + (3, 3) + 8 = 34

Rapid Shot: 1d20 + 22 + 14 + 10 - 2 - 4 ⇒ (12) + 22 + 14 + 10 - 2 - 4 = 52
Damage: 1d8 + 7 + 10 + 2d6 + 8 ⇒ (6) + 7 + 10 + (2, 6) + 8 = 39

Haste: 1d20 + 22 + 14 + 10 - 2 - 4 ⇒ (1) + 22 + 14 + 10 - 2 - 4 = 41
Damage: 1d8 + 7 + 10 + 2d6 + 8 ⇒ (3) + 7 + 10 + (2, 6) + 8 = 36

Arrow2: 1d20 + 17 + 14 + 10 - 2 - 4 ⇒ (12) + 17 + 14 + 10 - 2 - 4 = 47
Damage: 1d8 + 7 + 10 + 2d6 + 8 ⇒ (6) + 7 + 10 + (6, 4) + 8 = 41

Rapid Shot: 1d20 + 12 + 14 + 10 - 2 - 4 ⇒ (6) + 12 + 14 + 10 - 2 - 4 = 36
Damage: 1d8 + 7 + 10 + 2d6 + 8 ⇒ (8) + 7 + 10 + (4, 2) + 8 = 39


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Feeling refreshed from a night's rest and living with the knowledge that the end of their quest lays before them, Ferox says his prayers to Abadar and prepares for battle.

Ferox and Cricktik cast:

Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 15 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 15/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Level up

HPs: 1d8 + 3 ⇒ (6) + 3 = 9


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

I don't think invisibility will be an issue.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

That would have been badass. As part of the resting, can Morkeleb get the necessary material components? Teleport away and back?


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox has most of his spells left. Even using a bunch to heal and restore everyone, it won't affect his combat prowess. Ferox doesn't cast much in combat. He's happy to buff some before we head up. Plus, Cricktik can cast Greater Heroism on the whole party to start us off.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Interesting point, Morkeleb. Personally, I usually let my bow speak for me during battle. I have no qualms using the spells Abadar has gifted me to prepare us for the fight ahead.

If the life force drained from Odric is so quick to return, I can do so quicker with a single spell. If the drain is more severe, I'm sure I can also restore his life force in that case also. And the expenditure in my spell casting for the day will not affect my combat effectiveness, rest assured.

I stand ready to make our warriors hale for the fight ahead as I believe we should press on.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

"We dare not give Ileosa any more time to complete her ritual. We don't know how close she is to completing it and any delay could prove disastrous. My vote is to press on.

"If you really are in such dire shape, Odric, perhaps Gaius or I may be able to help."

What is actually wrong with Odric?


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Seeing his arrows pierce the creature, Ferox keeps up the attack with another volley.

Arrow1: 1d20 + 21 + 1 + 3 - 2 - 3 ⇒ (17) + 21 + 1 + 3 - 2 - 3 = 37
Damage: 1d8 + 7 + 2d6 + 6 + 5 ⇒ (6) + 7 + (6, 5) + 6 + 5 = 35
Manyshot: 1d8 + 7 + 2d6 + 6 + 5 ⇒ (1) + 7 + (2, 6) + 6 + 5 = 27

Rapid Shot: 1d20 + 21 + 1 + 3 - 2 - 3 ⇒ (2) + 21 + 1 + 3 - 2 - 3 = 22
Damage: 1d8 + 7 + 2d6 + 6 + 5 ⇒ (1) + 7 + (5, 1) + 6 + 5 = 25

Arrow2: 1d20 + 21 + 1 + 3 - 2 - 3 ⇒ (8) + 21 + 1 + 3 - 2 - 3 = 28
Damage: 1d8 + 7 + 2d6 + 6 + 5 ⇒ (2) + 7 + (5, 3) + 6 + 5 = 28


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Seeing the horror rise up from the pool, Ferox calls on Abadar to aid him in this battle.

Swift: activate Judgements - Destruction and Justice

He then takes quick aim and looses a volley at the creature.

Arrow1: 1d20 + 21 + 1 + 3 - 2 - 3 ⇒ (17) + 21 + 1 + 3 - 2 - 3 = 37
Damage: 1d8 + 7 + 2d6 + 6 + 5 ⇒ (7) + 7 + (1, 4) + 6 + 5 = 30
Manyshot: 1d8 + 7 + 2d6 + 6 + 5 ⇒ (4) + 7 + (2, 3) + 6 + 5 = 27

Rapid Shot: 1d20 + 21 + 1 + 3 - 2 - 3 ⇒ (8) + 21 + 1 + 3 - 2 - 3 = 28
Damage: 1d8 + 7 + 2d6 + 6 + 5 ⇒ (4) + 7 + (3, 4) + 6 + 5 = 29

Arrow2: 1d20 + 21 + 1 + 3 - 2 - 3 ⇒ (18) + 21 + 1 + 3 - 2 - 3 = 38
Damage: 1d8 + 7 + 2d6 + 6 + 5 ⇒ (4) + 7 + (3, 2) + 6 + 5 = 27

[ooc]Clustered Shots - Total damage before applying DR[/dice]


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Feeling the tendrils of darkness creep through his mind, Ferox calls on Abadar to help gird him and his friends against this evil.

Ferox casts Magic Circle Against Evil


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Will: 1d20 + 17 ⇒ (1) + 17 = 18


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox will finish climbing to the top. Once he gets there, he'll cast Tactical Accumen. Should get everyone, but Grym. Sorry. Every one else gets +2 insight bonus to any other bonus from battlefield position, like flanking.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox will continue to climb.

Climb: 1d20 + 1 ⇒ (13) + 1 = 14

As he climbs to mid rope(?), he'll pause to cast Invisibility Purge. Radius of 70'.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

As will Ferox

Climb: 1d20 + 1 ⇒ (5) + 1 = 6


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Ferox takes aim at the devil.

Arrow1: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (3) + 21 + 1 + 2 - 2 - 3 = 22
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (4) + 7 + 1 + 2 + (1, 3, 4, 1) + (5, 5) + 6 = 39
Manyshot: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (7) + 7 + 1 + 2 + (6, 3, 5, 4) + (2, 3) + 6 = 46

Rapid Shot: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (17) + 21 + 1 + 2 - 2 - 3 = 36
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (6) + 7 + 1 + 2 + (3, 2, 1, 2) + (3, 5) + 6 = 38

Arrow2: 1d20 + 16 + 1 + 2 - 2 - 3 ⇒ (2) + 16 + 1 + 2 - 2 - 3 = 16
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (5) + 7 + 1 + 2 + (2, 6, 1, 2) + (4, 5) + 6 = 41


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Seeing the harpy fly out of reach, Ferox takes aim and looses a volley at her.

Arrow1: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (5) + 21 + 1 + 2 - 2 - 3 = 24
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (8) + 7 + 1 + (2, 2) + 2 + (2, 4, 4, 6) + 6 = 44
Manyshot: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (5) + 7 + 1 + (3, 2) + 2 + (1, 6, 5, 1) + 6 = 39

Rapid Shot: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (14) + 21 + 1 + 2 - 2 - 3 = 33
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (7) + 7 + 1 + (3, 5) + 2 + (1, 5, 6, 6) + 6 = 49

Arrow2: 1d20 + 16 + 1 + 2 - 2 - 3 ⇒ (5) + 16 + 1 + 2 - 2 - 3 = 19
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (7) + 7 + 1 + (3, 4) + 2 + (2, 1, 1, 3) + 6 = 37


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Missed the first Will save from last round for Ferox and Cricktik

Ferox:

Will: 1d20 + 14 ⇒ (16) + 14 = 30
Fort: 1d20 + 14 ⇒ (19) + 14 = 33

Cricktik:

Will: 1d20 + 13 ⇒ (6) + 13 = 19
Fort: 1d20 + 11 ⇒ (20) + 11 = 31


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Hearing Mork's shout to Odric, Ferox turns his attention to Cricktik's target and lets loose a volley at her.

swift: Bane - Devil

Arrow1: 1d20 + 21 + 2 + 2 - 3 - 2 ⇒ (3) + 21 + 2 + 2 - 3 - 2 = 23
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (5) + 7 + 1 + 2 + (2, 1, 3, 1) + (5, 1) + 6 = 34
Manyshot: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (1) + 7 + 1 + 2 + (5, 3, 3, 6) + (1, 2) + 6 = 37

Rapid Shot: 1d20 + 21 + 2 + 2 - 3 - 2 ⇒ (8) + 21 + 2 + 2 - 3 - 2 = 28
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (5) + 7 + 1 + 2 + (3, 3, 5, 5) + (5, 1) + 6 = 43

Arrow2: 1d20 + 16 + 2 + 2 - 3 - 2 ⇒ (2) + 16 + 2 + 2 - 3 - 2 = 17
Damage: 1d8 + 7 + 1 + 2 + 4d6 + 2d6 + 6 ⇒ (7) + 7 + 1 + 2 + (3, 3, 3, 3) + (4, 6) + 6 = 45


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Round 1

Ferox peaks an eyebrow as he stares over at Right-Handed Gaius and the creature next to him.

Knowledge: Planes: 1d20 + 4 ⇒ (1) + 4 = 5

I'm afraid that this might be more fun that it should be, he thinks, knocking an arrow and aiming at Gaius.

Activate Bane: Human

Arrow1: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (8) + 21 + 1 + 2 - 2 - 3 = 27
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (5) + 7 + 1 + (2, 6) + 2 + (6, 2, 4, 2) + 6 = 43
Manyshot: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (7) + 7 + 1 + (3, 3) + 2 + (2, 4, 3, 4) + 6 = 42

Rapid Shot: 1d20 + 21 + 1 + 2 - 2 - 3 ⇒ (12) + 21 + 1 + 2 - 2 - 3 = 31
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (5) + 7 + 1 + (2, 1) + 2 + (1, 2, 4, 2) + 6 = 33

Arrow2: 1d20 + 16 + 1 + 2 - 2 - 3 ⇒ (12) + 16 + 1 + 2 - 2 - 3 = 26
Damage: 1d8 + 7 + 1 + 2d6 + 2 + 4d6 + 6 ⇒ (1) + 7 + 1 + (4, 5) + 2 + (3, 4, 5, 6) + 6 = 44


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

The party makes its way back to the ramp and proceeds up into the bowels of the Queen


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

I think the uncovered part is where we currently are with the treasure.

I could potentially teleport us into the sphere. Getting up would be another issue. Is the tube even big enough to fit one of us? Maybe gaseous form? Do we have any potions?

I was thinking... All of this treasure... where did she get it? It's possible it's plundered from Castle Korvosa. It was supposed to have a treasure vault, right? But I don't recall finding any big hoard. And she would have definitely had access. If she moved her base of operations here, she could have moved all the treasure from the castle here, too. In which case, this isn't our treasure to plunder. It should be returned to Korvosa.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Barring any further dissent, the party swims back around to explore the center of the floor here.

Ferox: 1d20 + 24 ⇒ (18) + 24 = 42
----->Cricktik: 1d20 + 22 ⇒ (11) + 22 = 33
Gaius*: 1d20 + 16 ⇒ (2) + 16 = 18 (Traps +2)
----->Flagg: 1d20 + 2 ⇒ (19) + 2 = 21
Grym**: 1d20 + 25 ⇒ (5) + 25 = 30 (Includes Favored)
Morkeleb: 1d20 + 0 ⇒ (3) + 0 = 3
Odric: 1d20 + 0 ⇒ (8) + 0 = 8
Sandor: 1d20 + 19 ⇒ (15) + 19 = 34 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

Via Cricktik, While I've hated every minute of our being underwater here, I have to agree with Grym. I'd rather fully explore down here and not have any surprises catch us from behind. Plus, we don't know the full nature of this complex and anything we leave unexplored might be something important to knowing more about this place or what Ileosa is up to.


Active Buffs:
Per Diem:
Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

The party heads east.

Ferox: 1d20 + 24 ⇒ (17) + 24 = 41
----->Cricktik: 1d20 + 22 ⇒ (9) + 22 = 31 (Traps +2)
Gaius*: 1d20 + 16 ⇒ (16) + 16 = 32
----->Flagg: 1d20 + 2 ⇒ (19) + 2 = 21
Grym**: 1d20 + 25 ⇒ (7) + 25 = 32 (Includes Favored)
Morkeleb: 1d20 + 0 ⇒ (13) + 0 = 13
Odric: 1d20 + 0 ⇒ (10) + 0 = 10
Sandor: 1d20 + 19 ⇒ (14) + 19 = 33 (+20 to determine if surprised, +21 to notice unusual stonework, not including favored enemy)

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