M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick runs up behind Elantier and shouts out: "You may be confident now, me chums, but soon you will learn how the elves spell "grief"! Twirling his hammer in a complicated pattern he makes a sweeping motion over everyone. Henrick casting Crisis of Faith as a Quick Action: For the rest of the battle, every enemy with 100 hp or less take -2 on their MD. Every time they miss with an attack, they also take 10 pts of holy damage. He then points the hammer at the bandit standing in front of Elantier, and shoots his spiritual hammers at it. Casting Javelin of Faith at undamaged mook: Escalation+Lvl+Wis vs. PD: 1d20 + 1 + 5 + 5 ⇒ (7) + 1 + 5 + 5 = 18, miss: 5 damage
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick scratches his head as he looks at the river of bugs. "Well that is something I've never seen before, to be sure. This can't be natural, though, it has to be some kind of mystical phenomenon." The dwarf studies the stream of bugs for several minutes then realizes that the process used to create the insectoid river is similar to that seen in some of the ruins of an ancient, highly magically evolved race, and involves creating a short portal to a dimension that is completely filled with these insects. In the case of the ancient race, however, they used these portals to get rid of their refuse. He then writes various dwarven magical runes in his exercise book, until he comes up with a spell that can momentarily divert this flow. "It won't be enough for all of us to get through, but perhaps we can all combine our efforts, as disparate as they all are." Henrick is working on a ritual. He is creating a spell based on the 5th level Sanctuary spell that wards himself and perhaps one or two more of his companions. The effect he creates will cause all the insects to completely avoid the persons and flow around them like water flows around a rock in the river. Student of the Occult + Int : 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
I vote for one of the front-line melee fighters get the armor. Henrick doesn't really need it. Once the hunter has been captured, disarmed, and secured, Henrick will sit down with him. He will first try to see if he thinks there is any chance of turning this man, or whether he is so devoted to his cause or leader that he is willing to die before revealing any information. He will draw on his own experience having briefly studied the occult under a servant of the Diabolist, who ended up turning him. Henrick acted for a short while as a double agent feeding information about the Dwarf King to the Diabolist, before returning back to his people. "So tell us a little bit about yourself, son. Who are you and where are you from?" Cha + Lvl + Double-agent of the Diabolist: 1d20 + 2 + 5 + 2 ⇒ (6) + 2 + 5 + 2 = 15
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Tunnel Defender: 1d20 - 1 + 2 + 5 ⇒ (20) - 1 + 2 + 5 = 26 Even in his heavy armor, Henrick spent years chasing goblins and other vermin down the twisting tunnels of his clanhold. He quickly gets within throwing distance, then throws his hammer at the fleeing ranger, hitting one in the back of the knee.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick growls in frustration as he moves over to strike the sorceress: "Someone help me take down this b%%~%! I'm tired of being all gummed up like this, and I'm s~#+e with this hammer." Melee attack on the sorceress: 1d20 + 5 + 2 + 4 ⇒ (9) + 5 + 2 + 4 = 20
Save to get out of webbing: 1d20 ⇒ 11
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Dante, you also get a +10 on the first healing as well, so you're back up to full hp. Any time I cast a healing spell, the person rolling the recovery gets to add double my level. EDIT: And here's my roll to recharge the "reroll" ability on the magic onyx gem in my hammer: Reroll vs. DC 6: 1d20 ⇒ 8
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Pirate GM wrote: Henrick: feel free to take your turn in whatever order you want etc. Great, thanks. I'll go with the Heal spell cast first (Dante: free recovery + 10 + 2d10), followed by the Mighty Healing spell (Everyone: normal recovery (as a free action) + 10).
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Dernaras Mihadorien wrote:
It's a Daily spell, but I also have my invocation of healing. Next time I memorize spells, I will take it as a 5th level spell, which changes it to recharge 16+ after battle rather than daily.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Dante, were you at 0 hp or below when the first heal hit? If so, could I retro the heals? I had forgotten that my 5th level feat gives me special powers when healing someone who is at 0 or below. I would need to retro the order I cast the spells in: so I would have cast Heal on Dante first, then Mighty Healing for broad effect on everyone. If that is okay with the GM, Dante could add another 2d10 to the Heal spell.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Oops, also remember that anyone affected by the heal, gets to immediately save versus any ongoing effect. Hmm, seems that Dante needs my help. Henrick casts Cure Wounds on Dante as a quick action, which gives him a free heal (does not use a recovery) with +10 and another save reroll.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Dernaras Mihadorien wrote:
Also remember that I can use my invocation of healing to give one person a free recovery if you are in truly dire straits in the next combat.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick returns the lady's snarl, "Ye shoot almost as bad as I do!" Grabbing his hammer, he lifts it above his head. "Mother Maghda, have mercy on these, your sons and daughters." Casting Mighty Healing for broad effect. Everyone (except for me) gets a recovery, although they still have to spend one of their daily uses on it. Remember to also add +10 to the roll. EDIT: oops, thought that Javelin of Faith was a Quick Action. Also, if anyone is still down by a lot, I CAN spend a quick action to cast Heal, if you wanted to spend another recovery.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Pirate GM wrote: Can't cast spells, only actions you can take are movement and basic attacks. Joy. FYI, that's a REALLY powerful effect. Too tangled to effectively cast his spells, Henrick draws his crossbow and loads it. "Not that I can do much good with this old thing," he mumbles to himself.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
"Hang in there, pointy ears!" Henrick calls as he tries to unsuccessfully disentangle himself from the web. 1d20 ⇒ 7 Only basic attacks. Does that mean I can't cast spells, or does that rule only apply to melee and ranged attacks?
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick grumbles to himself, "Hang in there, elf, and try not to lean into the hits quite so much." He then calls out, "I'll get to you in a moment, human. Try not to die." Casts Heal as a quick action on Dernaras who uses one of his recoveries and gets 5d10 + 10 + 10 ⇒ (1, 5, 8, 2, 10) + 10 + 10 = 46 hp back, along with a chance to end any ongoing conditions: 1d20 ⇒ 4. Henrick then turns to the most injured-looking archer and fires another volley of spiritual hammers at him. Attack + Escalation + Level + Magic item + Wis vs. PD: 1d20 + 1 + 5 + 2 + 5 ⇒ (7) + 1 + 5 + 2 + 5 = 20, Damage: 6d6 + 10 + 2 ⇒ (3, 5, 3, 1, 6, 3) + 10 + 2 = 33
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
In addition to hiding under the piano and calling on his gods, Henrick also points his warhammer at the nearest ranger in the upper balcony and unleashes a torrent of semi-solid hammers at him, calling out: "Focus on one target at a time. My god loves to have the first strike!" The spell strikes his opponent full in the chest sending him momentarily reeling. Casting Javelin of Faith at the nearest ranger
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick bellows, "Where do all these people come from and what are they doing here?" He then dives under the piano for cover and calls out a quick prayer. "Forgefather, give us your insight so that we may slaughter our enemies." Using invocation of Lore: 1d6 ⇒ 5
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
I think it would be more interesting if she just wandered off into the endlessness of the Hut. Perhaps she will reappear again later? Henrick walks up to the new arrival and looks the elf up and down. He then seems to quote a passage from an obscure dwarven text: "Curiouser and curiouser!” Cried Malice the Forgehammer (she was so much surprised, that for the moment she quite forgot how to speak good Dwarven).”"
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick the Priest turns to the undead chasing him around the room. "Ya know that wight is an old dwarven word? Means person or man, originally pronounced wicht, with a heavy emphasis on the "cchhhh". Those old dwarves really liked their phlegm. And you know what, wight? Man, am I tired of all of you!" He turns his hammer upside down and stamps it twice against the ground. Searing light shoots up from the ground, enveloping all the undead in a cloud of holy light. Casting the close-quarters spell Turn Undead
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Sorry, just double checked Cure Wounds and it's in fact a quick action. So my previous standard would just have been to bash the wight in front of me with my hammer. Wight attack: 1d20 + 4 + 2 + 3 ⇒ (14) + 4 + 2 + 3 = 23, damage: 1d6 + 2 ⇒ (3) + 2 = 5
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Pirate GM wrote: Henrick, I think you have a standard from last round, but also Cure Wounds is a ranged to it would normally provoke. For simplicity I'm going to call it a wash and continue on as is. That's why I disengaged first. Did I do it wrong? Also, the Cure Wounds spell is not a quick action, that's the Heal spell. The heal spell allows you to take a regular recovery. You get to do it as a free action on my turn, but you still have to spend the resource. The Cure Wounds is a regular action, but you don't have to spend the recovery. At least, that's what I think.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick steps back out of the reach of the undead creature threatening him and intones a few dwarven phrases that roughly translate to: Dear G*ds, please help these unbelievers. Disengage: 1d20 ⇒ 18 Cast Cure Wounds on Dernaras, allowing him make a free recovery and also to immediately save to end an ongoing effect (thanks to my magic item).
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
"I think we might be in a little over our heads, lads and lasses." Henrick concentrates momentarily, then calls out, "Mother Maghda, save this human's tuchus!" Henrick casts Mighty Healing for power on Dante. He may use a recovery to regain DOUBLE the usual hp. Remember that because I cast it, each recovery gets a +4.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick steps forward before intoning a short spell. "Here goes nothing." He heaves his hammer at the wight in front of him, trying to weaken it a bit, but only catches the corner of an arm. Attack: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Damage = level = 4 Henrick casts combat boon, but since he didn't hit, the spell fizzles.
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Sorry, been recovering finishing my project. If I could "retro" a recovery that would be great too. 4d8 + 3 ⇒ (3, 7, 1, 3) + 3 = 17 "Ach! More vampires! Begone creatures of the dark!" Holding up his hammer, he channels the wisdom of his ancient ancestors towards the undead. Are the undead in the back considered "close range"?
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick concentrates to make sure his spell hits the right target this time, and nods in satisfaction as he sees his mystic hammer strike the golem. Attack + Escalation + Level + Magic item + Wis vs. PD: 1d20 + 5 + 4 + 1 + 5 ⇒ (10) + 5 + 4 + 1 + 5 = 25
M Dwarf Cleric 5 | HP: 80/80 | AC 23 | PD 18 | MD 20 | Recover: 3/3 5d8+3 | Init +4 | Effects:
Henrick lobs another mystical hammer at the golem, but he gets a momentary flashback that takes him back to his childhood when a tall, fleshy dwarf boy with fists the size of hams pummeled him senseless. Distracted, his spell goes awry and only glances the construct. Attack+Escalation+Level+Magic Item+Wis vs. PD: 1d20 + 4 + 4 + 1 + 5 ⇒ (1) + 4 + 4 + 1 + 5 = 15
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