M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
There still seemed to be too many enemies, so Houghon summoned some internal strength from the water itself, and shimmered with power. He then swum towards the enemies.
1st turn, cast divine power + swim nearby. 2nd turn, full attack with divine power attacking the skum warrior.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton moves up a bit, and then wiggles his fingers, conjuring a vertical plane of ice which seemingly blocks the enemies on the other side from accessing the party.
Drew a wall on the map, should have enough of a CL. Wall is 9 inches thick, so each 5' section has 27 hp.
Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.
Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level (24).
Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage + 1 point per caster level (no save) (1d6+9).
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton would only just use the wand of CLW on anyone for as many rounds as we had available, though the prayer will drop pretty soon if we don't go quickly.
Soliciting opinions on a big 'ol wall of ice somewhere in the room. Let me know - maybe bisecting the north and south? I dunno.
Before Shark Shows Up, maybe (based on initiative?). If it's after the shark, um, if Zay allows the summon to be blasted, read the spoiler. If not, I'll do another action.
If Zay Allows Shark Blastin:
Houghton is within the water, and so is particularly dangerous. He blasts out with a torrent of icy water as he holds his hands up. The chill of the depths nearly freezes the water around everyone, but as before with the mummies, the pressure somehow keeps it a liquid as it passes over the enemies.
Use augmented (from Waves Shaman) fluid mastery, which does 11d6 cold damage with a save DC of 18 in a 30' cone. A reflex save is required for half damage or they're pushed back 5'. Crashing waves boosted the dice from 9d6 to 11d6, and adds another save (Fortitude, if they are damaged) or be 'prone' in the water, though I don't know how that works. I drew the cone on the map.
Fluid Mastery Damage, DC 18 Reflex, Fort:11d6 ⇒ (5, 1, 2, 2, 6, 4, 5, 3, 3, 5, 6) = 42 until he can use it again:1d4 ⇒ 4
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
With Hurried Pacing, I think Barkskin, Shield of Faith, Heightened Awareness, Good Hope (or his personal Heroism), Beacon of Luck are still up (correct me if I'm wrong).
Houghton sees the mass of enemies, and wanting to ensure that Ivandi can engage easily, just moves up and casts a spell, summoning the luck of the black sail to aid him and curse their foes.
Move and cast prayer, all allies have a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, and all the enemies (within 40' so everyone) takes a -1 penalty to that. IIRC Tatienne will get a +2 to all of those rolls!
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton nods in thanks at Aoinese, then turns towards the others, "sure, 'tis a fine plan. Though I'd wager a farthing that anyone'll hear us clomping about in any event," he grins a little bit.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton nods along as the others pepper the automata with questions.
Azlanti:
”Well, I think we are going to see if we can find you a repair … droid? And continue our investigation. If you do not mind waiting here, we will return when we can and help you.”
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton scratches his head, ”not me. Though I’d wager we can chat with her anyway, even without a leg. But I wouldn’t object to helping the lass out either way.”
He turns to Anoise, speaking carefully in accented (to the clockwork) Azlanti, as if he’s learned the language only from reading,
Azlanti:
”well, according to our calendar- today is Oathday, 3rd of Arodus, 4717 AR. However, based on my recollection of the… hypothesized timeline, you may have been deactivated for about 10,000 years. Much has transpired since your winding was spent… As for a servant - if we can enlist one to repair you, but we must find one to do so. We cannot ourselves. Maybe you can draw us a map of this place or give us any advice to help in our search? Much is ruined and broken by now, and we’ve gotten turned around more than once.”
Anyone who listens and understands can tell that he’s trying to use formal grammar and words when speaking to Anoise, in contrast to the loose way he speaks Taldan.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton chuckles, and helps Aoinse to sit up, but keeps it restrained,
Azlanti:
"ahoy, Aoinse, beggin' yer pardon, but it is for all of our safety. Ye appear to have been un-wound for quite some time, I'd wager. Do you know the erm... date perchance?"
He holds up a hand,
Azlanti:
"I promise I'll let you go if I can, for what its worth."
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton looks a little hesitant, but after a moment, he aids Invandi. "Aye, seems like it would be good to experiment, see what happens. Anyone got rope here to tie it up if'n it wants to bash our heads in?"
I think Zay does. Regardless, Houghton aids Invandi.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
I'm not sure, I'm going to defer to the others. My memory is fuzzy on that point.
Those rooms are from before I joined, so I'll defer to the others. I think Houghton would be interested in any libraries for knowledge and such, or the supply room for treasure!
After swimming through the tunnels, amazed and blissfully curious, occasionally making notes scratched into some sort of malleable tablet, Houghton doesn't have much to add.
Houghton points out at the end, "Well, I've seen those before at least that's Abraxas, Achaekek the Mantis God, the sun deity Nurgal and Zura the Vampire Queen."
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton looked sulky when he leaves the water, soggy, "tis worse bein' out than bein' in, when damp. Argh..." It seems something of an affectation, considering that Houghton has not seemed to mind actually being cold, at all.
Houghton is following along - I agree that it seems the upper level is empty.
Houghton, for a pirate, has surprising mental resilience, and seems utterly unaffected by the fear aura.
Houghton shouts, "tis the hungry dead, mummies! Don't let them grab ye!" and swims over a few spaces towards Ivandi.
If possible, Houghton will use Fluid Mastery (Su): The shaman gains a swim speed equal to her base land speed, as well as the ability to breathe underwater. In addition, she can unleash a torrent of ice and water from her hands in a 15-foot cone as a standard action. This torrent deals 1d4 points of cold damage per 2 shaman level she possesses, and pushes affected creatures back 5 feet directly away from the shaman. A successful Reflex saving throw halves the damage and negates the push. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use. This is modified due to the archetype as follows:
Aquatic Spirit Abilities (Su) When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has. At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.
So he will blast two of mummies (a 30' cone) for 10d6 damage, DC 18 reflex save for half (8th level + his crashing waves hex, for +2 level, or 8d6+2d6=10d6). In addition, if it's possible to knock prone swimming mummies, if they take damage they would have to make a fort save, though they're undead, right... so they're probably immune to that too.
fluid mastery damage, DC 18 for half, two left-most mummies:10d6 ⇒ (5, 2, 4, 5, 1, 6, 6, 4, 4, 3) = 40 recharge time:1d4 ⇒ 3
If he can't hit two mummies, then let me know :). The Kraken is medium sized, and will move to ready an action to aid Aurelian's AC.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
The little octopus hops off of Houghton's shoulder and embiggens himself, turning into a somewhat menacing octopus a little smaller than the hulking pirate himself.
Standard to embiggen!
Houghton gestures, and shouts, "tis treasure to be sure, within the coffins. Let's kill the guardians and take it!" hoping that those outside hear him.
Cast Beacon of Luck for all. Don't forget to reroll a save if it comes up. He looks ready to strike at any approaching foes.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton drops into the water, making barely a splash, and then breathes in deeply. "Ahh, tis much more comfortable. But now we can't get that precious loot!" He looks wistfully at the vials. "Ahh, well, I'll check out the area below - warn ye all if monsters or such are in there." His eyes are twinkling as if he's excited to fight something underwater.
Swim to centerish of the underground room use 30' tremorsense to keep an eye out for monsters.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton could attempt the spellcraft if it was allowed, he's got +8, Tatienne has great skills, but that seems really hard to beat.
Houghton sniffs, "hmmm, the ruins under the waves smell different - tis not anything I recognize, but the currents tend draw out scents. Most everything just smells of fish after a while. Tis pleasant, if odd... " He steps up, "well, let's stuff the stuff into a sack, surely some odd fellow on land would want er... jars, and the like?" He gestures vaguely at the jars, and waits for approval to start nabbing things.
"Aye, I can also clear the hazard as well. But I would slay more horrible beasts, if'n we can!"
He eyes the treasures that they found greedily, rubbing his hands together, "might be these would fetch a fine penny for us, silver and gold." It looks for a moment that he wants to take them for his own, but he resists. "That ring would be best for ye, Tatienne, but it is quite fetching."
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton laughed, ”to be clear - I want as much treasure as possible, but I don’t like some ghost tryin’ to make me want it! I want it either way!” He sighs, as if thinking about treasure, ”anyway, I will follow yer leads. Remember that I am more comfortable in the soggy depths than even on the surface.” He grips his spear and follows along.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton shakes his head, ”nay, tis ensorcelled I’d bet! I love treasure but there a terrible pull to that. Ye all dayn’t feel it? Tis odd…” He looks contemplative.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
perception:1d20 + 18 ⇒ (14) + 18 = 32
Houghton says, "hey, I want booty as much as the next pirate - but 'tis something odd with this treasure. It makes me want all of it!" He looks around defensively, and readies an action to cast a spell if a monster appears.
Will ready an action to cast a spell if an enemy shows up. That way Houghton doesn't lose initiative. Let's say Divine Favor!
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
It sounds good to me. I’ve been hesitant to take advantage of the mist spells but I think it might be worthwhile for us to use them defensively more. I don’t want them to feel ‘cheap’ but I also think we’re struggling.
If Zay wants to do Ashen Path as well that might even be better, especially if we get a tough fight and we can’t run away. Not being able to be targeted by single target spells and having a miss chance for attack while (temporarily) not having any drawbacks would help everyone. Of course, houghton doesn’t need it, as he is a soggy fellow already.
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton laughs, "hah! Well done ye scurvy dogs." He stabs at the clockwork mess and the Kraken shrinks back and plops onto his shoulder. "Tis a good day. Two sets of foes have we dispatched, with only bruises to show. Now - who needs to be healed."
M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH
Houghton quickly retrieves his wand of healing, and taps Aurelian with it.
clw wand:1d8 + 1 ⇒ (2) + 1 = 3
Houghton then steps on top of Aurelian, as if to protect him, and the little octopus falls to the ground with a damp *splorch*. It then expands dramatically, looking strong and fierce. "We may go down, but we'll go down fightin' lads and lasses, all of us. Even The Kraken here." It waggles its tentacles and then raises itself up proudly, looking positively giddy to be getting into a scrap.
Draw wand, clw on Aurelian. The familiar stays in the same space and uses a standard action to become medium-sized. I drew a blue ring on the map. Make sure to check its stats on my alias!
Houghton moves out of the way for the most part and his little squid seems entirely unbothered. He raises his spear and Aurelian feels empowered slightly.
Use ancestor's council on aurelian, +2 to attack/save/ability/skill check made before next turn. Let me know if you guys want me to start doing spells - so far it doesn't seem like we've been that hurt.