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NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Jack and Meg resume their tour, doing a couple shows in Kibwe before heading east into Katapesh, then north to Osirion before concluding their tour in Absalom. After that, the two began writing songs for what would be their final album, Oozy Thwack. The split was hard for Jack at first, but he later when on to have his own solo career.
No song of his was ever more popular than the one they wrote right after they saved Kibwe from the Slithering curse. Eight Nation Army, what amounted to an ode to Yuturr, would be played in sporting arenas throughout most of the Inner Sea region. It had a notable drum beat and bass line that was about as contagious for humans as the Slithering itself.
What Meg got up to afterwards was about as big a mystery as the tiny leshy herself.
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NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
"There's a song in this. That cat is a veritable eight nation army."
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Jack steps up, moving to the other symbol. He knows that he needs to complement Zarke in the ritual, and does his best with what he knows. With Asta leading, he lends his aid.
Aid (Nature): 1d20 + 12 ⇒ (3) + 12 = 15
Hero Point
Aid (Nature): 1d20 + 12 ⇒ (4) + 12 = 16
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Sustain a Spell (Stride, Strike)
Action 2-3: Ray of Frost
Jack keeps the pressure on, once more sending in his summoned ally before firing a ray of frost.
Spine vs Wizard: 1d20 + 11 ⇒ (10) + 11 = 21
Damage (P): 1d8 + 3 ⇒ (3) + 3 = 6
Ray of Frost vs Wizard: 1d20 + 15 ⇒ (5) + 15 = 20
Damage (P): 4d4 + 4 ⇒ (2, 4, 1, 1) + 4 = 12
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Will save vs DC 27: 1d20 + 14 ⇒ (19) + 14 = 33
Jack seems uninterested in dropping anything. So he doesn't.
Action 1: Sustain a Spell
Action 2-3: Ray of Frost
Holding his connection to his summoned leshy, Jack points at the halfling and says, "Make her pay."
The leshy takes several steps closer and hurls a spike from its body at her!
Spike vs Wizard: 1d20 + 11 ⇒ (8) + 11 = 19
Damage (P): 1d8 + 3 ⇒ (7) + 3 = 10
Jack then fires a ray of frost at the wizard for good measure.
Ray of Frost vs Wizard: 1d20 + 15 ⇒ (13) + 15 = 28
Damage (Cold): 4d4 + 4 ⇒ (4, 3, 2, 1) + 4 = 14
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-3: Summon Plant or Fungus
Seeing that more help is needed, Jack summons a leshy friend to help the group. A squat, prickly anthropomorphic cactus appears near the dwarf by Zarke.
"Hit the one with the face hair!" Jack says, guiding the summoned plant.
It nods, swinging it's spiked fists.
Spine vs 3: 1d20 + 11 ⇒ (13) + 11 = 24
Damage (P): 1d8 + 3 ⇒ (1) + 3 = 4
Spine vs 3: 1d20 + 6 ⇒ (9) + 6 = 15
Damage (P): 1d8 + 3 ⇒ (7) + 3 = 10
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Stride
Action 2-3: Grease
Jack moves closer to danger and closer to Yuturr. He calls upon the magical energy within him to create a pool of grease, hoping to trip up the foes by Zarke.
Grease, DC 25 Reflex or Acrobatics. Drew out the shape on the map
Meanwhile, Meg begins to sing a mournful song.
"I saw you standing in the corner
On the edge of a burning light
I saw you standing in the corner
Come to me again in the cold, cold night
In the cold, cold night"
Sung to the tune of this song
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Stride
Action 2-3: Fireball
Jack calmly walks into the room. "Illusions, you say? I wonder how well they dance to fire."
And with that he releases a ball of fire that engulfs all their foes!
The roar from the explosion is potent, but brief.
Fireball, DC 25 Basic Reflex: 6d6 ⇒ (5, 1, 4, 1, 4, 5) = 20
Looks like I can place it such that it hits all the baddies and none of the goodies.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
What's done is done. Let's do this
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Stealth (Jack): 1d20 + 10 ⇒ (15) + 10 = 25
Stealth (Meg): 1d20 + 11 ⇒ (11) + 11 = 22
Jack and Meg do their best to sneak by...
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
"There's something squirrely in that room. Something of a magical nature. I'm going to need some time, I think."
Jack then does his best to try and make sense of the magic he's sensing.
Identify Magic? Arcana/Occult/Society modifier is +13 (T). Nature/Religion is +12 (T). Crafting is +15 (E).
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
"Well to put it simply we're here to stop the Aspis Consortium from making a huge mistake that will make the current ooze illness affecting humans look like an isolated thing. If you want to ever leave this place, your best bet is to let us pass so we can do the needful and stop this once and for all," Jack says, looking to reason with the two. "It'd be better if you could help us, but the minimum you can do is, in this case, nothing. Doing that will help you."
Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20
If that's a failure, please take this hero point
Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-2: Ray of Frost
Action 3: Guidance
Jack sends yet another ray at the construct, hoping the steady stream will freeze it in place.
Ray of Frost: 1d20 + 15 ⇒ (13) + 15 = 28
He then calls upon the fey magics to guide Yuturr, hoping the anthropomorphic cat will finish this off.
Guidance on Yuturr
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Guidance
Action 2-3: Ray of Frost
Knowing that keeping this construct from moving quickly, Jack calls upon a series of invocations to guide his aim before releasing another bolt of frost.
Ray of Frost vs Golem: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Damage (Cold): 4d4 + 4 ⇒ (2, 3, 4, 4) + 4 = 17
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Swap to ray of frost...
Ray of Frost vs Golem: 1d20 + 15 ⇒ (16) + 15 = 31
Damage (Cold): 4d4 + 4 ⇒ (4, 1, 1, 1) + 4 = 11
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-2: Grease
Action 3: Shield
Jack continues to release magic at the golem, but this time not directly. His conjuration creates a layer of grease beneath where it stands.
Grease. DC 25 Reflex save or Acrobatics check.
Nervous about reprisals, he shields himself with magic temporarily.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Sustain a Spell
Action 2-3: Ray of Frost
Jack concentrates on the tenuous connection to his leshy ally, maintaining the magic as it continues its assault.
Strike (Flat-footed): 1d20 + 6 ⇒ (9) + 6 = 15
Damage (B): 1d8 ⇒ 5
Strike (Flat-footed): 1d20 + 2 ⇒ (6) + 2 = 8
Damage (B): 1d8 ⇒ 4
He then draws upon his mystical connection to the fey realm, conjuring a ray of frost to hopefully slow the construct.
Ray of Frost: 1d20 + 15 ⇒ (9) + 15 = 24
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-3: Summon Plant or Fungus
Jack digs deep within the wellspring of his fey connection, invoking magic and calling for aid. Moments later an anthropomorphic sunflower sprouts from out of nowhere behind the golem! The musician says but two words. "Hit it!"
Summon Plant or Fungus (2nd), calling up a Sunflower Leshy. AC 16, 20hp
Fortunately, it complies.
Strike vs Golem (Flat-footed): 1d20 + 6 ⇒ (11) + 6 = 17
Damage (B): 1d8 ⇒ 4
Strike vs Golem (Flat-footed): 1d20 + 2 ⇒ (12) + 2 = 14
Damage (B): 1d8 ⇒ 3
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
"Ready for a fight? I'm willing to bet there's a fight waiting for us at the top of these stairs."
Jack holds the rod of wonder, ready to bring a surprise of his own if he can.
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NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Jack has a lesser healing potion, so it's okay if one of those 4 potions goes elsewhere. But I'll take the acid resistance potion. Also... wWho you calling a witch??
With the items getting divvied out, Jack nods in thanks when given the lesser potion of acid resistance. He opens up his mouth and plops the stoppered vial into his mouth. The musician cocks his head to one side, then shakes it slightly. After a few seconds he stops, seeming satisfied. "There. Tucked away for an acid-rainy day."
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NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
"That's neat. May I?" the leshy who is in service to a fey lord asks.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Occultism: 1d20 + 13 ⇒ (5) + 13 = 18
Jack sighs, glad the fight is over. "Everyone okay?"
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-2: Ray of Frost
Action 3: Stride
Jack releases another ray before repositioning to slow any escape north.
Ray of Frost vs 2: 1d20 + 15 ⇒ (20) + 15 = 35
Damage (Cold): 4d4 + 4 ⇒ (3, 2, 3, 1) + 4 = 13 x2 plus -10 speed
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Guidance
Action 2-3: Ray of Frost
Jack continues to weave magic through his actions, first to guide his aim and then to release yet another ray of frost!
Ray of Frost vs 2 (w/Guidance): 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Damage (Cold): 4d4 + 4 ⇒ (1, 3, 3, 3) + 4 = 14
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Stride
Action 2-3: Ray of Frost
Jack takes several steps into the room, catching up with the others. When he sees the melee in play, he draws forth magic to release a ray of frost at the flanked Aspis agent!
Ray of Frost vs 1: 1d20 + 15 ⇒ (14) + 15 = 29
Damage (Cold): 4d4 + 4 ⇒ (2, 2, 1, 2) + 4 = 11
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Jack shares what he knows about the cube. "I'm sure this is useful to one of you with expertise using your weapon of choice."
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Jack picks up the cube and studies it, curious about its nature.
Read Aura, followed by a Recall Knowledge. Crafting is +15, Arcana/Occultism/Society are +12, Nature/Religion are +12
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Sustain a Spell
Action 2-3: Ray of Frost
Jack repeats his efforts, sending fire and frost at the stony creature.
Flaming Sphere, DC 25 Reflex: 3d6 ⇒ (4, 3, 3) = 10
Ray of Frost: 1d20 + 15 ⇒ (17) + 15 = 32
Damage (Cold): 4d4 + 4 ⇒ (1, 3, 1, 1) + 4 = 10
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Stride
Action 2-3: Ray of Frost
Jack mentally moves the ball of flame, looking for it to make contact with the elemental again...
Flaming Sphere, DC 25 Reflex: 3d6 ⇒ (1, 6, 1) = 8
... which he follows up with a ray of frost!
Ray of Frost vs Elemental: 1d20 + 15 ⇒ (5) + 15 = 20
Damage (Cold): 4d4 + 4 ⇒ (4, 4, 3, 1) + 4 = 16
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-2: Flaming Sphere
Action 3: Shield
Jack draws upon the fey power he is bound to, creating a flaming sphere to burn the large elemental creature!
Flaming Sphere (DC 25 Basic Reflex): 3d6 ⇒ (2, 1, 6) = 9
He then invokes a bit of protective magic, creating a shield of force to protect himself.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Picking up what the others are putting down, Jack and Meg both move with stealth.
Stealth (Jack): 1d20 + 10 ⇒ (13) + 10 = 23
Stealth (Meg): 1d20 + 11 ⇒ (2) + 11 = 13
Both Trained
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Jack looks longingly at the ball of water, sighs, and releases the magic. It splashes to the ground, becoming a momentary puddle before draining away. "I had considered rolling that into the next room, but I think a few of you are injured. Can I help?"
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Sustain a Spell
Action 2-3: Ray of Frost
Jack continues to concentrate, maintaining the magic with his ball of water before releasing a ray of frost again at the dwarf!
Ray of Frost vs Red: 1d20 + 15 ⇒ (5) + 15 = 20
Damage (Cold): 4d4 + 4 ⇒ (2, 1, 1, 2) + 4 = 10
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Sustain a Spell
Action 2-3: Ray of Frost
Jack concentrates, maintaining the magic with his ball of water before releasing a ray of frost at the dwarf!
Ray of Frost vs 2: 1d20 + 15 ⇒ (15) + 15 = 30
Damage (Cold): 4d4 + 4 ⇒ (3, 2, 2, 1) + 4 = 12
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Sustain a Spell
Action 2-3: Ray of Frost
Jack concentrates, keeping the orb in its place. He then wastes no time adding an incantation, sending a ray of frost out from his fingertips!
Ray of Frost vs 3: 1d20 + 15 ⇒ (4) + 15 = 19
Damage (Cold): 4d4 + 4 ⇒ (4, 2, 1, 2) + 4 = 13
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Stride
Action 2-3: Aqueous Orb
Jack strides in before confidently drawing upon his fey magic to create a large orb of water! Concentrating, he rolls it over the three dwarves.
Aqueous Orb. DC 25 Reflex.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-2: Ray of Frost
Action 3: Command Familiar
Jack concentrates on sending another ray into the beast.
Ray of Frost vs Red: 1d20 + 15 ⇒ (20) + 15 = 35
Damage (Cold): 4d4 + 4 ⇒ (2, 2, 3, 2) + 4 = 13 x2 plus -10 speed
He then gestures to Meg, urging her to come closer.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Create a Diversion
Action 2-3: Ray of Frost
Jack lets out a whistle, hoping that draws the creatures attention long enough for him to point into the room.
Create a Diversion vs Perception DC: 1d20 + 12 ⇒ (18) + 12 = 30
Confident that the creature has taken the bait (and is Flat-footed to his next attack), the musician releases another ray of cold!
Ray of Frost vs Red: 1d20 + 15 ⇒ (18) + 15 = 33
Damage (Cold): 4d4 + 4 ⇒ (2, 2, 3, 1) + 4 = 12
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Stride
Action 2-3: Ray of Frost
Jack moves to get a better view, dismayed that the acid arrow had little effect. He draws upon the wellspring of fey power, releasing a ray of frost at the many-legged creature!
Ray of Frost: 1d20 + 15 ⇒ (16) + 15 = 31
Damage (Cold): 4d4 + 4 ⇒ (3, 4, 2, 4) + 4 = 17
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Interact
Action 2-3: Acid Arrow
With a single target before them, Jack draws forth a rarely used wand they had found on their adventures. With a wave and muttering of the activation word an green-tinged arrow bursts forth, flying at the creature!
Acid Arrow: 1d20 + 15 ⇒ (14) + 15 = 29
Damage (Acid): 3d8 ⇒ (4, 6, 4) = 14 plus 1d6 persistent acid damage and DC 25 Fortitude save or become sickened 1
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Stride
Action 2-3: Ray of Frost
Jack moves to get a better view before releasing a ray of frost at one of the redcaps!
Ray of Frost vs 3: 1d20 + 15 ⇒ (18) + 15 = 33
Damage (Cold): 4d4 + 4 ⇒ (1, 2, 4, 3) + 4 = 14
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-2: Wall of Fire
Action 3: Guidance
Taking a cue from all the quips the others make, Jack says, "Nice of you to form a line. It's perfect for a fiery line dance."
It's not a great quip, but so it goes.
What follows is an eruption of fire where they stand!
Wall of Fire. Any creature that crosses the wall or is occupying the wall’s area at the start of its turn takes 4d6 fire damage
And knowing that Yuturr will step in to skirmish on the other side of the wall, Jack works his magic to guide the rogue.
Guidance on Yuturr
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
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NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
"You'd think he'd at least be wearing a mask..." Jack says, trailing off. Meg nods in agreement with him.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Picked up Impressive Performance, and now I have Wall of Fire and Gaseous Form. Performance to Master level.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Jack and Nutmeg follow the group and watch intently. Yanking a door open is not something either leshy is up for, but they're curious all the same.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
"Nine bloody Hells," is all Jack can say.
Meg walks over and places a comforting hand Tavik. Looking at them directly in the eyes, she then begins a mournful, wordless singing.
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1-2: Ray of Frost
Action 3: Shield
"You'd think it'd know it's surrounded and should give up," Jack muses aloud. Nonetheless, he continues to throw magic at the babau while also proteting himself.
Ray of Frost vs 2: 1d20 + 12 ⇒ (2) + 12 = 14
Damage (Cold): 3d4 + 4 ⇒ (2, 4, 2) + 4 = 12
NG Male Leshy Witch 7 | HP 71/71 | AC 20 | Fort +13, Refl +10, Will +14 | Perc +12 | Speed 25 | Focus 1/1 | Hero Points 2/3 | Default Exploration: Search
Action 1: Guidance
Action 2-3: Ray of Frost
Jack invokes two spells, the first guiding his aim before the second unleashes another ray at the Babau!
Ray of Frost vs 2: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Damage (Cold): 3d4 + 4 ⇒ (4, 2, 1) + 4 = 11
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