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Goblin Squad Member. RPG Superstar 9 Season Star Voter. Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber. * Pathfinder Society GM. 487 posts (5,249 including aliases). No reviews. 4 lists. 3 wishlists. 16 Organized Play characters. 45 aliases.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

I think I still need to update my main skill section on my profile, but beyond that I think things are about correct.

I will try to get up another post later, but today it's work and then going to see my new nephew.

My calculations are showing Thesius is up to:

HP 65/65
AC 20
Touch 14

He also has evasion and the ability to disarm magical traps now as well.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Having listened as best he could be his thoughts working to overwhelm him, he finally speaks.

"Unfortunately staying here leaves us in a less defensible spot. Paradise hill would at least require they retake the bridge or be slowed by moving through the riverbed. A similar issue to what we faced in getting here. I agree it makes sense to fall back and I'll be happy to help with the watch. Prepping some bonfires a bit out from the bridge on this side should help us negate part of the benefit they gain in the night since many of us can not see in the dark."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

With Verene:
Thesius watches his friend explain the phenomenon and how it was effecting them in particular. His own eyes catching the new light within their eyes.

Nodding as he listens, he chooses to speak once she is done. "I'm grateful for the boon, but I agree that it's disconcerting. Which is odd as clarity seems to be what I am finding. As if the mysteries of the universe are unraveling themselves to me. It's as if someone is whispering to me things I have never trained in. I've surely never trained in blacksmithing, yet...it's as if I can see the techniques used to create the armor and weapons we search through."

During the command meeting...

Thesius tries to listen to his companions and make sense of the flood of information that was bombarding his mind. He was finding it distracting and finding it hard to focus on the task at hand.

Instead of speaking up, he chooses to stay quiet for the moment while the others discuss their options.

I'll have changes up later. A lot of skill bonuses changed.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

(Definitely take care of yourself. I always appreciate you letting us know, but your health definitely takes precedence. I'm not planning on stopping checking in any time soon.)

Thesius takes up his place behind Azira and Elliot, his eyes continuously seeking out the foes he spotted earlier. His words relaying the information to his team.

As he did so, something felt different. As if the things he saw relayed more information to him then before. As if the very universe spoke to him about the underlying workings of the world.

The looks and body language of others told him more. The make of items told of how they were crafted. The movements of troops spoke of underlying strategy.

In the heat of the moment, he did not have the time to focus upon these insights. But he would surely recall them later.

As the battle concludes, he joins Verene and Aron in their endeavors to make use of what they can. In turn, leaving Azira and Wulfric to inspire the troops.

Quietly he speaks of his findings with his long time friend. "Does something feel different to you? I feel as if my mind is expanding and knowledge I never had is bombarding my mind. In honesty, it's a bit overwhelming. I know not if I'm losing my mind or if perhaps the blessings upon me are shifting in some manner."

(Felt like a good time to roleplay more with some party members, but definitely don't feel like that needs to hold up the progression of the story. I think we can always continue alongside in spoilers.)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a
Worldwound GM wrote:
Thesius Monteblanc wrote:

He has one or two more feats to invest towards skills and then will likely start devoting them more towards combat abilities. I would like to have him eventually switch over to a starknife he can switch between using as a melee and ranged weapon.

If Undetectable is allowed, I would likely aim to have him acquire a ring of invisibility at some point which he would turn into his legendary item. Quite suiting for a item with Undetectable as one of it's abilities.

Are we being allowed to retrain outside of downtime? I know we have had some exceptions so I figured I was needing to have Thesius wait until we have downtime for retraining a good number of skills and spells.

Undetectable is allowed, I'd say, and sure, you can go looking for such a ring or commission it come Drezen's reclamation.

Retraining is allowed outside of downtime, but note how long things tend to take when we're not in downtime, so keep that in mind.

He has a good chunk of retraining in front of him, but I have the feeling we're about to hit downtime pretty quickly after we siege Drezen and I don't see that taking more then a week. So I may just keep it in mind for later should I find he can't achieve all of his retraining within the downtime that is coming.

Thesius might have to hit up Verene some time for a Ring of Invisibility once we get more wealth.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius lets out a sigh of relief and starts to even his breathing oddly enough as quickly as possible. Reviewing what happened, he believes it led to his failure in casting his spell and would be something he sees to rectifying in the future.

At the others words, he quickly gathers round and thanks Merixia for her help.

"As always, I am appreciative of what you do."

Feeling his body back in top shape beyond some quickly fading lines where wounds once stood, he makes for the fight. As he passes Verene, he softly pokes her forehead and says with a playful smile.

"Your head is one of our deadliest weapons. Stop using it against yourself. Save it for the enemy."

Hearing Azira and Wulfric's words, he looks over the battlefield for their knight commander. "Perhaps our leader might have a suggestion if not."

Perception: 1d20 + 22 + 2 + 2 ⇒ (16) + 22 + 2 + 2 = 42 (22 Base, +2 Heightened Awareness, +2 Heroism)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

I can see how it might feel underwhelming from the monster stand point with not getting to last long, but it definitely hit like a truck and the flat-footed was a pain.

I think I'll boost Thesius untrained skills and then next level grab mythic spellcasting and endure blessing next tier to get 24 hour mythic heroism.

I would do mythic spellcasting now, but I need to get his spells in a place for when he takes it so he has good choices of what to turn mythic.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

I believe that was because of it's ability to make Azira flat-footed. It was mentioned in the attacks against Merixia, but have a feeling it applied in these attacks as well.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius prayers to Desna to keep them safe as he tries to help hold off the beast in hopes that Verene will be able to get her spell off and back to safety considering the damage they all took.

(Swift action to put up 4 rounds of Archaeologist's Luck and then full attack)

+1 Adamantine Morningstar Attack 1: 1d20 + 6 + 1 + 3 + 2 + 1 ⇒ (3) + 6 + 1 + 3 + 2 + 1 = 16 (+6 Base, +1 Inspire Courage, +3 Archaeologist's Luck, +2 Heroism, +1 Haste)

+1 Adamantine Morningstar Damage: 1d8 + 3 + 1 + 3 + 1 ⇒ (7) + 3 + 1 + 3 + 1 = 15 (+3 Base, +1 Inspire Courage, +3 Archaeologist's Luck, 1 Flagbearer)

+1 Adamantine Morningstar Attack 2: 1d20 + 6 + 1 + 3 + 2 + 1 ⇒ (16) + 6 + 1 + 3 + 2 + 1 = 29 (+6 Base, +1 Inspire Courage, +3 Archaeologist's Luck, +2 Heroism, +1 Haste)

+1 Adamantine Morningstar Damage: 1d8 + 3 + 1 + 3 + 1 ⇒ (2) + 3 + 1 + 3 + 1 = 10 (+3 Base, +1 Inspire Courage, +3 Archaeologist's Luck, 1 Flagbearer)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius' HP is 54. I marked his Archaeologist's Luck down to 7/12 uses since I accidentally included it in the last roll which is fine because he'll get it for his knowledge roll too. He should also still have heightened awareness up as well. Both that and Heroism currently have a 50 minute duration per casting for him.

Thesius pulls out his adamantine morningstar while keeping his eyes on the beast trying to recall what he can of it.

We'll use Thesius Lore Master on this for a total of 38. 20 Lore Master + 11 Base + 2 Heroism + 2 Heightened Awareness + 3 Archaeologist's Luck.

He relays that information to his comrades as he remembers it.

With Azira and Elliot:
"My concern was more of eating up his time with a spell I can use myself. Though the thought is appreciated. Overall I think holding off from a bath a bright idea to not make others envious when we may not have the resources to readily supply everyone with one."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

All good. Just makes sense for it to be with Irabeth where it will be made proper use of. Definitely for removing the mass army combat if it makes things easier for you.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Then I'm glad we handed off the Horn of Assured Victory to Irabeth to help the army.

Looks like we're about to have some fun.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

If you are allowing them to check in on the last tower, he will spend a fourth use of Archaeologist's Luck. He gets four rounds per use because of his mythic abilities.

With Nurah:
"And it's shameful. Why can we not strive for a world were we work together and don't force others to work for the benefit of the few?" he asks in a subdued manner while staring into the night sky. He was questioning himself and the sky as much as Nurah.

Thesius turns his attention fully back to Nurah as she divulges what she knows of Drezen. With a warm smile, Thesius responds, "Thank you Nurah. I truly appreciate your insight. Maybe we can save some lives with this information. Just as I hope we can see yours freed of these bonds." He motions towards the manacles as he finishes his statement.

Thesius will share that information with the team and Irabeth the next/current morning.

Please see Nurah's last response to Thesius for some insight on the possible residents of Drezen.

With Azira and Elliot:
He laughs warmly. "I appreciate the encouragement, it's nice to be of further help. While the sound of a bath sounds amazing, I will not put Wulfric through that, though I may bother someone for some water to at least splash off some of the dirt and sweat."

As they move out, Thesius will cast Heroism on himself once more.

Perception: 1d20 + 22 + 2 + 3 ⇒ (15) + 22 + 2 + 3 = 42

"It's a drag...no too small and too many heads. It's a chimera I believe..." Thesius responds to Verene.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

With Aron:
With a hearty clap back to Aron's shoulder, Thesius gives a large smile and responds. "Indeed! I couldn't ask for better companions!"

I concur. I think that is a good point to leave off.

With Nurah:
"I think your inflection there was on point," he states upon hearing Nurah's sarcasm when saying owner. "It's hard for me to understand why anyone thinks they can own another and I am glad you are free from his clutches."

Thesius' eyes widen in surprise at the mention of her prior visit. "Really? Was that during your time with the demons? Any insight into Drezen you could provide would be highly appreciated."

During the Sabotage Mission

Thesius finds it hard to breath as he sneaks to each tower in turn, doing his best to silently disable the each of the siege engines in turn and finally lets out a deep breath after they put enough distance between them and the last tower on their return back to the camp.

After the Sabotage Mission

"I could use a hot bath after that..." he says quietly to Azira and Elliot as much to himself. He was truly glad they had no trouble with such a vital mission. With how smoothly it went, he ever held hopes that the demons may waste their efforts trying to use the siege engines before realizing they were no longer operational.

Back at Camp

The short flight back having given him the chance to help even his breathing, he seeks out Irabeth with the others to deliver the confiscated parts and the good news.

Sorry, I thought there were two towers remaining to sabotage. If they had time, he would have liked to swing back to the first tower they sabotaged the day before to confirm the siege engine was still sabotaged. Each use of Archaeologist's Luck lasts for 4 rounds so please let me know how much I should mark off.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

To keep with the current trend, I’m fine as well. Looking forward to getting started back up as well. I’ll be interested to see how the siege goes and how things play out after.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Just chiming in. I hope everyone's week is going well.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

No worries. Definitely take care of yourself and know we appreciate you.

The heads up is appreciated!


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

With Aron:
"Indeed. I hope we can see an end to that pain or at least minimize it," Thesius says with his own uncomfortable smile that turns more geniune as he speaks.

Thesius laughs. "That would be appreciated. I can only imagine how busy your schedule is, but I'm sure you have plenty of work ahead of you. I think we all do."

With Nurah:
"I never said I wasn't," he says playfully. "Absolute morality is hard to support. The concepts of good and evil differ not only by country, but also from one person to the next. That's not even getting into the fact of how complex situations can be. Is a thief truly evil if they steal to survive? If so, would the wolf killing a hare to survive also be evil for taking the life of another creature?"

Before and during the first tower...

He takes the time to cast Herosim and Heightened Awareness upon himself as they are granting invisibility and flight. Thesius reviews the situation as they fly in. He whispers his confirmation to Elliot and quickly makes a circle around the demon to the siege engine and starts to quietly disable it.

As Thesius moves in to disable the device and during, he prays to Desna for assistance.

(Seeing as they are invisible, I'm assuming they did something to be able to signal each other once they are done at each tower.)

(I'm not sure how many rolls you would like for this. Thesius is hoping to use no more then then 6 users of Archaeologist's Luck at each tower which gives him up to 24 rounds of the buff at each tower. I'll list his modifiers so you can roll as you see fit.

Stealth

+6 Base
+40 or +20 if moving Invisibility
+3 Archaeologist's Luck
+2 Heroism

Disable Device

+15 Base
+3 Archaeologist's Luck
+2 Heroism

Perception

+22 Base
+2 Heightened Awareness
+3 Archaeologist's Luck
+2 Heroism


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

With Aron:
Thesius gives a small smile, while responding. "I'm glad we could help and that you have support for this trying time. I can only imagine what you're going through. Hopefully knowing how much we all think of you helps in your continuing journey, but do know we don't expect perfection and that we are here if you need help."

Thesius' eyes widen slightly before relaxing. A sigh escaping his lips. "It's been a lot. While I know my skillsets are of use, I often feel my combat capabilities are not. I know many have similar feelings and that often we are our worst critiques, so I try to do my best."

With Nurah:
"Of course you can. I'm not here to force a conversation upon you. While I do hope to have one and share in a meal, you could always tell me that you don't wish to talk, but would not mind the company or even tell me to leave. So please do not feel that you do not have options." As she warms slightly to the idea of him being there, he settles in. "Of course. I also come with games, if you would like to play something."

Before turning in, Thesius makes time for his nightly ritual of dancing and chanting. At times this brings him dangerously close to collisions, but none of them ever seem to actually occur.

Sunday, 14th of Rova, 4713

He greets the others as he meets them and the rest upon entering the meeting. Listening intently he nods while giving the others time to speak.

"While I can appreciate the idea of removing the troops from the immediate danger, I still think it prudent we find a more effective way of crossing. I understand that those within the city walls are unlikely to leave, but the fact is we don't know what forces lie within and their capabilities. Could they teleport into Paradise Hill to attack anyone we leave behind? Without an effective way to cross back, it could take us some time to rally back and assist. With that in mind, I agree it's prudent we survey the bridge before coming to that decision. I would also say we should remove the rest of the siege engines from play as well while perhaps confirming the one we already meddled with stays down."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Earlier, Verene:

With a quick quip back, Thesius responds to Verene with a playful wink. "No worries, even as an up and coming wizard I will always have time to lend you insight on carpentry as you pursue your new dream."

Earlier, Aron:

"Thank you Aron for your insight, your expertise is greatly appreciated. How are you holding up? I feel everything catching up with me from time to time," he offers as a note of shared exhaustion.

Earlier, Nurah:

Thesius gives a warm smile while answering, "If you'll have me. I've brought food as I think it's something we all need after everything we've been through." He raises the plates as he speaks of the sustenance.

I can definitely move these to spoilers as well if we wish to proceed to the morning when you are feeling up to it. I do hope you get to feeling better soon.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

In Thesius' mind, priorities are as follows:

1) Assess if the bridge can be repaired quickly and effectively. They can assess it's current state during this time as well.
2) Determine the capability of using magic to quickly construct an alternative like ramps. If this is possible, assess the ability to do this under cover or perhaps further down the riverbed to give them time to start crossing and create a foothold.
3) Determining their ability to disable the remaining siege engines.

If they are needing to pull attention from the crossing, they may want to think of some kind of diversion.

My impression was the riverbed is rather long. Kind of what helped make Drezen such a formidable fortress.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius greets the others warmly as they join the conversation and happily assists Verene with reviewing what kind of spells might aid them in crossing through and over the riverbed. He would even go so far as to tease her about how he was pretty sure she was the wizard, not he.

"Rest would be a blessing at this time. Not only could we use the time to recover from our wounds and fatigue, but many of us have magic as well."

As the others disperse, he will take the time to first seek out Aron to discuss the catapults along with how he might more effectively disable them without fully destroying them while showing him how they took care of the first one. Removing the others from play would still be vital in the events to come.

Finally, he will take the time to get food for him and Nurah before going to visit the halfling in hopes of improving his spirit as best he can.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

"Unfortunately I was not provided with any information on that particular bridge. Depending on if it still stands, perhaps whatever strategy we come up with could effectively be used their as well if necessary."

I don't recall information being given about that bridge, but please let me know if I'm forgetting something.

He listens to Azira and Wulfric's report when they arrive and nods. "Indeed, they do seem ready to fight if given the proper chance to do so. Providing them with likely unused ranged weapons sounds like a solid plan."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Make Whole feels so poorly written to me. If we could make use of it and stone shape to repair the bridge, that would be cool.

On the other hand, a little investigation supplied me with some interesting low-level spells that could perhaps provide us with some other interesting options.

Burrow - This seems like it could almost do the job by itself with it's ability to move or at least loosen the dirt on both side of the riverbed with a single casting.
Expeditious Construction - This looks like it would take a number of castings, but could pack down the dirt to make the ramps more feasible.
Solidify Earth - This is a higher level spell and perhaps not permanent (Unless GM Worldwound would think the dirt would remain solidly packed after the special effect wears off) that would more quickly pack the earth down after being loosened.
Expeditious Excavation - This could also help hasten how quickly ramps could be created. Would likely require quite a lot of castings though.

If done well, these almost feel like you could catch an enemy by surprise with out quickly you could suddenly be moving across the riverbed.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius listens intently to the words of the crusaders. The news about the outside cultists was welcome, but the rest is disheartening. It was not surprising that the fortress itself would be the most challenging venture they had before them.

"Thank you all. I'm glad we were able to make it in time to rescue you. We would appreciate your help with retaking the fortress if you are feeling up to it. The time to strike has come and we hope to see it through."

Thesius makes a mental note to discuss his findings not only with Irabeth and the others, but in particular Verene, Elliot, and Merixia to see if they have any possible solutions for repairing the bridge.

He will find his way to Irabeth next and if granted an audience, he will inquire into the state of their camp, freely sharing the information he gathered, and asking how he might assist. While he thought it may be worthwhile to search the surroundings for anything of use, that seemed like a task better left to tomorrow with evening settling in. For now it seemed more important they decide on how best to fortify their position and the next steps to take with the bridge.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

I don't know. Sounds like they'll be rather sharp with each other. A lot of pointed conversations.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

With the immediate threat handled, Thesius turns his attention to aiding the rescued prisoners and injured knights. He refrains from using his spells at this time in case there is need for them later. Should he find himself with them shortly before going to rest for the day, he will use them on the most injured.

As he does this, he inquires into what the villagers may know of the situation surrounding Drezen. Information often proved vital and while they were held captive, they may have overheard something from their captors.

Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26

If left with more time, he will see what he can do about helping to shore up the defenses of their makeshift camp.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Moving quickly with the group, Thesius switches between his masterwork cold iron heavy mace and cold iron long spear when necessary to leave the front line open for their more in your face comrades. This also allows him to keep within easy distance of Verene so he can assist where possible.

As they close the distance to the rest of the crusaders, he reminds the others of the prisoners and how they might best serve by making sure the demons do not take the opportunity to eliminate them.

If they choose to go to the prisoners, he'll balance his efforts between fighting and freely the captives.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Noting how quickly they were able to get the parts, Thesius turns his attention back to the group. "If we are to take Verene's course of action, we'll need to move quickly between the towers. Currently I am without flight and would need assistance if that is the route we choose."

(We have rope. The door may work for moving between the towers, but likely would lead us to the wrong side of the wall should we wish to descend to the ground.)

"If we still have charges of the alter self scale available, we could use that to lighten the load of carrying me. However, we need to keep in mind that we can only fly for so long as well. We'll need about 30 seconds per catapult plus time to get there and potentially time to clear any obstacles."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius takes Verene’s words in after thanking Merixia. He would need to see how long it takes him to disable the war machine before he could feel more comfortable about the idea of taking out each of them considering their dwindling resources.

Quickly he gets to work.

Thesius can disable complex and intricate devices in half the time thanks to clever explorer. He’s at +15 for disable device with his masterwork thieves’ tools. He’ll take 10 for 25 if his tools can be used.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Turning to Verene, Thesius consults her with his findings.

"As much as I would like to see this thing put down for good, I suggest we start with a few of the more crucial parts and their surroundings." As he continues to speak, he points out the parts he is thinking of. " I might suggest the arm, the connection point between the arm and base, and the counterweight container. Any one of those could easily cripple the machine by itself, but the combination should keep it down for an extended period of time. And for good measure, perhaps we use my alchemist's fire you have in the handy haversack afterwards. What are your thoughts?"

He nods at Azira's words. "That's a good suggestion, but I would suggest taking the time to go further. If we wish to keep the area, we'll want to make sure this stays down for as long as possible."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius takes another moment to finish off the other unconscious brimorak. They were not in a position currently to take prisoners and these beasts would prove far harder to contain safely.

Finally he moves to the rest of the group while listening to Verene's words.

"Remind me, did we use all of the uses of the levitation scale already?"

Turning his gaze to the war machine in front of them, he joins Verene in looking for the best way to take it out of the equation.

Knowledge (engineering): 1d20 + 11 ⇒ (17) + 11 = 28


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Seeing the others focusing on the fleeing brimorak, Thesius turns his attention the the unconscious ones next to him. With a sickening crunch he brings down his heavy mace in an attempt to finish one of them.

(Ut was noted before the Thesius handed off the adamantine weapon to Merixia. He is working on coup de grace’ing the unconscious brimoraks with his cold iron heavy mace.)

Coup de grace with masterwork cold iron heavy mace: 2d8 + 4 + 6 ⇒ (5, 8) + 4 + 6 = 23 (+4 Crit Base, +6 Crit Archaeologist’s Luck)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

I've definitely got some retraining I'm hoping to do as well. Need to clean up some skills and spells.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius grits his teeth as he feels the beast's blade bite through his flesh.

Quickly he lashes out once more before falling back as Verene's words bade him to.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 ⇒ (7) + 6 + 3 = 16 (6 Base, +3 Archaeologist's Luck)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11 (2 Base, +3 Archaeologist's Luck)

Despite not having ever had a pet of his own, he takes a note from some of those he saw lucky enough to have such a fine pet. Dancing around the steps, he starts to whistle at the brimorak.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Wow...just wow...Desna why you do him like this?

Triangle is where he moves if taking his first shot at the fleeing brimorak (black-lined) and diamond is where he moves if he winds up using fleet charge.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius trying to keep situational awareness, takes a moment to assess the situation.

(Effectively holding to see what Verene does and then taking action right after.)

If the brimorak (black-lined) goes down...:
Thesius focuses his attack on the brimorak (white-lines) in front of him seeing the fleeing creature plummet.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 ⇒ (3) + 6 + 3 = 12 (6 Base, +3 Archaeologist's Luck)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 ⇒ (4) + 2 + 3 = 9 (2 Base, +3 Archaeologist's Luck)

If the brimorak (black-lined) does not go down...:
Seeing the creature continuing to flee, he moves up the closest stairs, dropping his weapon at the top and drawing out his shortbow. Quickly he knocks an cold iron arrow and fires at the brimorak (black-line).

Shortbow with Cold Iron Arrow Attack: 1d20 + 5 + 3 ⇒ (1) + 5 + 3 = 9 (5 Base, +3 Archaeologist's Luck)
Shortbow with Cold Iron Arrow Damage: 1d6 + 3 ⇒ (5) + 3 = 8 (+3 Archaeologist's Luck)

If the creature is still up, he urges the divine power in him forward once more and quickly closes further distance before firing once more.

Shortbow with Cold Iron Arrow Attack: 1d20 + 5 + 3 + 3 ⇒ (7) + 5 + 3 + 3 = 18 (5 Base, +3 Archaeologist's Luck, +3 Fleet Charge)
Shortbow with Cold Iron Arrow Damage: 1d6 + 3 ⇒ (6) + 3 = 9 (+3 Archaeologist's Luck)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius steps up to the blinded brimorak, his lungs feeling free of he infecting smoke. Quickly he lashes out with his heavy mace while praying to Lady Luck.

(Free Action 5-foot step, Swift Action Archaeologist's Luck, Standard Action attack)

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 ⇒ (11) + 6 + 3 = 20 (6 Base, +3 Archaeologist's Luck)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 ⇒ (7) + 2 + 3 = 12 (2 Base, +3 Archaeologist's Luck)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius quickly takes an attack against the demon (black-lined) in front of Azira before falling back to grant Verene's wish. While he understands Azira's logic, he cannot guarantee he'll be able to hit the beast as long as it's stays on the defensive, but he is willing to try.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 - 2 ⇒ (13) + 6 + 3 - 2 = 20 (6 Base, +3 Archaeologist's Luck, -2 Sickened)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (7) + 2 + 3 - 2 = 10 (2 Base, +3 Archaeologist's Luck, -2 Sickened)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

While noting Verene's magic falter beneath the mystical attack, Thesius drops to the ground to find firm ground once more under his feet. The smoke still gagging him, the sudden drop does little to help his stomach, but he quickly takes the situation into account and lashes out at the still standing, yet highly wounded brimorak (Grey-lined).

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 - 2 ⇒ (2) + 6 + 3 - 2 = 9 (6 Base, +3 Archaeologist's Luck, -2 Sickened)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (5) + 2 + 3 - 2 = 8 (2 Base, +3 Archaeologist's Luck, -2 Sickened)

His balance faltering, he calls once more upon his divine power and lashes out while taking a risk to step between the two beasts.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 3 - 2 + 3 ⇒ (7) + 6 + 3 - 2 + 3 = 17 (6 Base, +3 Archaeologist's Luck, -2 Sickened, +3 Fleet Charge)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (6) + 2 + 3 - 2 = 9 (2 Base, +3 Archaeologist's Luck, -2 Sickened)

(Standard action to attack, Swift action Fleet Charge)

What unfortunate rolls, I was hoping to drop the Brimorak and tighten the formation next to Azira, but now it's just risking AoOs and placing him into an unfortunate position.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius works to hold back the contents of his stomach from making a sudden departure. Still feeling his connection to Desna, he lashes out at the beast (grey-lined) in front of him.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 1 + 3 - 2 ⇒ (18) + 6 + 1 + 3 - 2 = 26 (6 Base, +1 Height, +3 Archaeologist's Luck, -2 Sickened)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (7) + 2 + 3 - 2 = 10 (2 Base, +3 Archaeologist's Luck, -2 Sickened)

Then calling upon the power the wardstone granted him once more, he finds the strength to quickly move around Azira to help with the oncoming assault while lashing out once more.

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 1 + 3 - 2 + 3 ⇒ (8) + 6 + 1 + 3 - 2 + 3 = 19 (6 Base, +1 Height, +3 Archaeologist's Luck, -2 Sickened + 3 Fleet Charge)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 - 2 ⇒ (5) + 2 + 3 - 2 = 8 (2 Base, +3 Archaeologist's Luck, -2 Sickened)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Just got the post up. I think I finally landed a hit again.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius takes a steadying breath, his mind reaching out to Desna for guidance before he lashes out once more at the creature in front of him.

(Swift action Archaeologist's Luck, Standard Action attack)

Masterwork Copper Heavy Mace Attack: 1d20 + 6 + 1 + 3 ⇒ (19) + 6 + 1 + 3 = 29 (6 Base, +1 Height, +3 Archaeologist's Luck)
Masterwork Copper Heavy Mace Damage: 1d8 + 2 + 3 ⇒ (3) + 2 + 3 = 8 (2 Base, +3 Archaeologist's Luck)


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius will have prepared to help handle the enemies initially before the catapult. If they felt Merixia was more apt for dispatching the catapult, he would have handed over the adamantine morningstar to her as well before they came up.

Thesius feels divine energy start to swell up in him instinctively and suddenly bursts forth lashing out at the closest brimorak not once, but twice.

(Swift action Fleet Charge, Standard Action attack)

Masterwork Cold Iron Heavy Mace Attack with Fleet Charge: 1d20 + 6 + 1 + 3 ⇒ (5) + 6 + 1 + 3 = 15 (+6 Base, +1 Height, +3 Fleet Charge)
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Masterwork Cold Iron Heavy Mace Attack: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 (+6 Base, +1 Height)
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Sorry for the delay. I'm moved into the temporary home for now and will be aiming to have a post up tomorrow night. Thankfully I have Friday off so I can work on trying to get back to a more normal routine.

I hope everyone's holidays went well.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius quietly moves along with the group, his eyes turning to the bridge as they pass under.

Knowledge (engineering) - DC 20: 1d20 + 11 ⇒ (1) + 11 = 12

He felt vulnerable without his ability to call upon Heroism, but he trusted in his companions.

"That is unfortunate to hear. I am glad we chose this route of action as surely that could have been devastating to have to deal with from afar when it started launching."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

"Or, while I would hate to put our friend into danger, would Thamryis be able to determine the state of the siege engine? If we can cross that off our list of worries, I think a all out strike on Paradise Hill to the bridge would be worthwhile. If we can swiftly remove the threat, we can then secure the bridge while reinforcements are trying to muster."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

is there any way for us to check the state of the siege weapon beforehand? If we can remove it as a factor or not will allow us to better plan.” As he speaks he turns to his companions to show he is addressing them in particular.


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius holds his chin while contemplating the revelations. "Based on what has been found, it would seem Paradise Hill should be our initial destination. Not only will it give us a potential base of operations that is defensible, but possible reinforcements and the chance to save innocents."

"I would think we should prioritize the bridge over the siege weapon. As mentioned it will allow us to further secure what will likely become our home for the time being. The siege engine could be dealt with after by making good use of invisibility along with flight or levitation."


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Male | Half-Elf | Archaeologist Bard 5/Evangelist 2/Trickster 2 | HP 65/65 | AC 20 T 14 FF 16; Uncanny Dodge | Fort +5, Ref +11, Will +8; +2 vs. enchantments; +2 sacred vs. insanity or confusion effects | Init. +9 | Perception +23 | Low-Light Vision | Archaeologist's Luck 6/12 left, Lore Master 1/1, Mythic Power 7/7 | Spells 1st - 3/5 2nd - 2/4 | Current buffs: n/a

Thesius listens intently to the report. He had not really thought about prisoners being found, but it made an unfortunate sense.

"Maybe a diversion could be made to lure part, if not all, of the beasts into a more advantageous area? A rescue party sweeping in after their departure?" he offers. "Albeit, further reports may take precedence."