Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian also spent the last use of yesterday's Lay on Hands charges to heal up before bed.
Lay on Hands:3d6 ⇒ (1, 4, 6) = 11Leaves him fully healed.
Kelian spends the day taking a tally of the food and water supplies aboard. There are ledgers of all of these things, but his inability to speak Elven renders them useless to him. So instead he quietly surveys it himself, relying on his familiarity with common domesticated plants and animals to identify the contents of assorted barrels, bags and jars.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Reflex:1d20 + 5 ⇒ (18) + 5 = 23
Damage:2d10 ⇒ (8, 2) = 10
Kelian plows forward, heading for the exit as quickly as he can, but the increasing difficulty of the footing slows him down.
340 feet. Difficult terrain makes this so much worse for the slow characters! I mean, moving at half speed makes it harder for everyone, but somehow it feels worse when you only get 40 feet as a double move while hasted.
Kelian jogs after the party as quickly as he can -- not terribly fast even with Túrion's magical aid. Rocks clatter off his plate mail, causing even more racket than he usually makes, but even their hard metal cannot save him from every chunk of falling rock.
A rock spangs off his armor as he comes to the barrier, and he takes a moment to press a hand to his chest.
Swift action Lay On Hands for 3d6 ⇒ (6, 2, 1) = 9 healing.
320 feet of progress in 4 rounds double-moving at 80, but unless there's a way past the barrier by the time he gets there he loses 20 of that.
EDIT: I didn't see that the GM had rolled Reflex for Kelian. Rather than edit everything, I'll use those rolls for his saves in rounds 5 and 6.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Observing that no one appears to be actively attacking them any longer, Kelian steps back into the seething mass of black tentacles and does his best to keep Nelly and Fyrtor alive.
He waits one round at the beginning, waiting to see if there are any further attacks, then steps in and channels for rounds 2 and 3. Since the wizard spent a couple rounds getting mauled by his own tentacles, I'm presuming that this will not get him back on his feet.
Channel Energy:2d6 ⇒ (6, 5) = 11
Channel Energy:2d6 ⇒ (1, 6) = 7
That basically negates the damage from rounds 2 and 3, and heals 2/6 left over from round 1.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Seeing the rest of the party shooting at a particular spot, Kelian sets down his sword, pulls out his bow, and follows suit. To his moderate surprise, the arrow lodges solidly in something hovering near the ceiling.
Attack modifier is 6 BAB + 1 mwk = +7. Damage is 1d8 + 2 STR.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian is not sure exactly where the mage has gone. Fyrtor seems to have sent a ball of fire into one corner, and the wolf is looking in the same direction; but there seems to be nothing here.
If he rolled a nat 20 on Perception, with a +5 circumstance bonus from Nelly, he would get 26. One shy of the DC.
The tentacles squeeze and constrict about him, but he stands serene, unafraid, and reaches out once more to heal his allies.
Channel Positive Energy:2d6 ⇒ (6, 5) = 11
11 healing to everyone, including the mage but excluding Mel and Kazador.
In a moment of puzzled clarity, he realizes he is still holding the torch, which seems less important now. He tosses it gently back into the hallway they came from, where no one is likely to step on it inadvertently. It rolls across the floor and clatters to a halt fetched up against the wall.
I figure that's a move action -- he's not trying to attack anyone, so it's basically like dropping it, only tossing it a bit further away.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian cannot reach the mage; nor can he do anything about the tentacles. And so he ignores them. Once again a faint breeze rustles through the room, healing the hurts of all present.
Channeling positive energy is new to Kelian; I doubt he knows he's also healing the mage. And anyway, keeping everyone else on their feet seems rather important.
Channel Positive Energy:2d6 ⇒ (4, 3) = 7
7 healing for everyone in range, excluding Kazador and Mel.
As the breeze fades, he raises his head and peers intently at the corner Mel and Fyrtor have indicated.
Move action to Detect Evil. Paladins can do that as a move action, apparently. I'm not sure how/if that interacts with invisibility. If the mage registers as evil (meaning he has an evil alignment and at least 4 hit dice), Kelian will narrow his gaze and spend a swift action to activate Smite Evil.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian moves into the room, clapping Kazador on the shoulder as he passes. Once inside, he reaches -- and a faint breeze stirs the room, soothing hurts on all present.
Channel Positive Energy:2d6 ⇒ (3, 3) = 6
That also affects the mage, more's the pity. Also everyone within 10 feet of him gets a +4 bonus on saves versus fear effects, in case that's relevant. Minus Kazador, it doesn't work in the AMF.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian, pressed against the wall by Nelly's swift approach, awkwardly holds the torch high in his right hand so as to keep from setting the wolf alight. As the junior mage attempts to rise, Kelian reaches out with his left hand and tries to slug him with a gauntleted fist.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Seeing Mel's plan, Kelian readies himself to seize the junior mage once he' in the hallway.
Ready action to move up and grapple the junior mage once he's in the AMF. Provokes an AoO if he has Combat Reflexes, which seems unlikely. The Reposition move, if it worked, doesn't actually get him on his feet, so he's still prone and taking that -4 to CMD.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian presses himself against the wall in time to avoid the worst of the explosion -- conveniently opening a path for Kazador to barrel past. He presses a hand to his chest, healing some of his burns; and then surges forth into the mass of orcs outside.
Mechanics:
Reflex save:1d20 + 5 ⇒ (15) + 5 = 20Pass, wow!
Lay on Hands:3d6 ⇒ (2, 6, 5) = 13
So he lost 14 hp and immediately healed 13. There's very little he can do about a flying opponent -- he's lousy at ranged combat -- so for flavor he's going to join in the mass combat. I won't bother rolling attacks/damage or anything for that. Let's assume he's takes a few hits and gives them right back.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
As Fyrtor withdraws his bloody blade and the orc archer collapses to the floor, Kelian steps into his place -- almost before he hits the ground even -- affording both Algric and himself room to swing at the one remaining orc.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Intent on opening up space so he and Algric can move more freely, Kelian targets the same orc that he stabbed previously.
Attack 1:1d20 + 7 ⇒ (14) + 7 = 21
Damage 1:1d8 + 8 ⇒ (7) + 8 = 15
Haste Attack:1d20 + 7 ⇒ (17) + 7 = 24
Haste Damage:1d8 + 8 ⇒ (2) + 8 = 10
Attack 2:1d20 + 2 ⇒ (3) + 2 = 5
Then he thrusts his shield forward and shouts the command. It springs into life and bites at the orc.
Attack bonus is BAB 6 + 3 STR + 1 haste + 1 luck (divine favor) - 2 power attack - 4 squeezing. If the orc goes down at any point during his attack sequence, Kelian takes a five foot step into his space, loses the -4 attack and AC penalties, and directs any remaining attacks at the orc that both Fyrtor and Algric can reach.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
An appeal to the GM: can Algric and Kelian be considered Squeezing instead of Prone? The numerical penalties are identical (-4 to hit, -4 AC) but they wouldn't need to spend a move action to stand.
As Kazador reaches for his hammer, Kelian draws his sword. Glancing down at it, he gives a slight smile and whispers to himself: "I think I feel lucky." His sword flashes a bit brighter ...
... and moments later, crammed in cheek by jowl with Algric, he adds "Or perhaps not."
Philosophically, he reaches out to take a swing at the same orc Fyrtor attacked.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian settles his armor in place and stands ready.
Kelian is going to cast Divine Favor on himself the round before Kazador D-Doors them in, giving himself effectively 9 rounds of a +1 luck bonus on attack/damage. He's never cast a spell before and I'm not sure how the GM wants to flavor it, so I haven't characterized it here.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Once everyone has finished the scouring the battlefield for useful things, Kelian clears his throat. "Um, everyone gather round? I think I can soothe your hurts once more."
Once everyone is in range, he closes his eyes, looks upwards, and a faint, warm breeze washes over the battered group, softly wicking wounds away.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian raises his bow to imitate Mel; then lowers it again. He shakes his head and sets it down.
Making his way along the wall he retrieves the ladder from the back side and hauls it up and over, lowering it down the front side so that Fyrtor can rejoin them atop the wall when he is ready.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian follows suit, nocking one more arrow and sighting carefully towards the orcs revealed by Brolin's dancing lights, but holding it in case they surrender.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian, hearing Mel's words in common, follows suit.
Ready action to shoot a visible orc who attacks a party member.
Mechanics:
Since his bow is shedding light like a torch and he doesn't have low-light, I think the two furthest melee orcs are just visible, but gain partial concealment (20% miss chance, high hits low misses).
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian, seeing that no orcs are likely to be climbing the wall after all, takes his shield off again and picks up the bow he'd set down previously; the glowing weapon illuminates the orcs below.
Move action to doff the shield, move action to pick up the bow. It's emitting light as a torch due to Divine Bond for about another five minutes.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Inspiration hits Kelian. He sets his sword down. Reaching down, he grabs the body of the orc who made it to the top and got killed by Kazador. Lifting it over his head, he hurls it down onto the orcs attempting to scale the wall.
Mechanics:
Free action to set down the sword. Move action to pick up the dead orc (and a STR check below). Standard to drop it on the nearest one. I'm hoping to force a climb check to stay on the wall from at least one of them, maybe two if I'm lucky.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian waits grimly for the caster to finish climbing the wall; then Brolin's volley sends him tumbling down into the mass of warriors below. Kelian lowers his guard a bit and wonders what to do.
After a moment he shrugs and readies himself to stab the next orc that comes in range.
Mechanics:
Man, what a waste of his nat 20 from last round. Oh well. Readying a sword attack for the next orc up the wall, because it doesn't really make sense to doff the shield, drop the sword, pick up the bow, and then have to go the other way around if one gets to the top.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
As Kazador finishes off the orc, Kelian nods to him. Then he steps behind a merlon, sword in hand, and readies himself to repel the next climber.
Ready action to shove the next climber backwards off the wall as they reach the top. I'm not sure what type of combat maneuver that would be, but Kelian has no combat maneuver feats of any kind, so it's just a CMB vs CMD check. Here's the roll, at a CMB of +11 (6 BAB + 3 STR + 1 Haste + 1 higher ground).
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
As a pit opens in beneath some of the orcs, Kelian gamely lofts a shot.
Then he hesitates, and instead of reaching for another arrow, he sets down his bow and begins preparing to repel the orc he can hear climbing up the sheer face of the wall.
Mechanics:
One shot at the closest visible orc (preferring archers), then a free action to set his bow down and a move action to don his shield so he'll be all set to walk over and stab any orc who makes it to the top. He's not really an archer.
Current AC is 32 (10 base + 10 armor + 4 shield + 8 improved cover).
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Seeing that his torch is no longer needed, Kelian rolls his eyes and drops it. He snatches up his bow and sends a single arrow towards the same orc Mel targeted.
Mechanics:
BAB 6 + 0 Dex + 4 Brolin + 1 enhancement (divine bond) for +11 Damage is 1d8 + 2 STR + 1 enhancement + 4 Brolin = 1d8+7
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian quietly leans his bow against the battlement, extracts a torch from his bag, and begins lighting it.
Move action to pull out the torch. Standard to begin a full-round action lighting it with flint and steel; next round he's planning to finish that with a move action and then use his standard action to throw the torch over by Kazador.
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0
Kelian starts to draw an arrow, then hesitates. He slackens the string a bit and whispers to his bow, "Fly true."
In response the entire bow lights up, glowing brightly in the darkness.
Standard action to activate his Divine Bond class ability. It's a +1 bow that shines like a torch for the next six minutes. Also, AC update: both Mel and Kelian are at AC 28 thanks to improved cover and the fact that Kelian had to put down his shield.