Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Yep. I expect the board issues of late aren't helping.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
I'm still here, but waiting on Beleiro,
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will try to damage the remaining robot.
Robot slayer, divine favor
to hit: 1d20 + 9 ⇒ (15) + 9 = 24 damage: 1d6 + 5 ⇒ (2) + 5 = 7
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will fervor to activate shield of faith for +2 more to AC and will attack the one holding Fifteen.
obot slayer, divine favor
to hit: 1d20 + 9 ⇒ (1) + 9 = 10 damage: 1d6 + 5 ⇒ (2) + 5 = 7
Ok, the dice gods are out to get me this time.
AC=20
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will fervor to grant himself divine favor for +1/+1 and close to engage the metal enemy stepping into the flanked position. He will attack the same one as Fifteen to try and take it down quickly.
robot slayer, divine favor
to hit: 1d20 + 9 ⇒ (1) + 9 = 10 damage: 1d6 + 5 ⇒ (2) + 5 = 7 but he proves to be ineffectual
(AC is 19 vs. robots)
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"Is it hostile? I have not seen such before. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch follows, without trying to be stealthy.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"I suspect it will be possible to do so. We will need to move on to find them and come back with your fluid. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"No, we don't have any of the red food. Sorry. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"I am Kolsch. We appear to be in some odd ruins. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"The trace of vital fluid on the door would appear to indicate something more significant is in this direction. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
perception: 1d20 + 6 ⇒ (14) + 6 = 20 Kolsch helps to look around.
"Affirmative"
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will look at the door to see if there is something amiss.
perception: 1d20 + 6 ⇒ (19) + 6 = 25
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"OK, got that patch. North door?"
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will create alcohol (zero level spell) over the mold until it is gone.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"How concentrated does the alcohol have to be? The deity Cayden grants me the ability to make wine at will. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"I cannot precisely quantify the age. A week or two. Does that match with the length of time your father has been gone?"
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will try to figure out how old the blood stains are.
survival: 1d20 + 6 ⇒ (20) + 6 = 26
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
OK, then off we go after we heal up as much as possible.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
No wanted to see what Baliero thought. Last time we went out with an empty tank we got handed our heads. I'm a bit reticent about doing it again. On the water front I can create water at will since it is an orizon.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Ok, I can theoretically top us off before we go on, but again I'll be going into combat pretty spent. Do we have sufficient foodstuffs to wait another day so we're actually at full tanks?
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
I think I'll use the trauma kit and take 10.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"That seems almost mythical. "
Then he moves with the rest to the storage room, barricades the door and administers medical care to the two others as they rest for the night. Since we can't actually get tires, staying up shouldn't be a problem.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"It has a door we can close. I think that may be the best we can do. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"I think we need to find a place for us to rest. Maybe that supply station we were just in would work. We're all very battered and I am spent of resources. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will will comment "That was far closer than suits me. " he will then go check to see if Baeiro is dead or just mostly dead.
If it is possible to save him, he will use one of the medical kits
survival: 1d20 + 6 ⇒ (11) + 6 = 17
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
In a last ditch effort Kolsch stabs once more with his rapier.
sacred weapon, flank
to hit: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 damage: 1d6 + 4 ⇒ (4) + 4 = 8 holy: 1d6 ⇒ 4
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will continue to attack the thing,
sacred, flanking
to hit: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 damage: 1d6 + 4 ⇒ (1) + 4 = 5 holy: 1d6 ⇒ 4
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
AOO to hit: 1d20 + 7 + 2 + 4 ⇒ (6) + 7 + 2 + 4 = 19 damage: 1d6 + 4 ⇒ (4) + 4 = 8 holy: 1d6 ⇒ 2
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will try to attack the thingy as well
sacred blade (good), flank
to hit: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 damage: 1d6 + 4 ⇒ (2) + 4 = 6holy: 1d6 ⇒ 6
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
while I would like to improve my first round lousy roll, it would feel a bit cheap, so I'll just wait till next round and take my beating.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
I think standing at the door and waiting for him to come to us is about the only plan.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Right now looking at the map, it seems like he's in a place where he can't be flanked, and only 1 person can engage him effectively. Personally I think we need to draw him out.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Yeah, my bad, didn't look at the map. With him over there and no way to flank, I imagine we'd have to wait for him to come to us. We can't afford AOOs, nor can we afford to close so he gets a full round on us. Is Baliero's body anywhere to be seen?
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will try out his weapon with its new enhancement on the creature.
aligned good, flank
to hit: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11 damage: 1d6 + 4 ⇒ (4) + 4 = 8 good: 1d6 ⇒ 6
but it seems that the team is just not having any luck
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will sacred weapon with the good blessing right before opening the door for the grenade toss. Once tossed, he will wait for the satisfying kaboom, then open it again.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"That works as a plan. I'll try to enhance my weapon against evil in case it is. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Given that we have a comrade in the lurch we will have to try.
"Ok, time to rescue Baleiro, now that we're better. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
I'm willing to try, but since we stll lack a way to get past DR, I don't necessarily see it working so well. Only thing I have left is my good blessing which can align the weapon good and do 1d6 more against evil critters. I don't even know if the thing we fought was evil.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
more healing: 2d8 + 2 ⇒ (7, 6) + 2 = 15 on Kolsch
"Those devices are amazing, I feel almost totally restored to function. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Woken up by 15's expression of glee at finding all the goodies, Kolsch will try the healing equipment on himself.
survival: 1d20 + 6 ⇒ (19) + 6 = 25 healing: 1d8 + 1 ⇒ (4) + 1 = 5
Feeling a bit better, he offers to use one of the packs on 15.
"Are you injured? "
survival: 1d20 + 6 ⇒ (20) + 6 = 26 healing: 1d8 + 1 ⇒ (4) + 1 = 5
Why wasn't I rolling d20s like that during combat?
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Well we can assume she wakes me up and I tend to myself.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Two of use pretty much are out right now, so there's really only one person in action.
It is an impressive loot shower though.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will watch for as long as he can before he nods off in a nap.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
Kolsch will raggedly take a seat on the floor, grunting in pain.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"It would be too much to expect a chair or cot. " looking at all the odd equipment.
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
"Yes, sub optimal is a bit of an understatement. I'm barely still in active mode. " as he barely holds on to consciousness. "I must rest. "
Fighter/Warpriest 20/22 HP 16/22, AC 18, T 15, FF, 13, CMD 18, Fort +5, Ref + 5, Will+5, Per +6, Init +4
The problem with war priests is that all of my abilities are rather dependent on fervor to be effective, and at this level I'd be hard pressed to have more than 4 fervor (I only have 3/day). I would still be at 0 now, but unable to heal myself at all. All fervor is gone, and I'm out of spells. This also means I can't buff my weapon to hurt this guy. If I had a bit more HP, I could do Holy Weapon and see if that cuts it.
Mind you I'm not complaining as poor dice have been hounding me more than anything. I'd say the problem here is we started the day with the tank low, and a 3 person party is lacking for action economy against a critter which attacks more than all of us. I can understand you doing 3 players only due to gestalt, but the benefits from that haven't much kicked in yet. Later you will likely need to buff encounters, but right now we're in a tricky zone for difficulty.
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