Shaakhib

Manuun's page

1,005 posts. Organized Play character for Kulko.


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Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

so I don't want to interfere with your story with more goodbye posts, so Manuun has left the city by now and of course given the Book about Djinns to Ohrmizd for safekeeping.

Thanks for all the kind words and good luck with the rest of the AP to you.

@ GM: Can you please set my player and aliases as inactive.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

On the way back to Kelmarane Manuun discusses the scroll Heshan found in length with the Sorcerer and the others. When Father Zastoran mentions a Scroll of Kakishon he tries to remember where he heard that name before.

@Foxy:

Well Manuuns would still have his his daily roll in Bardic Knowledge giving him 29 in History or 33 in Planes. Fell free to decide whether there is anything the party should know beforehand.

When the talk turns towards returning to Katapesh, Manuun is turning very silent. Later that evening he approaches Ohrmizd: "I believe our ways need to seperate here old friend. You remember when we first met? I was running from Katapesh that day. There was an very unfortunate accident with Uncle Terlo in Katapesh and I could not stay behind to explain why it was all an accident. I was hoping the sand would blow over it with time but when I wrote to my contacts in the capital last summer while setting up the business, they have warned me that I am still looked for by Terlos old friends there. I fear all our success in helping Kelmarane might have even been my undoing. My local contacts have been warning me about some traveller asking about me. Its probably best, if I take my spoils while I still can and continue on my way to Ossirion like I originally planned."

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Well than he is obviously no help to us. I am sure his slaver freinds the gnolls will take care of him."

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun whispers to Ohrmizd in Auran "What is this man doing here? Remember we are still looking for somebody who could embody the old advisor of the gnoll king. Can you check somehow that he is not Rokova guy in a new disguise?"

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun readies his Weapons, casts Heroism on himself and then Joins the others in their exploration.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

I have not yet raised Manuun to Level 7 because I have planned to take him out of the campaign whenever it is storywise possible. But it looks like getting back to Kelmarane is a lot slower than I hoped.

So the plan is I will plan on until we get back to Kelmarane unless you as a group would rather look for a replacement right now.

If there are any 3rd Level Bard spells you think are helpfull rght now you are free to defien that I took the´m, otehrwise I will just take haste and confusion as my 3rd Level spells.

As for reasons for this decision, I need to reduce my load signifcantly and its been a very long time since that adventure has captured my interest in any meaningful way so I rather keep the campaign I am running as a GM going and drop this one.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Well it will certainly follow us through those tunnels it burrowed itself. so we might need to leed it somewhere where we can trap it. Maybe One of us can distract it while the Hesahn and Omari pepper it with Spells and arrows."

Grand Lodge

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M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"The next one whos dreaming about the princess? Lets get out of here. this place gives me the creeps."

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

At Omaris request Manuun carefully looks at the Scroll Case to see if there are any traps or hidden needles.

Perception on scroll case/scroll+ detect magic: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29

Spellcraft on armor: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

Grand Lodge

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M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Well lets go for it I would say.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"At least lets us prepare first. If we find nothing we can rest for a day to replenish pur magic, but if we find something as bad as that fly demon in Kelmarane, we want all our Advantages to be up and ready."

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"How about we close that door again and pretend we never looked in there?"

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun spots to large bruises on the right tight and his upper torso, where the tentacles of the sandkraken have hit him.

Manuun has taken 12 Points of damage, and only one more use of his luck Bonus left. Spells are fine, but mostly because I am bad at chosing spells, so I seldom cast them. So I could live with trying to get a full rest.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Ohrmizd stop flying around and cocentrate on the Job"

Without an easy way backwards Manunn is forced to weave between the Tentacles while keeping the arrows flying.

Short Bow: 1d20 + 15 ⇒ (19) + 15 = 34 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism)
Dam: 1d6 + 1 + 3 ⇒ (2) + 1 + 3 = 6

HP: 32/38
AC: 17 +2 vs. non-magical ranged
Luck: 1/6 1 ling, Heroism: 45/60 min remaining
Spells: L2 2/4 (DC14), L1 3/5 (DC13)

Grand Lodge

1 person marked this as a favorite.
M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Its a sandkraken, some hideous abberation that can bury through the ground!"

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Foxy:

The Knowledge check was meant to learn things about the beast. Resistance, type, etc. Is there enything I have learned from that earlier one or from an new one (take 10 would give ame a 19)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

@foxy I still wait for the rsults of my check above 29 on the respective knowledge. IF you think I need to make a second one I will take 10 for a result of 10.

"I am thinking already. Not sure where I heard about it."

Manuun tries to get out of range of the tentacles and starts shooting at the beast.

Short Bow: 1d20 + 15 ⇒ (10) + 15 = 25 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism)
Dam: 1d6 + 1 + 3 ⇒ (2) + 1 + 3 = 6

HP: 38/38
AC: 17 +2 vs. non-magical ranged
Luck: 1/6 2 lingering, Heroism: 45/60 min remaining
Spells: L2 2/4 (DC14), L1 3/5 (DC13)

Grand Lodge

1 person marked this as a favorite.
M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Truth will be spoken, when Rovagug eats the beast. Doesn't really make sense to me. maybe he likes Fried Octopus for lunch?"

Knowledge Religion taking 20: 20 + 9 = 29Using up my daily use of taking 20. Planes +13, History, Arcana each +9

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Hmm let me have a look"

Linguistics: 1d20 + 9 + 2 + 1 ⇒ (9) + 9 + 2 + 1 = 21 Is this enough?

Grand Lodge

1 person marked this as a favorite.
M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Because you want to impress the princess and woe her into your arms, remember!"

Perception: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun continues to step forward in Khedrons shadow and shoots at the lastz surviving Eddimu.

Short Bow: 1d20 + 15 ⇒ (17) + 15 = 32 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism +1 Magic)
Dam: 1d6 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Working on it! But my arrows barely scratch these things"

Short Bow: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism +1 Magic)
Dam: 1d6 + 1 + 3 + 1 ⇒ (2) + 1 + 3 + 1 = 7

HP: 38/38
AC: 17 +2 vs. non-magical ranged
Luck: 2/6, Heroism: 50/60 min remaining
Spells: L2 2/4 (DC14), L1 3/5 (DC13)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun step further up keeps firing at the nearest enemy.

Short Bow: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism +1 Magic)
Dam: 1d6 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6

HP: 38/38
AC: 17 +2 vs. non-magical ranged
Luck: 2/6 1 lingering, Heroism: 50/60 min remaining
Spells: L2 2/4 (DC14), L1 3/5 (DC13)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

When the cold touch of the ghost reaches Manuun chest he stumbles backwards along the steps.

Once he has caught himself a bit he draws one of his magic arrows out of his quiver and lets fly at the Ghost

Short Bow: 1d20 + 16 ⇒ (14) + 16 = 30 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism +1 Arrow)
Dam: 1d6 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6

HP: 38/38
AC: 17 +2 vs. non-magical ranged
Luck: 2/6 2 lingering, Heroism: 50/60 min remaining
Spells: L2 2/4 (DC14), L1 3/5 (DC13)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Will Save: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28

"Beter keep your distance Ohrmizd"

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Will: 1d20 + 7 + 2 + 4 ⇒ (7) + 7 + 2 + 4 = 20

"Be careful Heshan, With all that gold sticking to your Feet you will not be able to Sneak out of this place."

Grand Lodge

1 person marked this as a favorite.
M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

When Roryx is lost in a bottomless hole, starts yelling with Ohrmizd.
"I TOLD YOU SO! You and your stupid curiousity. Now we lost Roryx to it.!"

Grand Lodge

1 person marked this as a favorite.
M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"The ghost or ghosts of the howling/screaming pit will rule or order you. I think we should leave that aloooone!"

Seeing the device moving Manuun quickly backs away trying to brace for whatever happens.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Hmmm i remember seeing this script somewhere int the Book. you know the ones about Djinns. Let me check it."

Linguistics+Heroics: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 Hopefully Serious Enough

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Nope no Terran or ancient Osirani from Manuun. Is it okay to roll Linguistics to try to read it?

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"I think that should be the last one. I wonder who put these up here? But I think for now we should barricade the way up and rest for a while untill we are refreshed."

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"It seems you are right Omari, let me check what I can do."
At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

DisableDevice Taking 10+MW Tools+Guidance : 10 + 13 + 2 + 2 + 1 = 28
if that is not enough

Disable device+MW Tools+Guidance: 1d20 + 13 + 2 + 2 + 1 ⇒ (10) + 13 + 2 + 2 + 1 = 28
Disable device+MW Tools+Guidance: 1d20 + 13 + 2 + 2 + 1 ⇒ (7) + 13 + 2 + 2 + 1 = 25
Disable device+MW Tools+Guidance: 1d20 + 13 + 2 + 2 + 1 ⇒ (17) + 13 + 2 + 2 + 1 = 35

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Ohrmizd, Roryx! How are you holding up?".

unable to see through the mist, Manuun shoots at the nearest flying Rast.

Short Bow: 1d20 + 15 ⇒ (13) + 15 = 28 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism)
Dam: 1d6 + 1 + 3 ⇒ (5) + 1 + 3 = 9
Concealment 50%, low bad: 1d100 ⇒ 74

HP: 23/38
AC: 17 +2 vs. non-magical ranged
Luck: 3/6 1 lingering, Heroism: 50/60 min remaining
Spells: L2 3/4 (DC14), L1 3/5 (DC13)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

serves me right.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Great Thanks! Then I hit him for loads minimal damage :-)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

When the Rast bites at Manuun, the sylph once more turns almost translucent. Casting windy escape as an reactionary ability

Then he retreats once more and keeps firing at the wounded rast.

Short Bow: 1d20 + 15 ⇒ (8) + 15 = 23 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism)
Dam: 1d6 + 1 + 3 ⇒ (2) + 1 + 3 = 6

Avert gaze, low bad: 1d100 ⇒ 9
Fort DC 14: 1d20 + 5 + 2 + 3 ⇒ (3) + 5 + 2 + 3 = 13 Paralyzed once more, before the attack
Duration: 1d6 ⇒ 5

HP: 23/38
AC: 17 +2 vs. non-magical ranged
Luck: 3/6 2 lingering, Heroism: 55/60 min remaining
Spells: L2 3/4 (DC14), L1 3/5 (DC13)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Trying to hear through the mist Manuun shoots at the Rast flying above Ohrmizd

Short Bow: 1d20 + 12 ⇒ (10) + 12 = 22 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +2 Heroism)
Dam: 1d6 + 1 ⇒ (1) + 1 = 2 That will teach them:-)

1-50 is Miss: 1d100 ⇒ 55

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun Paralysis duration: 1d6 ⇒ 1 When I was paralyzed at the start of my last Round am I fine already again? Or do I have to wait for next round?

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun steps back out of attack range before firing once more at the nearest rast.

Activating Luck once more
0-50 need to save from gaze attack:: 1d100 ⇒ 2
Fort Save DC 14: 1d20 + 5 + 2 + 3 ⇒ (1) + 5 + 2 + 3 = 11

Unfortunately Manuuns luck runs out at this point and he is turned into a statue.

HP: 30/38
AC: 17 +2 vs. non-magical ranged
Luck: 4/6, Heroism: 58/60 min remaining
Spells: L2 3/4 (DC14), L1 5/5 (DC13)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun joins Heshan and Ormizd up the stairs and readies an arrow in case the Rasts follow up the stairs.

readied Attack:

0-50 need to save from gaze attack: 1d100 ⇒ 39
Fort Save DC 14: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 Success

Short Bow: 1d20 + 12 ⇒ (17) + 12 = 29 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +2 Heroism)
Dam: 1d6 + 1 ⇒ (3) + 1 = 4
0-20 misses because Concealment: 1d100 ⇒ 96

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Seeing the others leaving him alone here, Manuun fires another arrow before retreating upo the stairs. [b

1-50 must save: 1d100 ⇒ 81

Short Bow: 1d20 + 15 ⇒ (17) + 15 = 32 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism)
Dam: 1d6 + 1 + 3 ⇒ (3) + 1 + 3 = 7

HP: 38/38
AC: 17 +2 vs. non-magical ranged
Luck: 5/6, Heroism: 58/60 min remaining
Spells: L2 3/4 (DC14), L1 5/5 (DC13)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

From D20pfsrd:(emphasis is mine)
Gaze (Su)

A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; ...

... Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.
...
...

So you defintiely don't need to make the save for all creatures, but only for the one you are looking at. And as soon as we are aware of the problem we would use the averting Eyes tactic.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6
Foxy Quickpaw wrote:

It's fort save.

By the way: Any thoughts how to resolve an area gaze from multiple creatures? Would it stack like poison, so you got to make one roll at DC 14+2+2+2? Or would you drown in rolls you have to make (4 times DC14)?

I don't see why it would stack, so I assume its the second scenario. Also Poison Stacking still means, you must male one save per instance of the initial poisoning, only the effect saves get lumped together.

Grand Lodge

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M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Fort Dc 14: 1d20 + 5 + 2 + 3 ⇒ (12) + 5 + 2 + 3 = 22

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"Careful Heshan, they are beasts of fire, so your fireball can't hurt them. Best use cold based spells if you have the,"

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

"What's that again.?"

Know Planes, taking 10: 10 + 13 = 23 Aracana , religion, Nature all +9, Dungeon +12

Then Manuun lets fly at one of the creatures

Short Bow: 1d20 + 15 ⇒ (10) + 15 = 25 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +3 Luck, +2 Heroism)
Dam: 1d6 + 1 + 3 ⇒ (6) + 1 + 3 = 10

HP: 38/38
AC: 17 +2 vs. non-magical ranged
Luck: 5/6 2 lingering, Heroism: 58/60 min remaining
Spells: L2 3/4 (DC14), L1 5/5 (DC13)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

With Ohrmizd and Roryx invisible Manuun gives them some space before sneaking after them.

Stealth: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
Know Arc: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Grand Lodge

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M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

When Ohrmizd points towards the door with the chanting, Manuun steps aside trying to Jam the lock as efficiently and silently as possible

Disable Device: 1d20 + 13 ⇒ (18) + 13 = 31 +2 Masterwork tools inf applicable

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Know Arcana: 1d20 + 9 ⇒ (19) + 9 = 28 Engineering would only be +5

With the madmen subdued, Manuun walks over to the fascinating machine.

"Maybe it is injecting something into the head of the gnolls? Let me check closer?" Manuun walks all around the machine completly ignoring the Gnoll."

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun tries to shoot the Scientist in the legs.

Short Bow: 1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 23 (+4 BAB, +4 DEX, +1 MW, +1 PBS, +2 Heroism, -4 Nonlethal)
Dam: 1d6 + 1 ⇒ (4) + 1 = 5

Full Name

Kestrel Alder

Race

Half-Elf

Classes/Levels

Ranger 1

Gender

Female

Alignment

Neutral Good

Strength 14
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 14
Charisma 12