Tsadok Goldtooth

NPC Horm's page

15 posts. Alias of AGM Lemming.


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When the ghost dissipates Horm scans the area half expecting it to appear again. When everything is quiet he puts the sword away. "I'm really much better with my bow. But that wasn't going to work in this tight space."

Noticing Park drinking the potion he calls out, "Who all is hurt? Before we move on let's heal up." He uses his last channel for the day. Channel Healing: 2d6 ⇒ (3, 1) = 4 for anybody wounded.

He has one open slot at second level so could do one move CMW if needed. ??

Do we see the body of the mage?


Horm steps to the side to let Rajuna flank and tries to hit the ghost again.

To Hit: 1d20 + 5 ⇒ (17) + 5 = 22
damage if this hits: 2d4 + 2 ⇒ (3, 3) + 2 = 8


Add +2 to hit for flanking then. ??


I can't move it....


Horm steps after the ghost and swings his enchanted blade at it, hoping to finish the thing!

Correction on the previous post. The spell is Bless Weapon
To Hit: 1d20 + 5 ⇒ (7) + 5 = 12
damage if this hits?: 2d4 + 2 ⇒ (1, 2) + 2 = 5


Hearing the ghost's words Horm calls out a prayer and steps forward. "OK ghost! Face me. Feel the power of Sarenrae end your pathetic unlife!"

I can't move the Horm icon. He casts holy weapon on his falchion and moves in by Rajuna.


Seeing the ghost sending magic attacks at the group Horm casts a spell at it, trying to make it vulnerable to regular weapons.

Casting Ghostbane Dirge Will Save DC15 to negate


HP: 25/28

Seeing the blood flowing from pretty much everybody Horm channels healing energy. Possibly making himself a target, but....

Channel to heal everyone: 2d6 ⇒ (4, 3) = 7

One channel left if I remember right....


HP: 23/28
Horm finishes the previous round with a Bless for the party. It gives a +1 morale bonus on attack rolls and on saving throws against fear effects. The bonus stacks with Park's bard song for the attack roll.

Feeling the bird strike him Horm attacks with his Falchion. Isn't there a feat for using a bow in melee and not provoking an AoO?

Attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7


Hearing Zhandar's concern, and seeing no target Horm steps forward and channels energy to harm any undead in the area.

Channel to harm undead: 2d6 ⇒ (4, 1) = 5 DC14 for half


Horm gets up slowly, wiping the slime off of himself. "That thing hit hard! Thank you all for saving me." He looks the others over for any wounds and realizes that he seems to be the only one still hurt. He casts two spells to bring himself almost back to fully restored.

CLW twice: 1d8 + 3 ⇒ (5) + 3 = 81d8 + 3 ⇒ (4) + 3 = 7

Sacrificed Protection from Evil and Magic Weapon. 25/28 HP


Horm.... does nothing as he passes out from the pain. Well, maybe he cries out in pain before he passes out!

Stabilize?: 1d20 + 1 - 9 ⇒ (13) + 1 - 9 = 5 Nope! but Zhandar for the save! He snoozes contentedly at 0 HP.


14 damage plus 1d6 acid burn, He started with 28 HP

Horm struggles against the creature. Not believing that he can break free he struggles to pull his dagger and stab at the slime. Attack?: 1d20 + 6 ⇒ (11) + 6 = 17 damage if he can?: 1d4 + 2 ⇒ (2) + 2 = 4


Seeing the narrow passage and hearing that something dangerous in there Horm calls out. "Back up. Make it come to us so we can all fight it!"

He casts Bless on the party. +1 morale bonus on attack rolls and on saving throws against fear effects. 3 minutes.


Can I NPC Horm to move the game along?

If OK to NPC Horm:

Horm hears Park say haunt and sees Rajuna acting strange, but doesn't see a haunt. Knowing that positive energy might harm the haunt if there is one he steps up and channels energy to harm any undead or haunts in the area.
Channel: 2d6 ⇒ (2, 6) = 8